Creating an RTS Game in Unity 2023 A Comprehensive Guide to Creating Your Own Strategy Game from Scratch Using C#

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Published
Birmingham : Packt Publishing, Limited, 2023.
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Available Online

Description

Build real-time strategy (RTS) games using Unity with practical techniques, best coding practices, and popular design patterns Key Features Learn how to implement game architecture and gameplay features Explore unit actions, resource management, physics simulations, and audiovisual enhancements to boost player engagement Discover RTS mechanics such as implementing melee/ranged battles, unit spawning, dynamic maps, pathfinding, and more Purchase of the print or Kindle book includes a free PDF eBook Book Description 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. What you will learn Incorporate the most used design patterns, algorithms, and techniques into your game Employ the best coding practices used in the games industry Explore the basics of AI and physics to create high-quality games Build dynamic and configurable maps to enhance the player experience Solve complex problems using the industry standards for Unity and C# Create the mechanics present in classic RTS games using a modern approach Gain a deep understanding of how to create professional games using Unity Who this book is for If you are a beginner game developer who wants to learn the skills to develop a professional RTS game, a programmer looking at career options in the industry who needs to develop a portfolio, or even an indie game developer seeking inspiration for your own games, this book is for you. Professional game developers, programmers with experience in C#, as well as game designers and artists looking for a practical guide to bring their game ideas to life will also find plenty of useful information in this book.

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Format
Edition
1st edition.
Language
English
ISBN
9781804615355, 1804615358

Notes

General Note
Description based upon print version of record.
General Note
Setting up the selected unit actions
Description
Build real-time strategy (RTS) games using Unity with practical techniques, best coding practices, and popular design patterns Key Features Learn how to implement game architecture and gameplay features Explore unit actions, resource management, physics simulations, and audiovisual enhancements to boost player engagement Discover RTS mechanics such as implementing melee/ranged battles, unit spawning, dynamic maps, pathfinding, and more Purchase of the print or Kindle book includes a free PDF eBook Book Description 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. What you will learn Incorporate the most used design patterns, algorithms, and techniques into your game Employ the best coding practices used in the games industry Explore the basics of AI and physics to create high-quality games Build dynamic and configurable maps to enhance the player experience Solve complex problems using the industry standards for Unity and C# Create the mechanics present in classic RTS games using a modern approach Gain a deep understanding of how to create professional games using Unity Who this book is for If you are a beginner game developer who wants to learn the skills to develop a professional RTS game, a programmer looking at career options in the industry who needs to develop a portfolio, or even an indie game developer seeking inspiration for your own games, this book is for you. Professional game developers, programmers with experience in C#, as well as game designers and artists looking for a practical guide to bring their game ideas to life will also find plenty of useful information in this book.
Local note
O'Reilly O'Reilly Online Learning: Academic/Public Library Edition

Table of Contents

Cover
Title Page
Copyright and Credits
Contributors
Table of Contents
Preface
Part 1: Foundations of RTS Games
Chapter 1: Introducing Real-Time Strategy Games
What is a real-time strategy game?
Classic examples
Modern games
Understanding the game and level design of an RTS game
Character
Camera
Control
Creating a game design document
Game outline
World
Characters
Enemies and bosses
Gameplay overview
Game experience
Mechanics and modes
Summary
Further reading
Chapter 2: Setting Up Unity and the Dragoncraft Project
Technical requirements
Downloading and configuring the Unity Editor
Using Visual Studio Code as the default IDE
Importing and organizing assets from the Unity Asset Store
Summary
Chapter 3: Getting Started with Our Level Design
Technical requirements
Setting up our base scene
Scenes
Lights
Camera
Ground foundation
Level scene
Creating the first map layout using Prefabs
Creating a custom group of Prefabs
Using ScriptableObjects to configure the map
Creating ScriptableObjects for game configuration
Creating ScriptableObjects for level configuration
Adding a custom editor for the level configuration
Creating a map editor to speed up map creation
Controlling the camera
Summary
Further reading
Chapter 4: Creating the User Interface and HUD
Technical requirements
Using Canvas for a responsive UI
Setting up the UI and HUD using Prefabs
Creating the MenuButton GameObject and popup
Displaying the resources counter
Adding the action buttons
Creating the details panel using a custom camera
Rendering the minimap
Loading the UI scene additively
Summary
Further reading
Part 2: The Combat Units
Chapter 5: Spawning an Army of Units
Technical requirements
Configuring the unit ScriptableObject
Spawning units using the Object Pooling pattern
Implementing the Object Pooling pattern
Creating a BaseSpawner class
Updating the UI using the Message Queue pattern
Implementing the Message Queue pattern
Creating the message interface
Implementing the warrior unit spawner
Creating the resource type
Updating the UI
Creating a debugging tool for the Editor
Creating the Object Pool for the Warrior unit
Creating the debug script
Summary
Further reading
Chapter 6: Commanding an Army of Units
Technical requirements
Preparing the Prefabs and UI
Adding more debug options
Preparing the Prefabs and UI
Drawing the selected area in the UI
Preparing the level scene
Selecting the units
Setting a custom color for the selected units
Defining the unit selector component
Moving the units
Summary
Further reading
Chapter 7: Attacking and Defending Units
Technical requirements
Updating the UI with the selected units
Setting up the selected unit details

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Citations

APA Citation, 7th Edition (style guide)

Cicanci, B. (2023). Creating an RTS Game in Unity 2023: A Comprehensive Guide to Creating Your Own Strategy Game from Scratch Using C# (1st edition.). Packt Publishing, Limited.

