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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

Well done for reaching the end of this chapter! We have finished developing all the major features of an RTS game and our Dragoncraft game is ready to play, as well as having more levels.

In this chapter, we added the last feature of the book, which was the game progression using objectives. We learned how to set up objectives for time, resource collection, and enemies defeated, and added them into a ScriptableObject that can be used to create different objectives for each game level.

We also implemented a component for tracking the player’s progression in each objective, as well as displaying the status of each objective in the UI to make it easier for the player to track the objectives. We also learned how to pause the game using the timescale, and added this to our fully functional pause popup.

Finally, we learned how to evaluate whether the player won or lost the game and how to trigger a Game Over popup with visual feedback for the player, with a Restart...

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