Rectangular lattice makes it really impossible to represent organic looking structures, likes caves and nature, in a good enough rating.
With hexagonal lattice organic scenes look order of magnitude nicer, but rectangular structures are tricky to implement.
But not impossible. With a bit of effort, one can pass walls though hexes.
Making the organic logic structures with rectangle is a real challenge. XCOM solved it with diagonal walls.
Yet these walls ended up being very thin.
Hexes 3 types of square grids, two isometric looking, and the RPG-maker style.
Hex cities can have buildings at 3 angles, all with standardized tileset.
So hexes are absolutely superior to the rectangular lattice.
They look visually nice and triple the combat possibilities.
Anyway, with 64x32 hexes I still have too much screen space wasted.
I do have XYZ offsetting and placing several objects on a single tile.
I introduced it to break the nasty square lattice look, while placing trees.
But it really clunky and non-uniform.
So hard to use with the procedural map generator placing objects.
32x16 will be too small and I really dislike the idea of having non-uniform hexes.
I can see how it can go wrong everywhere and make pixel art creation harder.
So I will group the objects inside single hex by breaking the hex into 3 diamonds.
So logically it will be diamond tiling, not hex tiling.
Although larger objects will still take entire tile.
I see how this system will allow to implement more nuanced melee combat mechanic.
Even for simple one-on-one duels.
In any case, it will open a space of possibilities, tripling the potential scene complexity and saving screen space.
As I already mentioned, I see how can entire group be moved at once.
Then I also has an issues with cannon plus the gremlin operating it.
As of now I treat them as a single sprite.
But why the cannon can't be operated by any other unit?
Why can't the gremlin be killed and its cannon seized?
Finally 3 smaller trees sharing a hex make for both nice visual look and obstacle for larger monsters.
So there will be a scenario where one can hide from a horse riders in the woods, because horse requires 2 diamonds to pass.
In the end lattice choice is really about interesting state spaces and their presentation to the player.
Of course with voxels one can go without any lattice at all, but at that point it stops being a game and become a simulation.
Requiring the generic and expensive 3d calculation physics and pathfinding.
For voxel I still think raytracing as a monolithic layer, but it will be guided by the tile metadata.
But for that to happen I will really need to optimize the cutting routine to show the inside of dungeons
It is kinda expensive for large size voxel chunks, unless one runs it in parallel on GPU, and I dont have a GPU.
Then again, I'm doing everything slightly differently. Why not implement a non-uniform tiling?
Yet architecturally it will be the hardest challenge I ever faced.
So I need to really perfect the lattice code, or it will be an unmaintainable mess.