← Back to devlog

Building on the Battlefield: The Grid System

RTS building usually happens in peace. Ours happens while a wave of orc raiders is sprinting at your walls. That changes everything about how the building UI has to feel.

One tile to rule them all

The whole world sits on a uniform grid. Every building footprint is a multiple of one tile — barracks are 2×2, towers are 1×1, walls are 1×1 segments that auto-connect. This keeps placement decisions fast: you never wonder whether something will fit.

Ghost previews and instant feedback

When you enter build mode, time does not stop. The ghost preview turns green or red in real time, and invalid placements tell you why — blocked by a unit, too close to a resource node, outside your territory.

The fun part: walls under fire

Walls can be placed mid-fight, which means you can cut off a flanking route seconds before it matters. We had to add a rule that buildings cannot be placed directly on top of enemies — otherwise the optimal strategy was dropping a barracks on a warchief’s head. Game development is glamorous.