Search icon
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletters
Free Learning
Arrow right icon
Creating an RTS Game in Unity 2023

You're reading from  Creating an RTS Game in Unity 2023

Product type Book
Published in Oct 2023
Publisher Packt
ISBN-13 9781804613245
Pages 548 pages
Edition 1st Edition
Languages
Author (1):
Bruno Cicanci Bruno Cicanci
Profile icon Bruno Cicanci

Table of Contents (23) Chapters

Preface 1. Part 1: Foundations of RTS Games
2. Chapter 1: Introducing Real-Time Strategy Games 3. Chapter 2: Setting Up Unity and the Dragoncraft Project 4. Chapter 3: Getting Started with Our Level Design 5. Chapter 4: Creating the User Interface and HUD 6. Part 2: The Combat Units
7. Chapter 5: Spawning an Army of Units 8. Chapter 6: Commanding an Army of Units 9. Chapter 7: Attacking and Defending Units 10. Chapter 8: Implementing the Pathfinder 11. Part 3: The Battlefield
12. Chapter 9: Adding Enemies 13. Chapter 10: Creating an AI to Attack the Player 14. Chapter 11: Adding Enemies to the Map 15. Part 4: The Gameplay
16. Chapter 12: Balancing the Game’s Difficulty 17. Chapter 13: Producing and Gathering Resources 18. Chapter 14: Crafting Buildings and Defense Towers 19. Chapter 15: Tracking Progression and Objectives 20. Chapter 16: Exporting and Expanding Your Game 21. Index 22. Other Books You May Enjoy

Configuring the unit ScriptableObject

In Chapter 3, Getting Started with Our Level Design, we were introduced to the ScriptableObject class, which we used to configure the level and map elements of our game, and saw how we can use it to create data files that are easily manipulated in the Unity Editor and with C# scripts. We are going to continue using this powerful yet lightweight class to configure the entire game, starting with the units that the player will generate and train before commanding them to gather resources, defend the settlement, attack enemies, and explore the map.

Even though we will have different units, such as warriors and mages with different stats, their properties (Level, LevelMultiplier, Health, Attack, Defense, WalkSpeed, and AttackSpeed) will be the same. Creating a solid foundation for the base stats will allow us to rapidly iterate the values for better game balancing and further customizations.

Let us start with a few scripts to define the UnitType...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at AU $19.99/month. Cancel anytime}