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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

Spawning the enemies

We built a very solid and flexible code base to spawn more objects in the game, using our Object Pool to manage the instances triggered by our message queue. It all started with the Warrior unit, and then we reused everything we had to configure and add the Mage unit as well. Now, we are also going to reuse both systems, but with a few changes since the enemies are a bit different from the units.

The first scripts that we are going to create are the messages to spawn the enemies, and then, in the next sections, the other scripts for the enemy component and spawner. Each enemy will have its own message; however, they will all share the same parameter to determine the position on the map at which the enemy will be spawned. Since it is a common property there is no need to add it to all enemy messages, instead, we are going to create a base enemy message and then implement it on all enemy messages.

Creating the enemy messages

Create a new folder inside Scripts...

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