Kind of a fun question. I am hoping that is generates a lot of good thinking.
I am in the design, early alpha stage of my current orthogonal game project. I am experimenting with different tile sizes. A few questions as I would like to step off on the right foot.
Should we differentiate tile size (80x80, 32x32 etc) on retina vs. non retina displays, iPhone vs iPad displays?
What is a good recommended tile size that accommodates both the designer and the artist... and why?
Goals:
I would like to a clean, crisp visuals no matter the display format. Cartoony, colorful 16bit to 32bit images no matter the display.
I would like to keep to a 1024x1024 texture size for my atlas. I am hoping this will give me enough tiles to make the world look good and not crush my tile map system.
My current map size is 200 tiles wide x 120 tiles high. The map will be a a low detail (nautically focused) mercator projection of Earth.
Thanks in advance for all the good advice.
E
So if you are working in landscape here are the sizes you need to support: 480x320 - iPhone (0.5) 960x640 - iPhone Retina (1) 1024x768 - iPad (1) 2048x1736 - iPad Retina (2)
The number in brackets indicate the scale. I just like picking iPad (1024x768) for my ingame units. At this point I have all textures in 3 sizes, since I'm using OpenGL I use different mipmaps for each resolution I need. My texture loading function can skip mipmap levels so that on devices that I don't need high res I safe memory and loading time.