How to Make a Real-Time Strategy RTS game! (High Level Overview feat. They Are Billions)

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  • Опубликовано: 5 июн 2024
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    💬 Here's a high level overview on how to make a Real-Time Strategy RTS game using They Are Billions as an example.
    These kinds of games involve Placing Buildings, spawning lots of Units and controlling them while engaging in Combat and Resource Gathering.
    Check out the game page for a list of all the tutorials unitycodemonkey.com/howtomake...
    00:00 Intro
    01:58 Unit Selection
    02:56 Flow Field Pathfinding
    04:04 Fog of War
    05:49 Place Buildings
    06:35 Building Types
    07:09 Resource Manager
    07:36 Resource Generation
    08:05 Unit Spawning
    08:55 Horde
    09:56 Zombie AI
    11:04 Villagers
    11:50 Map
    12:47 World Map
    13:23 Performance
    14:23 Outro
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Комментарии • 100

  • @eternalcat
    @eternalcat 25 дней назад +128

    like if you agree codemonkey should release a RTS tutorial!!!!

    • @kulwindersingh-gc4bh
      @kulwindersingh-gc4bh 25 дней назад +1

      Yes we want

    • @daniel3dart
      @daniel3dart 25 дней назад +1

      YES! Yes indeed

    • @BoltRM
      @BoltRM 25 дней назад

      Well that was easy.

    • @vespeneprotoss4346
      @vespeneprotoss4346 25 дней назад

      Didn't he say he's making a new Udemy course on this?

    • @johnnyxp64
      @johnnyxp64 25 дней назад

      We have been begging him for many years now and he said frw times he would like to make a complete tutorial but never happened 😢 glad to see it in progress 😁

  • @normanjebaits4462
    @normanjebaits4462 25 дней назад +19

    You have no idea how excited I am for this! I've been wanting to make a game like They Are Billions for years. I waited for DOTS to get it's full release and now I've finally started on it. I've followed a lot of your DOTS tutorials even from previous versions and they have helped a ton (even though it took ages to convert some stuff to newer ecs versions). I literally would have never been able to figure out DOTS without your tutorials and now that you are doing an RTS course it will make learning some of these crazy performance gains 100x easier.

  • @slasher3428
    @slasher3428 24 дня назад +2

    I'm so glad to hear you are working on a full RTS tutorial. I used some of your tutorials in the past to attempt basic movement in a project I now since abandoned. But I'd definitely like to give it a try again.

  • @tomazznidarko8700
    @tomazznidarko8700 25 дней назад +3

    I would like to see RTS like "They are Billions" but in 3D. Once you will published it, I'm buying it at once :)

  • @alberteinstein7466
    @alberteinstein7466 25 дней назад +6

    I am recreating Factorio and learning through your grid system videos how to do this. It is great to see this kind of videos, I am learning a lot in this channel.

  • @thevarangian300
    @thevarangian300 25 дней назад +3

    I love RTS games, certainly will be my next game project!

  • @user-om6gm8qq2v
    @user-om6gm8qq2v 24 дня назад

    Really excited for the course!

  • @Lynqoid
    @Lynqoid 23 дня назад

    Huge RTS fan, can not wait for your RTS course, I one hundred percent will complete the course, this is a promise to myself! Haha.
    Thanks again for all you do!

  • @PandemoniumGameDev
    @PandemoniumGameDev 24 дня назад

    Love how you break down these videos! It really helps with project planning and makes everything less overwhelming, huge thanks to you!

  • @josephseger6053
    @josephseger6053 21 день назад

    Thank you!!!
    I am looking forward to watching this course.

  • @MalikenGD
    @MalikenGD 25 дней назад

    These videos are some of your most interesting videos. Also can't wait for your course!

  • @MatrixRex05
    @MatrixRex05 23 дня назад

    love this new breakdown series. Please continue to do so!

  • @driko_chiko_briko
    @driko_chiko_briko 25 дней назад +1

    Waiting so much this course. I'm already finished your course about turn base strategy game. Learned a lot, the best unity course on my experience

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  25 дней назад +1

      That's awesome to hear, congrats on completing the TBS course!

  • @mechasmoke
    @mechasmoke 25 дней назад

    This is great. I've been wanting to make a RTS for a while now! Can't wait for this to happen 😀

  • @TehAntares
    @TehAntares 14 дней назад

    It's been a long time, but the selection was actually fairly tricky. The selection box is easy and simple, however you can select units by single clicks, holding shift also alters the way selection works, and you use the same mouse button for disselecting and issuing commands as well. A complex scenario that requires a complex solution.

