Turn-based 3D Strategy Protoype 

This prototype experiments with grid-based movement, simple combat, and procedural terrain generation in a turn-based setting. Two players take turns moving their units across different tiles, attacking adjacent enemies, and trying to eliminate the opponent. Each match is played on a procedurally generated map, ensuring a new layout every time.


Quick Start Guide

Control

  • Select tile: Left mouse click

  • Select unit: Click again on a tile with your own worker

  • Move unit: Click a highlighted tile adjacent to the selected unit

  • Attack: Click a highlighted enemy adjacent to your unit

  • End turn: Click the End Turn button

Goal

  • Eliminate all opposing units. Once one player has no units left, the match ends and a victory message appears with an option to restart.

Tips

  • Units have 2 hit points. When hit once, their health number turns red to indicate danger.

  • Standing next to an enemy enables an attack — indicated by a red circle around the target.

  • Units can move only once per turn

(Terrain currently has no gameplay effects — this will change in future updates.) 

Implemented Features

  • Turn-based gameplay with alternating active player

  • Selectable tiles with on-click info display

  • Movable worker units with simple attack resolution

  • Basic combat system: adjacent attacks reduce health and allow tile occupation

  • Win condition: game ends when one player has no units left, including restart option

  • Procedurally generated maps featuring four tile types (plains, forest, mountain, water)

  • Basic UI elements (active player display, info text, hit point indicators, turn button)

Possible Future Additions

  • Terrain-based gameplay effects (movement restrictions, defensive bonuses, ranged-height advantages, forest cover, etc.)

  • Resource gathering from terrain tiles (food, wood, ore)

  • Buildings that produce resources or recruit units

  • Additional unit types with unique roles and abilities

  • Defensive/offensive structures (towers, barracks, main hall)

  • Technology or upgrade tree

  • Camera controls (pan/rotate/zoom) for larger maps

  • Improved visual and sound feedback for movement, attacks, and turn flow

  • Online multiplayer

These ideas are not final plans, but examples of how this prototype could evolve into a more complex strategy game if development continues.


Special Note

This prototype focuses on experimenting with movement and simple combat, rather than a complete gameplay loop. It represents an early milestone toward a larger strategy concept, demonstrating core mechanics and a foundational framework for future expansion.