adaliabooks: I've hit a little bit of a bump. I had some trouble with UI stuff which bogged me down and made me think about stuff (never a good thing XD)
And now I'm reconsidering things a little, having put some more thought into it I may revert to square tile based maps, but there are still some things I need to work out. Reading some articles at the moment.
ddickinson: Are there any big disadvantages of using square based tiles? If you changed it to square tiles, could you change back at a later date if you figure things out, or would it be too hard to do?
I preferred hex tiles for the world map because they make more natural looking shapes. But for the more zoomed in views (for the cities) it's more difficult to place buildings on a hex grid. I'd originally decided to simplify the city planning and not let you place buildings directly, but now I think I will let players have more control over the city planning and building placement.
But changing between square and hex grids is a bit annoying and confusing so it seems to make more sense to stick to one or the other.
So I'm looking at ways to make the world map, how to make it look good, how to randomly generate it.
Ideally I'd love to make a map that you could zoom in and out of to any degree and it would automatically rescale the models and terrain to give the right level of detail and not slow things down, not sure how possible that is with my level of skills.
But I'm wondering if I could something procedurally generated with voxels (think Minecraft, but smaller blocks)