Why A Tiny Turn-Based Tactics Prototype Is The Perfect Unity Side Project
Turn-based tactics games look intimidating from a distance.
You have:
- Grids, tiles, and coordinates
- Turn order and action points
- Line of sight, ranges, and cover
- Enemy AI that needs to feel smart but fair
The good news is that you do not have to build Fire Emblem or XCOM on your first try.
You can get 80% of the learning value from a small prototype:
- One squad vs a handful of enemies
- A single 2D or 3D arena
- Simple actions like move, attack, and wait
This guide walks you through building exactly that in Unity — a beginner-friendly, self-contained tactics prototype you can finish in a weekend or two.
We will focus on:
- A clean grid + tile representation
- A simple but flexible turn system
- A small, readable action system for units
- Basic enemy AI that chooses reasonable moves
You can then extend it into your own tactics game, or use it as a reference for future projects.
Step 1 - Choose Your Unity Setup And Project Scope
Unity version and project type
For 2026, a sensible baseline is:
- Unity 2022 LTS or newer
- 2D URP or simple 3D URP project
Both work; 2D is easier to visualise at first. If you are more comfortable with 3D, you can use flat tiles and basic meshes instead.
Keep the prototype small
Define up front:
- One level (a small arena with 5–8 columns and rows)
- Two unit types on your side (e.g. melee and ranged)
- One enemy archetype to start with
- Three actions per unit:
- Move
- Basic Attack
- Wait / End Turn
Write this down as a short one-page design. The tighter the scope, the more likely you ship.
Step 2 - Representing The Grid And Tiles
You need two layers:
- A logical grid in code
- A visual representation in the scene
Logical grid
Use a simple class to represent tiles:
- Grid coordinates (x, y)
- Whether the tile is walkable
- Which unit (if any) occupies it
Keep the data structure explicit instead of relying only on Transform positions. It makes pathfinding, highlighting, and AI much easier to extend later.
Visual tiles
For 2D:
- Use a simple Tilemap or instantiate a prefab for each tile
- Add a child object or overlay for highlight states (selected, in range, path, etc.)
For 3D:
- Use a flat quad or cube for each tile
- Add simple materials for:
- Default
- Move range
- Attack range
Hook your visual tiles to the logical grid so a tile knows its grid coordinates.
Later, when a player clicks a tile, you can ask the grid what is at ((x, y)) without guessing from world positions.
Step 3 - Building A Simple Turn System
The turn system is the backbone of your tactics prototype.
You can start with a round-based flow:
- All player units act one by one
- All enemy units act one by one
- Repeat until win/lose
Turn controller responsibilities
Create a TurnController MonoBehaviour that:
- Stores two lists:
playerUnitsenemyUnits
- Tracks:
- Who’s turn it is (player or enemy)
- Which unit index is currently active
- Exposes events or callbacks for:
OnTurnStartedOnUnitSelectedOnTurnEnded
Start as simple as:
- When a unit finishes its action, signal the
TurnController - The controller moves to the next unit
- After the last unit in the list, it flips side (player ↔ enemy)
You can always upgrade this to action points or initiative later.
Step 4 - Implementing Unit Actions (Move, Attack, Wait)
A small action interface
Give each unit:
- A script that knows:
- Current tile
- Movement range
- Attack range and damage
- A tiny API for actions such as:
CanMoveTo(tile)CanAttack(targetUnit)MoveTo(tile)Attack(targetUnit)
This keeps logic:
- Centralised (easier to debug)
- Reusable for both player and enemy units
Player flow per turn
For the active player unit:
- Highlight reachable tiles based on movement range and obstacles
- Highlight attackable targets if in range
- Let the player:
- Click a tile to move, or
- Click an enemy in attack range to attack, or
- Click a “Wait” button to end turn
Once an action is taken, mark the unit as done and tell the TurnController to advance.
Step 5 - Simple Enemy AI That Feels Smart Enough
You do not need machine learning here — a greedy heuristic is perfect for a prototype.
For each enemy unit on its turn:
- Check if any player unit is in attack range
- If yes, attack the highest-priority target (e.g. lowest health, closest, or nearest to objective)
- If no attack is possible:
- Find the closest player unit in grid distance
- Move toward that unit by picking a reachable tile that:
- Minimises distance to the target
- Avoids stepping into blocked tiles
Use simple utilities like:
- Manhattan distance on the grid for path decisions
- A basic breadth-first search or A* later if you want more sophisticated paths
Your goal is not perfect play; it is readable intent:
- “These enemies chase my ranged unit.”
- “These enemies guard the central objective.”
That clarity helps players learn the system faster.
Step 6 - UX And Feedback That Make The Prototype Feel Like A Game
Even small tactics prototypes benefit massively from:
- Clear tile highlights:
- Current selection
- Move options
- Attack range
- Simple animations:
- Move tweens
- Hit flashes or small impact effects
- Text feedback:
- Damage numbers
- “Miss” or “Blocked” when appropriate
Add:
- A turn indicator (“Player Turn”, “Enemy Turn”)
- A minimal HUD with:
- Unit name
- Health
- Remaining actions / state
These touches do more for perceived quality than adding three more systems.
Step 7 - Suggested Extensions Once The Core Loop Works
After you have:
- Clickable tiles
- A working turn loop
- Move/attack/wait actions
- Simple enemy AI
You can experiment with:
- Cover and line of sight:
- Tag tiles as cover
- Give ranged attacks hit chance modifiers based on cover and angle
- Status effects:
- Poison, stun, shields, etc. as simple boolean/stack fields on units
- Objectives beyond “defeat all enemies”:
- Hold a zone for X turns
- Escort a unit to a tile
- Survive a fixed number of rounds
As you add complexity, keep returning to your original design sheet.
If a new mechanic does not support that small core vision, park it for the next prototype.
How To Use This Prototype In Your Portfolio Or Next Game
Once your tactics prototype is stable:
- Record a short 90–120 second gameplay clip showing:
- Turn order
- Movement
- Attacks
- A full round of play
- Add a short README or in-game tutorial panel explaining:
- Controls
- Objective
- Any interesting design decisions
This makes the project:
- A great portfolio piece if you are aiming at strategy / tactics studios
- A reusable framework for your own future tactics or RPG projects
- A code reference for grids, turns, and AI that you can copy into other prototypes
If you want to go deeper on tactics-adjacent systems, pair this prototype with posts from your backlog like game-physics-programming-basic-collision-advanced-systems and building-game-ai-pathfinding-decision-trees-and-behavior-systems to level up your combat and AI design.