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  • Book Overview & Buying Creating an RTS Game in Unity 2023
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Creating an RTS Game in Unity 2023

Creating an RTS Game in Unity 2023

By : Bruno Cicanci
4.5 (33)
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Creating an RTS Game in Unity 2023

Creating an RTS Game in Unity 2023

4.5 (33)
By: Bruno Cicanci

Overview of this book

Building a successful real-time strategy game is challenging, because of both the complex mechanics and the need to strike a balance between different elements, ensuring that players enjoy creating and executing strategies against the game's AI. Creating an RTS Game in Unity 2023 will teach you how to install and set up the Unity game engine, create a new 3D project, and build a level editor to make it easier to modify and add maps to a game. The RTS game will start to take shape while you learn to implement different core systems such as melee and ranged battles, unit spawners, camera controls, dynamic mapping generation, basic enemy AI, and the pathfinder algorithm. You'll also get to grips with implementing command units to perform actions, crafting and producing resources, basic physics and collision detection, and building an RTS game from scratch using C# and the latest features of the Unity game engine. By the end of this book, you’ll be able to make professional and high-quality end-to-end RTS games using the best practices and techniques from the gaming industry.
Table of Contents (23 chapters)
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1
Part 1: Foundations of RTS Games
6
Part 2: The Combat Units
11
Part 3: The Battlefield
15
Part 4: The Gameplay

Balancing the battle difficulty

In game genres such as RTS, it is very important to have a well-balanced difficulty, otherwise the game will either be too easy and boring without challenges for the player, or too difficult, unfair, and unenjoyable. In both cases, the player will likely stop playing the game. We need to find the right balance that will make the game strategically challenging, but with a learning curve that will not punish the player right at the beginning of the session.

We could change the values in all ScriptableObjects for each unit and enemy and play all of our levels until we find the right configurations. However, that would take a long time and it is very likely that we will miss some cases when testing in-game. Fortunately, we now have a great tool to validate our configuration changes in the form of the test script that we just wrote, which can validate configurations and simulate battles in a few seconds. Indeed, we already have 50 tests that cover a lot...

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