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Walls and Floors

  • Define how walls and floors function in-game and in-edit mode.
  • Establish modularity rules for fast building and clean visuals.
  • In scope: placement, snapping, connections, variants, decorative trims, doors (placement)
  • Out of scope: decals, advanced materials
  • Grid-first, readable at a glance
  • Modular, reusable pieces with minimal unique parts
  • Clear feedback for placement and editing
  • Dynamic sizing
  • Simple material system
  • Simple trims
  • 90° placement
  • 45° placement as a future feature
  • Grid size: 1 m units (IJ horizontal, K vertical) placed in 0.5 m sub-grid
  • Walls can be placed in 0.5 m increments, horizontal and vertical
  • Floors can be sized in 0.5 m increments
  • Types: solid tile
    • Future types: fences, glass
  • Built from flat-ended modules (25×25, 25×50, 50×25, 50×50). Exposed ends use bevelled pieces (TL, TR, BL, BR, Left, Right, Top, Bottom)
  • Heights extend in 0.5 m increments only
  • Placement along cell edges in 0.5 m horizontal increments; corners and ends determined by neighbours
  • Prefer largest tiles first to minimise count, avoid 0.25 m residuals, pick correct bevels automatically
  • Optional trims 0.3 m wide at top and/or bottom and bevel when the wall bevels
  • Doors, windows, arches cut through wall
  • Intersections (top-down) use flat-ended pieces at T and cross joins
    • Bevels only on exposed ends
  • Corners (side view overlap):
FB
FB
FFBB
FFFB
  • Types: solid tile
    • Future types: glass, grate, grass
  • Built from wall modules rotated: 25×25, 25×50, 50×25, 50×50
  • Place in 0.5 m increments
  • Platforms only at 2.0 m stacks to create deck height; non-overlapping floors can be placed with 0.5 m increments
  • Bevel only on unfinished/exposed borders; at wall intersections, bevel only when no adjacent floor continues past the wall
  • Merge floor bevel with wall bottom bevel when applicable
  • Grid-aligned snapping with neighbour seam alignment
  • Choose minimal-count tiling with largest modules first; generate border strips as needed; apply bevels only to exposed edges
  • Floor-to-stair, wall-to-stair junctions
  • Wall-floor seam alignment and priority
  • Door/window system integration details
  • Dynamic vs baked lighting constraints