06-01-2025
Building System
An overview of the building system and how it allows players to construct and manage structures in Highland Hearth.
One of the things I love about village-building games is seeing a settlement gradually develop its own identity.
Many games achieve this by allowing players to place pre-built structures around the map. While there's nothing wrong with that approach, I always found myself wanting a little more control over how my settlements looked and evolved.
From the beginning, I wanted Highland Hearth to feel less like placing buildings from a catalogue and more like gradually creating a living village.
Inspiration from RollerCoaster Tycoon
One of the biggest inspirations for the building system actually came from an unexpected place: RollerCoaster Tycoon.
I spent countless hours building parks as a child, and one of my favourite features was the ability to design structures piece by piece. Rather than selecting a pre-built attraction entrance or food court, you could create something that felt uniquely yours.
That idea stuck with me.
While Highland Hearth is a very different type of game, I wanted players to have a similar sense of ownership over their settlements.
Defining the Building
Rather than placing a complete house, players first choose the size and shape of the building they want to construct.
A small cottage, a longhouse, a workshop, or a large clan hall can all be created using the same system. Once the footprint has been defined, entrances can be positioned to suit the layout of the surrounding settlement.
This simple approach creates a surprising amount of variety and helps ensure that no two villages develop in exactly the same way.
Construction as a Community Effort
I also wanted construction to feel like part of the simulation rather than a simple placement mechanic.
When a building is planned, it begins life as a construction site. Materials must first be gathered and delivered before builders can begin work.
Watching resources arrive and seeing a structure gradually take shape makes the settlement feel far more believable than having buildings appear instantly.
It also creates a natural connection between gathering, hauling, storage, and construction, with multiple clan members contributing towards a shared goal.
Looking Inside
The long-term vision extends beyond the exterior walls.
Rather than acting as decorative shells, buildings are intended to become functional spaces filled with furniture, storage, and workstations.
Homes should feel lived in, workshops should feel busy, and the village itself should tell the story of the people who inhabit it.
Creating a flexible building system early in development provides the foundation for all of those future features.
Building a Unique Settlement
One of the most rewarding parts of development is seeing settlements emerge naturally from player choices.
A cluster of cottages around a campfire tells a different story to a sprawling clan hall overlooking the loch. Neither is right or wrong, and that's exactly what I wanted.
The goal has never been to create the perfect village.
It's to give players the tools to create their own.