Ok, a few days later and already lots of feature updates to this prototype.
– Grid movement system. Based off snapping coordinates to a X/Z grid
– Selection system, highlighter for valid and invalid moves. Valid moves are based off of raycast collision with a valid tagged asset. Invalid moves are if the cursor is too many grid tiles away, or if raycast collision with an invalid tagged asset.
– Sub-Unit character system, controls action points and movement for each character the player controls.
– Turn system, able to keep track of multiple players. Activates valid player and sub-units and switches active player when all sub-unit action points are spent.