An essential part of our strategy game consists of building infrastructure, i.e. the actual virtual worlds. We wanted to create a building interface for this, which is neither too free, nor too restrictive, i.e. still allows enough individual leeway. In addition, the approach should be adaptive for different components (e.g. different races and development levels). This resulted in some problems in Godot, but all one after the other:
In the first step, we had to agree on a suitable grid system. Since we are building rooms for normal people in the game, we thought at first that we would use a 1:3 concept. Consequently, the base plate of each element would be 1 in x-direction and 1 in y-direction. In z-direction it would be 3 base units (so at least for the walls). In Blender, we modeled these 1:3 parts as a whole, i.e. with relatively little coordination within the z-direction. This is exactly what fell on our feet, because assembling different kinds of parts here led to chaos and quickly ruined this idea for us.