I'm still not sure about the rotation thing tho. It's really essential for this procedural world. But atypical for a top down camera. In fact, it's really bad for a true top down, so I pushed the camera as low as possible.. at around 45-50 degrees. Can't push it lower without breaking core gameplay and world building. So the camera feels more top than 3rd person, and rotation can get some people dizzy. More testing, tweaking, and redesign needed.. Maybe I will turn the game into a more traditional top down, flatter.. the assets will have to be smaller, close to the ground, and overall verticality much less dramatic.
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