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Creating an RTS Game in Unity 2023

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

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Product type Paperback
Published in Oct 2023
Publisher Packt
ISBN-13 9781804613245
Length 548 pages
Edition 1st Edition
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Author (1):
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Bruno Cicanci Bruno Cicanci
Author Profile Icon Bruno Cicanci
Bruno Cicanci
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Table of Contents (23) Chapters Close

Preface 1. Part 1: Foundations of RTS Games
2. Chapter 1: Introducing Real-Time Strategy Games FREE CHAPTER 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

Balancing the battle difficulty

In game genres such as RTS, it is very important to have a well-balanced difficulty, otherwise the game will either be too easy and boring without challenges for the player, or too difficult, unfair, and unenjoyable. In both cases, the player will likely stop playing the game. We need to find the right balance that will make the game strategically challenging, but with a learning curve that will not punish the player right at the beginning of the session.

We could change the values in all ScriptableObjects for each unit and enemy and play all of our levels until we find the right configurations. However, that would take a long time and it is very likely that we will miss some cases when testing in-game. Fortunately, we now have a great tool to validate our configuration changes in the form of the test script that we just wrote, which can validate configurations and simulate battles in a few seconds. Indeed, we already have 50 tests that cover a lot...

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