Mapping
One of the most important features from the point of view of the player is that of mapping. Ideally, the map should be revealed broadly in line with what the commander can see from their current location. One possibility is to link 'vision' to movement, and calculate what can be seen based on that, but this raises problems because on plains it should be possible to see farther (in proportion to movement) than in mountains. In addition, a movement-based algorithm may by-pass a mountain by going round the back, breaking believability.
A practical solution is to create an extra variable for the terrain types that defines 'vision', i.e. how easy it is to see past. On the basis of this it becomes possible to calculate with reasonable accuracy what can be seen from a given location. Using this, the map of the scenario can be revealed gradually, while still allowing the scenario-writer room to customise terrain.
Ideally, it should be possible to specify squares that are visible on the map at the start of the scenario, or reveal places after discovering 'guidance' at a location. This requires greater work to implement.
Original material © 2009 Ben Wright.
Licensed under a Creative Commons Attribution Non-Commercial 2.5 License.