Because both myself and Illy were away for two days on a course our group was a little behind when the playtesting was supposed to be done. This unfortunately meant that we couldn't get any feedback on how our mini game feels to play. However I got to work as soon as the playtesting was over.
To finish a playable version I wrote a script to place buildings on the island. However after implementing it I saw that as you placed buildings you could easily cram far too many buildings on the island and they would clip into each other looking terrible. To solve the visual problem and limit the number of buildings players can build I set up a grid of tiles on the island each of which can hold one building. I think this is a good solution to the problem, the result is that there is a strict and logical max cap for buildings and no matter how many you place it still looks pretty good, crowded but not cluttered. I also decided to manipulate the vertex lit shader a bit to darken tiles you can't build on and highlight the ones on which you can.
Then I realised that the fishing boats needed a different way to be placed because my implementation for the tiles on land was based on the chunks of terrain mesh but the ocean is one large plane and the terrain is under it. I added some code to the terrain gen code to generate small flat planes just above sea level for each chunk with an average height below sea level. These planes are then the tiles boats can be placed on. It isn't so important that I limit the number of boats the player can place because that is limited by the fish available but this ensures that boats aren't placed too close together and that they use a matching style to the placeables on land.