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


Well done for reaching the end of this chapter! Although we did not add new features to the gameplay of our RTS game, we now have a very flexible and powerful tool to validate our unit and enemy configurations, as well as simulate battles to check the game balance and make informed decisions regarding our game’s difficulty.

In this chapter, we learned how to set up a Unity project using Assembly Definition files, how to set up the Unity Test Framework, and how to write unit tests that can be executed in the Unity Editor by the Test Runner.

We also learned how to create test scripts that use a list of parameters to create dynamic test cases and how to simulate a battle between both one unit and a single enemy, and one unit and multiple enemies. At the end of the chapter, we examined our data and learned how to update the difficulty curve, evaluating the impact of our changes on the balance of the game by using our test scripts to validate the configurations.