malekith wrote:and another thing to consider before delving to deep into graphics is play style and UI. I mean we know it's gonna be turn based strategy
Will have to disagree slightly with you there, on both counts
We don't know yet what it is we will aim for, whether it is a "simple" TBS or something that, while still involving turn-based tactics, will be a bit different than what most people think when hearing TBS.
As for graphics, while discussing things like the view on the units may be a bit premature, discussing the general look and feel of it is appropriate. Drunut
: agree on the accessibility issue. The avatars don't have to be at all big, with a possible exception if the unit itself is "important". Think of a table-top game involving many miniatures, which is the road that real-time strategy games take. Or, for that matter, Heroes and the others as well (though units tend to be a bit bigger in Heroes than in Wesnoth). If that dwagon thing looks big, for instance, it's just for show anyway and can be resized.
In general, what options are there are briefly so:
a) large units, small parties. The Disciples series uses this approach. Two opposing parties per battle, with a maximum of six units for each.
b) small units, medium-sized battles. What real-time-strategy games do. Each individual unit is animated. Typically a couple of hundred units are in the game.
c) size irrelevant, "epic" battles but -> stacks as opposed to units. This is what Heroes does; you can have hundreds of thousands of units on the field, only really you don't, because they are organised in stacks, each stack represented by a single avatar.
Another thing to consider is
a) battle view/exploration view separate. The typical approach for TBS, apparently. In Heroes, only the Hero is visible in the exploration view; other games may show the hero with the units following him/her/it closely clustered together (and maybe reduced in size).
b) all views merged. There is no difference between "exploration" and "battle" mode. The path taken by real-time-strategy.
For inspiration, we can look at Wesnoth. Particularly for what NOT to do
Battles quickly become unwieldy if the number of units grows, not because of the graphics but because you need to order your units, as well as wait for them to complete the task. Then, when it's the computer's turn ...
The whole point of this is lost if you keep it a secret.