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 on reaching the end of the chapter. We have built a brilliant foundation for the systems that we are yet to develop in the upcoming chapters of this book.

In this chapter, we learned how to implement the Object Pooling pattern, the Message Queue pattern, and even the Singleton pattern. All these patterns are widely used in professional games, and it is very important to learn about and implement them so we understand what game systems can benefit from them.

Even though we are building an RTS game, everything we saw in this chapter can be used and implemented in any kind of game. In fact, most of the scripts are generic enough that we could just copy them to a different project and use them out of the box. This is the beauty of well-designed classes and decoupled solutions.

In Chapter 6, Commanding an Army of Units, we will be getting more into the gameplay mechanics. We are going to see how to script actions that will spawn multiple units and how to select...