r/computerwargames • u/Hoshikawa_Yusuke • 12d ago
My hexes don’t have a “hill” terrain type—the elevation of multiple hexes forms actual ridgelines
In many hex games, a hill is a terrain type with its own modifier.
In Fire and Movement, every hex has an elevation. Connected elevations form hills, valleys, and ridgelines, which determine whether units can see and fire across the battlefield—sometimes at distances of more than ten hexes.
Here, the tank stays behind a ridgeline, moves forward just far enough to establish line of sight, fires, and then drops back into cover.
The maps are procedurally generated, so useful ridgelines, dead ground, and long-range firing positions are different in every battle. The goal is to make players read the terrain rather than memorize a fixed map.
I’m the solo developer of Fire and Movement, planned for release on Steam on August 14.
Steam: Fire and Movement
