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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

Summary

Well done for reaching the end of this chapter. The pathfinder is one of the core elements present in an RTS game, one thing that we must have in our game, and now it is working fully. The units can move freely on the map, avoiding obstacles, and even large groups can move through rocks and trees without being blocked by them, always trying to find the best path to the destination.

In this chapter, we learned what the pathfinder algorithm is, and we saw the theory and base concepts behind the most common implementations, from the relatively simple Greedy Best-First to the complex A*. We ended up looking at the NavMesh, the data structure most used in the games industry, and how to use the AI Navigation package in Unity and implement it in our RTS game.

The Dragoncraft game continues to expand, and we are building more features on top of those developed so far in this book. It is very rewarding to see the game taking shape and the scripts we developed are flexible enough...

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