  • @MadpolygonDEV
    @MadpolygonDEV 24 дня назад

    your videos are alot better to understanding game development at a deeper level than 80% of unreal educational content out there. This is really what I always wanted in the unreal community which is always alot more plain rather than going into these topics like efficient algorithms etc. Didnt know about the flow algorithm.

  • @mp3magnat521
    @mp3magnat521 25 дней назад +1

    I can't believe you're doing a course in my favorite genre! I hope it will be on udemy? I'm really looking forward to it!

  • @alec_almartson
    @alec_almartson 25 дней назад +4

    Are you planning to create a new Course (and now with ECS / DOTS)?
    That's really good news. 🔥🎮😁💯👍🏻 I am sure it's going to be lots of fun and a great opportunity to learn to use DOTS and related Performance Optimization good practices.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  25 дней назад +3

      Yup! I can't wait to finally use DOTS as part of a complete project, it should be fun!

  • @N1ghtR1der666
    @N1ghtR1der666 25 дней назад +1

    Please do a fully course for multiplayer DOTs not just single-player DOTs :D you absolute champ! in terams of course content can you cover procedural generation for creating maps as well as hand crafted bits

  • @CypherBlrMkr
    @CypherBlrMkr 25 дней назад

    Just a point of note - when you talk about two kinds of Fog of War - the blacked out exploratory part is called the Shroud. The regenerating greyed out areas are called Fog of War.
    The idea is basically if it's a previous unexplored area in a game with a setting (fantasy, medieval, no tech) that has no Satellites or RADARs you have Shroud.
    In games that have those, you would only use Fog of War, cause doesn't really make sense to be with Shroud....

  • @LuminaryCreations
    @LuminaryCreations 25 дней назад

    Thanks for this ❤

  • @TJGameDev
    @TJGameDev 25 дней назад

    Loved this game, excited to check out the course! Thanks for providing such great resources!

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  25 дней назад

      Thanks TJ! Best of luck with Castles on Clouds!

  • @MrOmega-cz9yo
    @MrOmega-cz9yo 24 дня назад

    I like these types of overviews.

  • @wyattx008
    @wyattx008 23 дня назад

    That's really good stuff.

  • @nanito0071
    @nanito0071 25 дней назад

    I can't wait until you launch the DOTS strategy game course, I already registered on the page and am really looking forward to it

  • @bluzenkk
    @bluzenkk 25 дней назад

    can't wait, hurry~~~

  • @tajrinmadam7802
    @tajrinmadam7802 25 дней назад

    Thank for this video

  • @juleswombat5309
    @juleswombat5309 18 дней назад

    Awesome:
    I made a really basic RTS using the Unity Nav Mesh for Path finding. Seems performant enough, for ~ 30 Units.
    It would be useful to have a beginners guide on how to use the Performance Analyser effectively, and what are the most common Performance issues and solutions.

  • @C3r3P0weL
    @C3r3P0weL 23 дня назад

    I am really interested about this one 🙌🙌🙌

  • @johnnyxp64
    @johnnyxp64 25 дней назад

    If you will make your promise a reality and after all those years you give us a complete RTS tutorial from scratch then i would definitely buy it.

  • @iiropeltonen
    @iiropeltonen 25 дней назад

    Gonna do that RTS courses 🎉❤

  • @johnnyxp64
    @johnnyxp64 25 дней назад

    Btw that demo game is more of a tower defense rather pure RTS.
    Base building (grid system) resource gathering, units, war just like the upcoming Tempest Rising is the RTS tutorial i am hoping for.😊

  • @pastuh
    @pastuh 25 дней назад +1

    Nice, but what about a turn-based RTS game, such as Dune: Battle for Arrakis (Sega version)
    Opponent is powerful computer, so logic behind such would be nice too :X

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  25 дней назад +1

      So turn based but you control multiple units? Technically you could make that work by following my TBS course, the code in that game is very adaptable so you could definitely have a squad of multiple units occupying each grid position ruclips.net/video/QDr_pjzedv0/видео.html

  • @sealsharp
    @sealsharp 25 дней назад

    For the fog of war it may be useful to look at textures.
    Textures that are set as writeable in the importer can be changed at runtime. Those are obviously less performant than readonly textures, but it is possible to set individual pixels that match the world coordinate.
    This has a beautiful advantage over any system memory based structures as a texture can be given to a shader, and a shader has the world coordinates of objects drawn so visibility of objects can be calculated on the shader.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  25 дней назад

      Yup great point, you could indeed use a Texture and use the pixels as a sort of grid system for each world position

  • @gryffind96
    @gryffind96 25 дней назад

    I am waiting the RTS series

  • @Hazzel31337
    @Hazzel31337 25 дней назад

    nice

  • @immitatedone1511
    @immitatedone1511 25 дней назад

    Oh, I have been planing to jump the Synty sale now but lucky I did not yet and found out about your link :D

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  25 дней назад

      Thanks! I hope you put those assets to good use!

