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Creating an RTS Game in Unity 2023
Creating an RTS Game in Unity 2023

Creating an RTS Game in Unity 2023: A comprehensive guide to creating your own strategy game from scratch using C#

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Creating an RTS Game in Unity 2023

Introducing Real-Time Strategy Games

Video games are highly complex graphic software, and, at the same time, an art form used to create interactive and immersive experiences. They are not easy to develop and most of them are difficult to master. Real-time strategy (RTS) games require the player to think ahead regarding each possible movement that they are going to perform, as well as what the opponent might do in response. If you then add a real-time constraint to this, you get one of the most challenging and competitive video games possible.

In this first chapter, you will be introduced to the definition of an RTS game and analyze a few classic examples of this sub-genre so that you understand what the main game mechanics and features are. This chapter will also cover the game and level design that defines the game project that is going to be developed throughout this book.

So, in this chapter, we will cover the following topics:

  • What is a real-time strategy game?
  • Understanding the game and level design of an RTS game
  • Creating a game design document
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Key benefits

  • Learn how to implement game architecture and gameplay features
  • Explore unit actions, resource management, physics simulations, and audiovisual enhancements to boost player engagement
  • Discover RTS mechanics such as implementing melee/ranged battles, unit spawning, dynamic maps, pathfinding, and more
  • Purchase of the print or Kindle book includes a free PDF eBook

Description

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.

What you will learn

  • Incorporate the most used design patterns, algorithms, and techniques into your game
  • Employ the best coding practices used in the games industry
  • Explore the basics of AI and physics to create high-quality games
  • Build dynamic and configurable maps to enhance the player experience
  • Solve complex problems using the industry standards for Unity and C#
  • Create the mechanics present in classic RTS games using a modern approach
  • Gain a deep understanding of how to create professional games using Unity

Product Details

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Publication date, Length, Edition, Language, ISBN-13
Publication date : Oct 13, 2023
Length 548 pages
Edition : 1st Edition
Language : English
ISBN-13 : 9781804613245
Vendor :
Unity Technologies
Languages :
Tools :

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Product Details

Publication date : Oct 13, 2023
Length 548 pages
Edition : 1st Edition
Language : English
ISBN-13 : 9781804613245
Vendor :
Unity Technologies
Languages :
Tools :

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Table of Contents

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

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