For now I've created randomly generatable map, tile system, city-terrain interaction, city resource visualization, city resource calculations, terrain improvements' models, and workers with their abilities. So, now it's possible to build workers and improve terrains around the city, and have it grow. I think, it's like 15% of the game.
BEST PART: "There will be a catapult which will attack pew didish..!" Haha
At least one of the best as the map itself looking good.
Most impressive for me the random generation of the map.
I need to consider making water generation script in to my map and best way to make rivers or lakes edges look good. Because as we see in this tech demo the Starcraft 2 engine is bad with making river stuff. Worse even than in minecraft <.<
What do you mean by Ron? Rise of nations? Icons are from civ IV actually. But i'll inherit some battle aspects from RoN. Castles, for example. And something else. RoN is a perfect example of making civ-like game in realtime.
I think there is a better way for making terrain and water at such a zoom level. In the Artist tavern Forum there was a thread about using decals as ground textures. With animated Textures (if one time there will be a better exporting script for max) you could create realistic(or at least civ like) looking water, rivers, etc. And such decals could be created as hex tiles, which you could place via your random terrain engine, so the single tiles are more obvious to the players and It would look better.
Agree, decal based terrain system would look better. Unfortunately, it's too late for this map to switch to decals - too much done yet. But thanks for the idea.
Lots of stuff. I think the map is 40% ready now. For example, there are almost all none-gunpowder units (except catapult and horse archer ones) on the picture attached. They all work and have cool sounds.