    • @immitatedone1511
      @immitatedone1511 24 дня назад

      @@CodeMonkeyUnity They are being used as we speak, redoing all to fit them because they are so good. What I love about them is that they have made an amazing job with low poly style and just makes the game look timeless.

  • @aztecagames
    @aztecagames 25 дней назад +1

    Code Monkey for president 2024

  • @GamernetsLP
    @GamernetsLP 24 дня назад

    Fog of War is a really difficult thing to achieve I think. I would really like, even pay for, a tutorial only about fog of war.

  • @iliqnikushev3820
    @iliqnikushev3820 25 дней назад

    @Horde it really depends on the numbers. With the ECS it becomes super easy

  • @scyan897
    @scyan897 18 дней назад

    I’ve been working on HPA* Flowfield for a long time it is DIFFICULT (for newbies) so if you plan to tackle this it would be extremely helpful 🙏
    I only recently got a half-baked implementation done.

  • @MatteoJD
    @MatteoJD 2 дня назад

    I'm very excited about the news of your upcoming RTS/DOTS tutorial. I know you said that it's still in the early stages, but do you have a rough idea of when you think you will be releasing it?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  День назад +1

      Most of the tough parts of the prototype are done, I should have the full prototype done by the end of this week. Then I still have to write/validate/record/edit all the lectures. So maybe mid-July?

    • @MatteoJD
      @MatteoJD День назад

      @@CodeMonkeyUnity Sweet, can't wait! Thanks for the swift response as always.

  • @luka_17_63
    @luka_17_63 24 дня назад

    Will the course be just on your website or on Udemy too, like some of your other courses:O?

  • @janikcodes
    @janikcodes 24 дня назад

    How would you create something like Mount and blade? It has a lot of units as well but they are really high quality in terms of model and also animations.
    Any idea besides basic LOD ?

  • @driko_chiko_briko
    @driko_chiko_briko 25 дней назад

    How long do we have to wait for the new RTS rate? Do you have an approximate release date?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  25 дней назад +1

      I've never used DOTS in a complete project so no clue whether it will be easy or difficult. I'm planning on making fewer videos for the rest of this month so I can focus entirely on that, so by the end of this month I should have a good idea

  • @mehmeh8883
    @mehmeh8883 25 дней назад

    Hey code monkey, you got anything on physics in multiplayer games? Deterministic lockstep or other things

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  25 дней назад

      Hmm not really, that's an area I haven't explored. I did use physics in my game Dinky Guardians which has multiplayer, but the physics are super simple, they just run on the server

  • @VladaPersonal
    @VladaPersonal 24 дня назад

    Hi, great video, thanks!
    I do not really understand how you can use the grid pathfinding on non-grid based 3d levels like these?
    Do you somehow subdivide it into a grid? How do you determine which grids are not walkable?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  23 дня назад +1

      This game is grid based, you can see the grid when placing a building. Grid positions with buildings or resources are not walkable
      Are you asking because the unit movement doesn't look grid based? That's just a bunch of smoothing applied on the grid pathfinding logic

    • @VladaPersonal
      @VladaPersonal 23 дня назад

      Thanks!
      What I meant was - what do I do if my game is not grid based?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  22 дня назад +1

      If not grid based then you can still use a grid just for pathfinding. Or you can look into NavMesh pathfinding, Unity has that by defualt. It automatically generates a mesh that units can walk on

  • @dreamterrormaster
    @dreamterrormaster 24 дня назад

    I'm really wondering how you're going to approach AI behavior in DOTS. Based on my own research, this is still a very experimental field with no common practices (FSM, behavior trees, utility AI) nor tools established yet. But looking forward to see what you come up with...
    Would be great do see you deal with also slightly more complex AI beyond zombies with "if in range->move closer, if in attack range->attack" basic stuff etc...

