I can say this. The problem with a hex map is the fact that it's a hex map.
Consider this. Grids are easy, because they're 90-degree matrices or
arrays of coordinates. I was just thinking about how to make a hex
map.
How would you describe the coordinates? Would you use coordinates? I
mean, I could make a program, but it's a bit odd.
For example: imagine a brief hex setup.

A is at 1, 1. B is at 2, 1, which is either above or below 1, 1. It's
offset, too. 1, 2 is below 1, 1 and 2, 1 is between and to the right.
See the problem?
1, 1 could be next to 2, 2, and 1, 3 is below 1, 1. Is that sufficient?
I mean, I could totally  do that, and then maybe we could set up a
model positioning system, but I want to know if that's sufficient, and
I want to know if you find the 1 1, 2 2, 3 1 positioning system
sufficient. It sounds a lot like the spreadsheet thing.


On 5/29/14, Zachary Kline <[email protected]> wrote:
> Hi All,
>
> Long time since I posted here. :) I've become intrigued by StarFire, an old
> tabletop strategy game, which happens to use hex maps for movement and
> positioning. It strikes me some kind of audio hex grid shouldn't be too
> difficult to design for computerized play.
> I can simulate a hex grid with spreadsheets, but it isn't quite the same.
> I'm envisioning a program which would let me move a cursor around a virtual
> grid, placing textual markers for various pieces, much as a sighted person
> might move counters.
> This game seems as though it would otherwise be quite fun, and while i'm not
> averse to setting up spreadsheets and pretending, something a bit more
> featureful would be nice. This is the kind of thing sighted board and
> computer gamers deal with on a regular basis, as many strategy and war games
> are hex-based.
>
> Do any of the programmers here, Tom for instance, have any input?
> All the best,
> Zack.
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-- 
Signed:
Dakotah Rickard

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