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Tuesday, July 12, 2011

Hexagonal Geomorph VI

Looks like some family visitors are going to postpone my screenprinting trials.  Frustrating, I'm afraid if I don't get this done in the next two weeks or so I might lay it by for a long time again (last time was two years).

Oh well, the good news is that all the planning and making these by hand made for churning digital versions out quite quickly.  I haven't even printed/cut/tested all these out yet.  Here are two more:

Which gets us to 12.  We have a funny shaped die to handle that.

One thing you might notice is that I am sticking to hexes that have to 3-6 sides used as viable exits.  This is for two reasons 1) aesthetically I didn't like the look of stranded island of dungeon, the little pockets that an unreachable one-side-accessible path would make, and 2) I was never able to figure out mathematically the increase in probability of ending the catacomb that each dead-end added to the tiles made, so I'm just going by intuiton here until I playtest these more to see how big a catacomb can get before you hit all deadends.

Another thought, I am torn between having a small set of pretty re-usable tiles and interesting, individualistic tiles.  For example tile 11 above could have a little room to the right instead of just the two loculi.

The problem is, the more unique you make one tile, the less useful it is a a generic part of a dungeon generator.  It becomes very recognizable instead of a something unknown to be explored.  I also have to remember these were meant to be used on the kitchen table, so you can't have too many.  Though, if you have a big selection you could choose your own "deck" before play, so to speak.

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