  • @kantagara
    @kantagara 25 дней назад

    what about the combat? In games like Battle for middle earth you have one 'unit' that consists of like 30 or 40 individuals. Obviously when the health of the 'main' unit depleates that gets shown as one of the units in the group die. How is that combat implemented? I doubt that the logic is done for each of those units, but maybe I'm wrong

  • @JokeryEU
    @JokeryEU 21 день назад

    i am more interested in how to create complex AI in RTS :) dont mind if i can train an ai

  • @hoangtongvu9952
    @hoangtongvu9952 24 дня назад

    So the grid system make it easier to implement path finding algorithm (such as flow field, ...) and increase the game performance significantly?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  23 дня назад +1

      If you have just one unit it will be more expensive to calculate flow field than a*, but if you have multiple units then flow field is generally cheaper than A*

    • @hoangtongvu9952
      @hoangtongvu9952 23 дня назад

      @@CodeMonkeyUnityas I understand, each Unit group needs 1 flow field? and we perform flow field on the whole map or any other optimization?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  22 дня назад +1

      In the case of this game all Units move to the same position, the players HQ, so there's just one flow field regardless if there are 10 zombies or 10 thousand. The flowfield calculates the move vector for every grid position in the world that will push it towards the HQ, the zombies just follow the move vector on the grid position where they're at

  • @irlsolidspace
    @irlsolidspace 24 дня назад

    RTS dev course? Sign me up!!

  • @faraway4256
    @faraway4256 25 дней назад

    Спасибо за крутое видео. А скажите, пожалуйста, как можно объединить все эти механики в одну игру ?? Использовать MVP или MVVM или вообще без этих паттернов можно собирать, используя Event Bus и Service Locator.

  • @GutsyDavid
    @GutsyDavid 25 дней назад

    Can you do one of these for TCGs? Card Games?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  25 дней назад

      I actually haven't played a card game in ages so I'd love to, maybe it's finally time for me to try out Slay the Spire!

  • @Unknow.__.68
    @Unknow.__.68 25 дней назад

    It will be free? If yes impossible to believe getting free course form a professional developer 2nd time and I am sure that this will be also good as Kitchen chaos .I am very excited to this

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  25 дней назад

      I'm going to try something new, make the course a normal paid course but have a free video with the first 4-5 hours of the course. That way everyone can learn the starting point of a DOTS project

  • @theashbot4097
    @theashbot4097 25 дней назад

    Are you still working on Total World Liberation?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  25 дней назад

      It's currently on hiatus but my plan is to get back to it on the later half of this year

  • @trvlonesurvivr3751
    @trvlonesurvivr3751 25 дней назад

    Since I am developing Competitive multiplayer game then it's even worse. I have to learn Dots and then netcode for entities 😭

    • @gabek5760
      @gabek5760 25 дней назад +1

      Try the official unity netcode example for NGO+DOTS , or just don't choose to do the hardest possible project when starting to learn dots xD

    • @trvlonesurvivr3751
      @trvlonesurvivr3751 25 дней назад

      @@gabek5760 You mean the megacity sample?

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  25 дней назад

      DOTS Netcode is definitely something I'd love to research when I can find the time, I wonder how complex/simple it is

  •  25 дней назад

    First!

  • @Greenmile-vl1iv
    @Greenmile-vl1iv 25 дней назад

    Can you smile in your vids please ? Make fun man ...

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  25 дней назад +1

      I'm still not super comfortable in front of a camera but do know that I enjoy making videos

  • @kevman2296
    @kevman2296 25 дней назад

    Would be nice to see this in Godot instead. Unity is over 👎

    • @NimVim
      @NimVim 25 дней назад +1

      Unity is nowhere near done, though.

    • @sealsharp
      @sealsharp 25 дней назад +1

      It's 90% the same.

    • @CodeMonkeyUnity
      @CodeMonkeyUnity  25 дней назад +1

      Considering how this video is a high level overview instead of a step by step tutorial, everything here is applicable to any engine.
      For example for selecting units, every engine will have a physics system and that system will have a way to do physics queries. For clicking, every engine has a sort of raycast, etc.

    • @driko_chiko_briko
      @driko_chiko_briko 25 дней назад

      Godot sucks... Unity FOREVER!!!

    • @nursultannazarov8379
      @nursultannazarov8379 11 дней назад

      Unreal FOREVAAAAA

  • @daniel3dart
    @daniel3dart 25 дней назад +1

    Hyped to learn some DOTS from the Unity Mentor Master Code Monkey !!! Till the DOTS course comes in the future I'll be following the past catalogue of mechanic videos. Thanks to this man I'm constantly progressing in Unity learning. 🧑‍🏫