These visuals would look great if you used 2d art instead of 3d renders (at least for the buildings and backgrounds). I know that'll have some impact on modding, but I think the game will feature bloat more than it already is if you add anything more than what is currently available from the pregmod.
If you want a reference, you could make the Arcology and it's respective upgrades separate images from the background biomes from your starting choice location, similar to Stellaris and how they implement their city visuals with different worlds.
Choosing what you'll be saving costs on, especially for a game like this is important. I believe that choosing the Arcology (the thing you'll be spending the most time looking at) is a poor decision.
well, improving 3d models/renders is allways easier than on 2d models.
It does matter the choice of "art". I as a developer have to chose my strengths and weaknesses, and i have to admit mine. My "drawing" skills are pathetic (you have heard about programmer art?), however my image manipulation are ok. My modelling skills are miserable, however i'm quite capable of manipulating exiting models and create variants or even something different.That depends on many factors here, such as “Can you draw?” or what engine you’re using, for example, unity has pretty good 2d animator, that can turn one simple static 2d image in a fully animated character pretty easily. I’m not even saying about some paid unity plugins for 2d animations.
Aside from the fact that for 3d you need meshes and textures and you should be able to do 3d modeling yourself.
It’s hard to tell what is more difficult, honestly.
I have to chose my battles, and things i can do, and in the end the result will be a mixture of them both. Thank you all, for the feedback.
I'm honoured.this is my first post, so yeah. dude i have to watch this