We started to work on a new grid with 6” tiles over a 3d terrain, allowing for a more realistic render while also making it easier to move entire units.
Another benefit to this approach compared to runtime procedural generation as we tried before is that we can enable global illumination even in Godot 3.
Ambiance can be changed to look more mysterious by enabling fog and bloom.
After the terrain is sorted out, the next step is to show the cells. Godot 3 doesn’t have decals available by default, so we tried to use an existing third-party solution.
The main limitation is poor performances. Godot 4 will bring decals by default with not only better performance but also the ability to exclude some meshes from being drawn on.