Beyond A-Move: Creating Tactical Formation Movement in Unity
If you’ve ever worked on a real-time strategy game, you’ve faced the “beehive problem.” You select a group of units, right-click a destination, and they all rush towards the same point, clumping up like angry bees. The units in the back crash into the ones in front, and
Read MoreA Deep Dive into a Dynamic Unity City Builder Grid System
The Unsung Hero of City-Builders Every great city-builder — from Anno to Settlers — is powered by an invisible but essential system: the grid system. In Andara, my post-apocalyptic city builder, the grid system isn’t just for placing buildings — it governs terrain height, coastline access, decoration, and
Read MoreDesigning Survival: The Shack System in a post-apocalyptic city builder
Shelter Comes First. In the harsh dustlands of a post-apocalyptic setting, survival doesn’t begin with food, water, or trade. It starts with a roof. And not even a good one. Just a few slabs of rusted metal, some makeshift wood, and enough hope to stand another day. This
Read MoreFrom Settlers to Shards: How My Game Evolved Into a Post-Apocalyptic City Builder
It didn’t start as a game. It started as a test. I just wanted to see if I could get the Settlers III mechanics working in Unity 3D — you know, the production chains, the carriers doing actual work, the little invisible dance behind every resource. That’s it.
Read More


