I think, the problem in this case is the vast amounts of time that it takes to develop a complicated game like the one you've undertaken. It's all well and fine for people to say it should be free and support that with various reasons but it all boils down to you dedicating a lot of your free time to develop this, time which could be otherwise spent bringing in some income for yourself.
It's perfectly natural to expect to be rewarded monitarily for your hard work. The harsh reality is that you NEED money, rent has to be paid, food isn't free, sometimes you can't even leave the house without spending money.
I'm sure if all of life's essentials were free, Steph would have no problem releasing his game for free too.
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On a lighter note, I think this is shaping up very well Steph.
I just had a thought about terrain. How will you handle elevated terrain? Will you have a mountain tile and a hill tile, etc, or will you do varying levels of elevation? What I mean by this is having a property on your tile object called "height", and when you're rendering the tiles you would have some kind of transition tile that indicates the grade is changing (going up or down hill).
Here's an illustration of what I mean:
A system like this would allow for innumerable tactical possibilities and subtleties, like placing your cannon batteries on top of a hill would give them greater range, placing your musketmen on top of a hill would mean that the enemy would take longer to reach them and the enemy's accuracy would be diminished due to firing uphill, etc.
Any of the major battles in history involved use of the high ground in tactical decisions, and I'd love to see this included in your game...
