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)
1
Part 1: Foundations of RTS Games
6
Part 2: The Combat Units
11
Part 3: The Battlefield
15
Part 4: The Gameplay

Summary

Well done for reaching the end of this chapter! We have finished developing all the major features of an RTS game and our Dragoncraft game is ready to play, as well as having more levels.

In this chapter, we added the last feature of the book, which was the game progression using objectives. We learned how to set up objectives for time, resource collection, and enemies defeated, and added them into a ScriptableObject that can be used to create different objectives for each game level.

We also implemented a component for tracking the player’s progression in each objective, as well as displaying the status of each objective in the UI to make it easier for the player to track the objectives. We also learned how to pause the game using the timescale, and added this to our fully functional pause popup.

Finally, we learned how to evaluate whether the player won or lost the game and how to trigger a Game Over popup with visual feedback for the player, with a Restart...