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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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Toc

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

Summary

Congratulations on reaching the end of this chapter! It was quite a long one, but we now have two different units, the Warrior and the Mage, which use two different attacks, melee and ranged. Our game also now sends messages based on the actions that the player is using to update the UI and reflect the selected units in the details panel at the bottom of the UI, as well as updating the action buttons to have only what the selected units can perform.

Throughout the chapter, we learned how to implement the Command pattern and the State pattern, and how to reuse our message queue and object pool to add a new unit, projectiles, and even UI elements that are added in the details panel for each selected unit. We also saw how to play different animation states based on the context and how to expand our unit Scriptable Object to hold more data.

Our RTS game, Dragoncraft, is taking shape and progressing nicely on every feature or content we add to the gameplay – well done...

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