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Let’s make a RTS game using the famous Unity game engine!

TOC | Tutorial #2: Adding a very basic UI ➡️

📕 Get the ebook and bonus material on Gumroad!
🚀 Find the code of this tutorial series on my Github!

Today, I start a series of video game programming tutorials on how to create a RTS game using Unity. This well-known, high-performance game engine is amazing and really allows you to create incredible stuff; the best part is that, in my opinion, the free version already has enough features for us to make most of the projects we want. Even if it takes a bit of time to get used to the software interface, the inspector and all the component-based logic, I find it is still a super fun and intuitive way to create games once you get the hang of it!

Disclaimer: This article does not go through all the Unity fundamentals. If you are not used this framework yet and want to learn some basics, check out their great tutorials!

Real-time strategy (RTS) video games are those games where you control packs of units, create buildings and collect resources to build a little town or city. They often have an aerial orthographic camera and you act as a somewhat omniscient superior being that can macro/micro-manage their units all over the map. Contrary to “turn-based strategy games” where each player takes a turn at playing and the others have to wait until you (or the AI) finishes the turn, RTS forces the players to play altogether in a seamless and continuous way. Great exemples of this genre are the Warcraft/Starcraft series by Blizzard, the Caesar series by Impressions Games or the Empire Earth series by Stainless Steel Studios and Mad Doc Software.

A screenshot from the well-known Warcraft III RTS game (Blizzard), in its “reforged” version (https://playwarcraft3.com/en-us) — Image from: https://jogorama.com.br/noticias/12423/blizzard-anuncia-warcraft-iii-reforged/

Note: besides having exquisite gameplays on their own, what I’ve always loved about those games is that they are often shipped with a game editor that lets you create, configure and then play with your own maps and scenarios. To be honest, those “in-between” tools that hide some of the complexity but still give you