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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

Summary

Congratulations on reaching the end of this chapter; we did a lot of work here, which forms the foundation for our game. In this chapter, we learned how to set up the scene and create a level using Prefabs and how to group Prefabs into a new one.

Our first contact with C# scripts gave us an understanding of how to use ScriptableObjects, and we developed a simple tool to speed up the level creation. We also wrote code to control the camera movement based on the player’s mouse position, considering the size of the plane as the screen limitation.

All of that forms the base of our game, the blocks that we will use and reuse throughout this book until we have our Dragoncraft game done.

In Chapter 4, Creating the User Interface and HUD, we are going to build the game UI and Prefabs that will be used to inform the player of all the actions and outcomes of the strategic decisions made during the game. You will be introduced to the best practices of creating a UI in...

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