The camera decides how a game looks at its world; the grid decides where
things can stand and what counts as one step. Here is the same house, tree,
and hero on six kinds of space, with the places the hero can reach in one
step lit up.
Tile gridsSquare gridSquare cells: four neighbors, or eight with diagonals.
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Tile gridsHex gridSix neighbors, all the same distance away.
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Tile gridsIsometric gridA square grid turned 45° and squashed into diamonds.
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Fewer places to standLanesA few parallel rows; things move along their own row.
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Fewer places to standNode mapStops joined by paths; you move from stop to stop.
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No gridNo gridAnything can stand anywhere and move any way.
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Tile grids
The map is cut into equal cells, and everything stands in one of them.
Square grid
Also called tile grid, rectangular grid
The map is cut into squares. Each cell touches four others side to side, or eight if diagonals count. A diagonal step covers about 1.4 times the distance of a straight one, so 8-way movement needs care.
One step
4, or 8 with diagonals
Good for
Almost anything; the simplest to draw and to code
Hex grid
Also called hexagonal grid
The map is cut into hexagons. Every cell has six neighbors, all equally far, so range and movement feel fair in every direction. Hexes come point-top (drawn here, where each row sits half a cell over from the last) or flat-top (where each column does).
One step
6, all equally far
Good for
Strategy and war games, overworld maps
Isometric grid
Also called diamond grid, iso tiles
A square grid seen through an isometric camera: turned 45° and squashed into diamonds twice as wide as they are tall. Underneath, it works exactly like a square grid.
One step
4, or 8 with diagonals
Good for
City builders, tactics
Fewer places to stand
Instead of a whole map of cells, the world is a few rows or a set of stops.
Lanes
Also called rows, tracks
The world is a handful of parallel rows. Things move along their own row and only meet what's in it, so choosing a row is most of the decision.
One step
2 along the lane; changing lanes is a move of its own
Good for
Tower defense, auto-battlers, one-screen idle games
Node map
Also called graph, route map
The world is a set of stops joined by paths. You only ever stand on a stop, and the paths decide where you can go next.
One step
Whichever stops the paths connect
Good for
Roguelike runs, world maps, choosing a route
No grid
Things can stand anywhere.
No grid
Also called free movement, continuous space
Positions are continuous: things stand anywhere and move in any direction. Enemies still need a way to find a path, usually a navigation mesh or a hidden grid.