Book Image

Creating an RTS Game in Unity 2023

By : Bruno Cicanci
4.5 (2)
Book Image

Creating an RTS Game in Unity 2023

4.5 (2)
By: Bruno Cicanci

Overview of this book

Building a successful real-time strategy game is challenging, because of both the complex mechanics and the need to strike a balance between different elements, ensuring that players enjoy creating and executing strategies against the game's AI. Creating an RTS Game in Unity 2023 will teach you how to install and set up the Unity game engine, create a new 3D project, and build a level editor to make it easier to modify and add maps to a game. The RTS game will start to take shape while you learn to implement different core systems such as melee and ranged battles, unit spawners, camera controls, dynamic mapping generation, basic enemy AI, and the pathfinder algorithm. You'll also get to grips with implementing command units to perform actions, crafting and producing resources, basic physics and collision detection, and building an RTS game from scratch using C# and the latest features of the Unity game engine. By the end of this book, you’ll be able to make professional and high-quality end-to-end RTS games using the best practices and techniques from the gaming industry.
Table of Contents (23 chapters)
Part 1: Foundations of RTS Games
Part 2: The Combat Units
Part 3: The Battlefield
Part 4: The Gameplay

Creating an AI to Attack the Player

In an RTS game, the battle is one of the most important and challenging features of the game, and it could be the one thing that will make players love or hate the game. Combat must be a fun challenge for the player, and all the actions and decisions must be made by the player during the battle.

In this chapter, we are going to expand the components we have created so far for both units and enemies, adding more physics settings and a new collision component that will work with the NavMesh system to create a solid combat experience for the player. We will also refactor some duplicated code to make it easier for units and enemies to interact with all the new and existing systems.

By the end of this chapter, you will have learned how to set up a solid but flexible physics and collision system, and how it works with a NavMesh system at the same time. You will see how we calculate damage and make the enemy chase the units that are trying to flee...