Chicago / Turabian - Author Date Citation, 17th Edition (style guide)

Cicanci, Bruno. 2023. Creating an RTS Game in Unity 2023: A Comprehensive Guide to Creating Your Own Strategy Game From Scratch Using C#. Birmingham: Packt Publishing, Limited.

Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 17th Edition (style guide)

Cicanci, Bruno. Creating an RTS Game in Unity 2023: A Comprehensive Guide to Creating Your Own Strategy Game From Scratch Using C# Birmingham: Packt Publishing, Limited, 2023.

Harvard Citation (style guide)

Cicanci, B. (2023). Creating an RTS game in unity 2023: a comprehensive guide to creating your own strategy game from scratch using C#. 1st edn. Birmingham: Packt Publishing, Limited.

MLA Citation, 9th Edition (style guide)

Cicanci, Bruno. Creating an RTS Game in Unity 2023: A Comprehensive Guide to Creating Your Own Strategy Game From Scratch Using C# 1st edition., Packt Publishing, Limited, 2023.

Note! Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy. Citation formats are based on standards as of August 2021.

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Grouped Work ID0496c218-fb6b-a6f8-1325-5e56cb1f085b-eng
Full titlecreating an rts game in unity 2023 a comprehensive guide to creating your own strategy game from scratch using c
Authorcicanci bruno
Grouping Categorybook
Last Update2025-01-24 12:33:29PM
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500 |a Setting up the selected unit actions
5050 |a Cover -- Title Page -- Copyright and Credits -- Contributors -- Table of Contents -- Preface -- Part 1: Foundations of RTS Games -- Chapter 1: Introducing Real-Time Strategy Games -- What is a real-time strategy game? -- Classic examples -- Modern games -- Understanding the game and level design of an RTS game -- Character -- Camera -- Control -- Creating a game design document -- Game outline -- World -- Characters -- Enemies and bosses -- Gameplay overview -- Game experience -- Mechanics and modes -- Summary -- Further reading -- Chapter 2: Setting Up Unity and the Dragoncraft Project
5058 |a Technical requirements -- Downloading and configuring the Unity Editor -- Using Visual Studio Code as the default IDE -- Importing and organizing assets from the Unity Asset Store -- Summary -- Chapter 3: Getting Started with Our Level Design -- Technical requirements -- Setting up our base scene -- Scenes -- Lights -- Camera -- Ground foundation -- Level scene -- Creating the first map layout using Prefabs -- Creating a custom group of Prefabs -- Using ScriptableObjects to configure the map -- Creating ScriptableObjects for game configuration
5058 |a Creating ScriptableObjects for level configuration -- Adding a custom editor for the level configuration -- Creating a map editor to speed up map creation -- Controlling the camera -- Summary -- Further reading -- Chapter 4: Creating the User Interface and HUD -- Technical requirements -- Using Canvas for a responsive UI -- Setting up the UI and HUD using Prefabs -- Creating the MenuButton GameObject and popup -- Displaying the resources counter -- Adding the action buttons -- Creating the details panel using a custom camera -- Rendering the minimap -- Loading the UI scene additively -- Summary
5058 |a Further reading -- Part 2: The Combat Units -- Chapter 5: Spawning an Army of Units -- Technical requirements -- Configuring the unit ScriptableObject -- Spawning units using the Object Pooling pattern -- Implementing the Object Pooling pattern -- Creating a BaseSpawner class -- Updating the UI using the Message Queue pattern -- Implementing the Message Queue pattern -- Creating the message interface -- Implementing the warrior unit spawner -- Creating the resource type -- Updating the UI -- Creating a debugging tool for the Editor -- Creating the Object Pool for the Warrior unit
5058 |a Creating the debug script -- Summary -- Further reading -- Chapter 6: Commanding an Army of Units -- Technical requirements -- Preparing the Prefabs and UI -- Adding more debug options -- Preparing the Prefabs and UI -- Drawing the selected area in the UI -- Preparing the level scene -- Selecting the units -- Setting a custom color for the selected units -- Defining the unit selector component -- Moving the units -- Summary -- Further reading -- Chapter 7: Attacking and Defending Units -- Technical requirements -- Updating the UI with the selected units -- Setting up the selected unit details
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