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Chris Crawford on Game Design
book

Chris Crawford on Game Design

by Chris Crawford
June 2003
Beginner
504 pages
10h 49m
English
New Riders
Content preview from Chris Crawford on Game Design

Planning Moves

The actual planning of moves turned out to be easier than I had anticipated. Each tank planned its moves on a simple system based on an incremental approach. It merely asked, “Would I be better off in one of the six adjacent hexes than in the one I'm in right now?” If so, it moved to that adjacent hex; otherwise, it remained in place. This required a calculation of the “tactical value” of each hex, which in turn depended on a number of factors. Each factor gave the hex a point value:

  • If the hex blocked the line of sight into itself, it earned 8 points.

  • If the hex was easy to enter, it earned 2 points.

  • If the hex was closer to the enemy, it earned 6 points.

  • If the hex was further away from the enemy, it earned –6 points.

These simple ...

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Publisher Resources

ISBN: 0131460994Purchase book