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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 enemies

So far, we have already built a solid foundation for our RTS game, with a flexible UI and controllable units. Now, we are going to start adding all the enemies the player will face in the game and prepare another layer of a solid strategy game. The enemies will be an Orc, fast but a bit weak on its own; a powerful Golem, which is slower than the Orc but much stronger and resistant; and our mighty boss, the Red Dragon, which will be a challenge for the player.

Figure 9.1 – The Orc, Golem, and Red Dragon enemies

Figure 9.1 – The Orc, Golem, and Red Dragon enemies

All the enemies in the preceding figure have their Prefabs located inside packages that were already imported into the project in Chapter 2, Setting Up Unity and the Project, so we have all the Prefabs that we need. However, we will need to tweak their animation states, as we did for both Warrior and Mage. That is because the animation states are set up as a loop through all states, and we want to control each animation...

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