Join Dan Violet Sagmiller for an in-depth discussion in this video Load prebuilt level, part of Build a Real-Time Strategy Game with Unity 5.
- [Voiceover] Let's start by looking at what's already in the project. I'm going to go to the assets folder and then to scenes and then to the RTS map. The RTS map has been generated using only assets that are freely available in Unity, particularly, the environmental package. The terrain itself was designed by Pod Creature using World Machine 2. Pod Creature is a 3D designer and modeler who creates characters, custom maps, and also deals with photo restoration. You can check out her site at podcreature.com.
Now, let's see what this scene looks like when it's running. So, of course we have hills to land lock the player into a particular area. One of the reasons why the player can't move the map any farther. While in many games, they ignore this, it still tends to work, whether you have it or not. In addition, we also have the texture for the ground area in green. This helps the player to understand where they can walk freely. Additionally, we have the water for the lake. We have three lakes in the scene.
Each lake has its own camera to manage reflections, so you get different reflections from different points in the wave. Those cameras are all housed under the Cameras object, including the main camera. Let's take a look at what the map has. The first part is Landmark. Landmark is just a way for us to set the color of the terrain easily. With that, we can just move it aside and you can see it. Now, we'll put that back. The terrain is the actual terrain itself. Underneath the terrain, we have the three lakes.
Now, one thing that should stand out is the design of the level. This is going to be very important and one of the first things I recommend for creating your own is going and playing some of your favorite real-time strategy games. Take a look at the levels that you like, the maps. Figure out what you like about them and what you don't like about other ones and incorporate that into your own designs. Some of my standards that I like to include give each player a staging area, an area where they can begin to prepare their base. Also, an area that funnels down the attacks so that the player can create defenses that are isolated and locked in.
This gives them a chance to get into the battle right away, but also have a chance to start building up their technologies.
AuthorDan Violet Sagmiller
- Adding player positions and start info
- Loading prebuilt levels
- Adding camera moves
- Adding a unit
- Supporting navigation
- Adding unit owners and player objects
- Importing and setting up a HUD map
- Adding unit info and credits
- Creating HUD actions
- Building a command base
- Adding artificial intelligence
- Adding battle actions
Skill Level Intermediate
1. Initial Setup
2. Adding a Unit
3. Navigation Mesh
4. Unit Owner
5. HUD Map
6. Unit Info & Credits
7. HUD Actions
8. Command Base
9. Base AI
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