GAME MECHANICS HOARD

FREE PLACEMENT

Building without grid snapping — structures positioned and rotated at any coordinate and angle, limited only by collision and support rules.

The Sims popularized the toggle (grid by default, free placement as the expert option), Valheim allows fine placement within its snap system, and games like Planet Coaster and Dwarf-likes with free furniture rotation serve players for whom exact alignment is the play. Designers offer free placement because grids homogenize: every player's tavern looks the same on a one-meter grid, while free placement enables the crooked fishing hut, the diagonal fence line, the cluttered wizard desk — expressiveness is the entire point. The engineering cost is real: snapping resolves adjacency, structural support, and pathfinding for free, and free placement must answer all three explicitly (does a slightly-overlapping wall count as sealed? can NPCs path around a diagonal table?). Key decisions: free placement as default or as a modifier-key escape hatch, rotation increments (full analog versus 15° steps, which preserve most expressiveness while keeping alignment feasible), and how functional adjacency is detected without grid cells. Pitfall: free placement that breaks the game's own systems — roofs that don't quite seal against weather, stations NPCs can't reach — teaches players the beautiful build and the working build are different builds, and that's a lesson they resent.

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