I started creating my city builder 4 months ago and it's coming along nicely. The thing with the game is, it takes place on a huge space ship stranded in space. It has mechanics like population control, resource managing etc.
Yeah, but if you do it yourself you have more detailed and personalized solution. What is presented in tutorial is just one way of doing things, good for quick learning and helping to start something new.
YES! Thank you. I grew up with Starcraft, Warcraft and Age of Empires. I know RTS tutorials exist for unity, but I just love the style and the concise nature of these videos :) Thank you for keeping this up!
I would like to follow this course but when I click the link I only see "Polishing the City Builder" and some other unrelated topics. Where did the assets used, selection behavior, character ai etc go to?
Super fantastic video !! So much packed into one little piece, wow. I loved how you just show the couple lines of code you need to look at without bogging it down with the actual scripts.
This is the type of game I have been trying to make off and on for the last four years. I've gotten stuck on a few things and this project will definitely help me by some things I got stuck on -- thank you!
Im making a game to finish my studies, I choose Unity and I wanted to do a RTS, simple but one that I can improved and make bigger, thank god I found this video and channel, thank you
Que lindo projeto! Obrigado por compartilhar, Unity. Parabéns por seus tutoriais ;) What a beautiful project! Thanks for sharing, Unity. Congratulations for your tutorials ;)
This is a great way to learn. Just already showing ways to do Selection, AI Navigation and Resource Management are main building blocks for an RTS. However, for the more intermediate / advanced developers, how're you going to optimize for many many units? Let's say you have a 3 vs 3 RTS map. Each player having 80 ~ 120 units. You're going to run into performance problems due to the fact that theres no skinned mesh instancing. A DOTS variant would probably fix that problem. However DOTS is a whole different way of doing things and not the easiest to implement (yet) either. Lots of features aren't done or unfinished. So besides showing the basics of building an RTS game, it would be nice to also have some more advanced topics of how to do many many unit animations performant. How're you going to do crowd control if you set a bunch of units to go to a singular position? How'd you do NPC AI so they fetch resources on their own?
Here some would be happy if you still had a road build system. Or to see how to change a terrain texture at a certain point. Thank you for this project guys!
This is awesome! I remember making my first RTS project in Unity, skill trees, tech trees, building, units, combat etc. Sadly due to that I've never really finished it. The hardest part is designing the AI and their thought process though. Good luck with everyone attempting to get far!
Depends on how complex you want them to be. It can be pretty simple if you have only few options. The problem can get at prioritisation, but even that can be easily solved if you do not complicate much :D
It would be nice if we could see how things are created such as the selection box, It appears to already be a created asset however you do not demo how to create it "Selection Material" etc.
They already have a third person arpg template with basic combat, inventory, usable items, weapon effects etc, not sure if it has lock on targets, but should be easy enough to add.
All of these still feels overwhelming and like magic to me. I really wanna know this stuff. Is there like a walkthrough tutorial from scratch SCRATCH to intermediate on game dev?
Hi Unity. Do you have DualToachControls tutorial? How to create and use it? I am very frustrated because I do not see any youtube channel that teaches that.
Box selection feels glitchy, a frostum is needed for a nice feeling. also, I would have loved to see a fog of war as my solution broke my framerate back then and I saw everything online, dynamic mesh and dynamic texture, following the camera or static over the whole map, everything with huge framerate impact and poor visual quality. I still can't explain these nice circles around units with huge armies from 1995 titles.
It's basically raycaster from camera. When it hits something else than character, it's making different shader on character. Search for 'player outline' on Google, there's a lot of it :)
Unity official videos are the worst. Instead of having someone coding the thing step by step like every other non-official author/course we have this highly edited 20min videos where you just get a glimpse of the thing and you can’t follow along. Every single official tutorial is like this, from the in Unity ones to everything on Unity site. Please make these in a linear way and stop trying to cut the thing short to fit in a 20min video.
The title of this video is misleading. I have used Unity Learn for a lot of my training, and most of the full courses are very well done. This video linked to a fairly useless set of videos about tweaking an already implemented builder based on an RTS setup. Granted, the finishing touches they are highlighting are very on trend, but for those of us looking for solutions for the creation of an actual city builder type game, this was a far cry from helpful. I agree that some of the stuff they post is aspirational, rather than practical, however when you drill down into the course work they have on Unity Learn, it is quite good. We need more of that level of instruction.