So, from the looks of it, the last developer log for Tavern Tycoon was posted September 2014 - about two whole years ago. I actually can't believe that this project got sided for this long. Nevertheless, let's get down to business!
Isometric view and zone construction
Perspective camera was my first choice during prototyping, but mid-production stage, I realized that there were aspects of this camera choice that impacted gameplay in a negative way. Near edge objects were hard to distinguish visually and less screen space was getting rendered at once - effectively narrowing player vision and control. They were subtle, but were becoming more and more noticeable as more content was added. At this point, I had to make a choice to turn to the good old isometric view.
By the time I started adding room building and item placement, I was really glad that I made the switch. Honestly, the zoning system (dragging to select a rectangular area) would not have worked well with a perspective view. In retrospect, the switch was inevitable.
And yes that dude is throwing up on the screenshot 😀