So I've had this recent interest in board games and haven't been able to find one that I think would suite me perfectly, so one of my friends said to make my own.
The basic premise is you are some sort of rustic explorer party searching for some mythical relic or location, not sure what exactly. As you explore you flip over new tiles from a stack so the map is completely different each time you play it. You then can build buildings and get resources to help you on your search. Something like that I guess, I'm really just jamming together my favorite ideas from other games.
The problem I'm having right now though, is how I should make the hexagonal tiles the game would be played on. There would be somewhere around 5 different types of terrain: river/valley, plains, forest, hills, mountains. Each one has a different viewing radius to let you plan a little ahead if you find a mountain and can see far into the distance. I'd like to have some fairly organic shapes of the different patchworks of terrain types. This makes me want to lean away from the idea of a single tile having a single type of land on it. A single type of land per tile would certainly be easier and flow better with the sight line idea. The other way I see that this can be figured out is if I have each tile have a mix of a few different terrain types on it around the corners so they can be organically wrapped around like Carcassonne. This way would provide me with the organic shapes I want and the possibility to incorporate an idea of building context sensitive buildings depending on what corner of the hex they are built on. The problems with this method is that not every tile would be able to work with each other, as far as I know, which is why I came here.
So Pixelation, is there someway to efficiently tile hexagons with multiple types of terrain on them so you can randomly draw them and play them according to existing tiles?http://cf.geekdo-images.com/images/pic284398.jpg example of different terrain types on a tile on a different game.