Hi Everyone,

I need some help in the right direction. I am not really a coder but did some of the bigger tutorials on some Godot projects and feel I got the hang of the basic things.

I was thinking about making a 2D taxi game set in New York and was looking into making the map of NY as realisitic as possible. Could I just make this in one scene in Godot and go through it with the Camera or should I really make lots of different scenes that the game would load into like Stardew Valley?

If I would want to make some of the highway surroundings randomly generated, what should I look into?

When is big too big?

If anyone can give me some pointers to set me in the right direction, I would really appreciate it!

Thanks,

For terrain maybe it's easier to generate tilemap from a bitmap from a NYC map in real-life, use certain pixel magic-color to tell whether a pixel is road path or block/building/tree, though you have to write a simple generator to do that in godot script language.
For randomized trees and other static decorative objects there are simple noise algorithms to generate them without much hassle.

edit: Removed natural stupidity.

    MagickPanda For terrain maybe it's easier to make it in blender, then export it into godot with gftf format as a tscn game scene.

    As per tags, it would be a 2D game.

      That sounds like an artistic decision more than a technological one. For a 2D game you likely won't run into any performance problems unless you want the entire city with every house and building in the right place. Think about it more in terms of what would be fun to play. The Teenage Mutant Ninja Turtles series has some great examples of 2D New York, and the original Grand Theft Auto is another good example for driving around a 2D city.