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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

Attacking and Defending Units

The core mechanic of an RTS game is the strategy used by the player. One of the most important decisions to be made is how to move and position the army of units, as well as when to defend from an enemy invasion and when to attack and raid. In this chapter, we are going to implement the main actions that the player can use to command the selected units: move, attack, defend, and collect.

We will also see how to update the details panel and the actions panel in the UI to reflect the units selected, displaying a dynamic 3D mode in the portrait UI and how many units were selected, as well as what the actions available for the selected units are and which buttons should be enabled in the UI based on that.

By the end of this chapter, you will know how to use the Command pattern to create the actions and how to update the UI elements using our existing message queue system. You will also have learned how to add a new unit to the game, the mighty Mage,...

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