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

Title
Creating an RTS Game in Unity 2023 [electronic resource] : A Comprehensive Guide to Creating Your Own Strategy Game from Scratch Using C# / Bruno Cicanci.
ISBN
9781804615355
1804615358
Edition
1st edition.
Published
Birmingham : Packt Publishing, Limited, 2023.
Physical Description
1 online resource (548 p.)
Local Notes
Access is available to the Yale community.
Notes
Description based upon print version of record.
Setting up the selected unit actions
Access and use
Access restricted by licensing agreement.
Summary
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.
Variant and related titles
O'Reilly Safari. OCLC KB.
Other formats
Print version: Cicanci, Bruno Creating an RTS Game in Unity 2023 Birmingham : Packt Publishing, Limited,c2023
Format
Books / Online
Language
English
Added to Catalog
October 31, 2023
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
Citation

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