Real-Time Strategy Game Idea

Hey guys. Im studying games design at Uni and am also trying to teach myself unity and so far it seems really cool. I like how scripts can be used as like lego bricks and you can re-use them and stuff and I have many many ideas for cool games but dunno where or how to start. I get the idea that starting without assest and getting a game mechanic working with the stuff in Unity to start with would be a good idea so here goes. My idea.

I am wanting to create an RTS. Top down camera. Non isometric. Based around cubes and grids. Think Minecraft / Dwarffortress but 3D.

So a 3D world made of cubes. In a floating space. So the player starts off on a floating island made of cubes and 1 constructor unit. Cubes can be moved around and attached different place so you could take some of the cubes that are forming a hill and add them to the sides of the island and expand your island. You can search for more by linking islands together and you can use these cubes as either building blocks or matter to be turned into more units or buildings.

That is the rough idea.

Im just trying to get a basic design down then I can start adding things like different cube types. LIke Matter, Anti-matter etc.

I just dont have any idea where to start or if there are any tutorials out that will get me going.

I want to learn and make everything myself instead of using premade scripts and assets. I feel that i would learn more doing it by myself but with guidance. I have no idea how I would even get a camera to move like an rts camera nevermind gettng the mouse to click and select units. I am a noob basically and hey, we all start out this way. I just figured I might as well aim for a good project to get me learning then just making random stuff.

Anyway.

Thanks in advance!

Aapples

O_O

As an RTS fan who recently bought Minecraft… I must play this. Now.
I’d recommend doing the TornadoTwins tutorial series to get started with Unity. Then hurry up and make this game!

There are two basic places to start, learning programming, writing a proper design document. I would suggest the former, as knowing programming and how things actually work is helpful in making a coherent and plausible design.

The idea itself sounds fairly intriguing, but if games are series of interesting choices I’d like to know more about those choices.

I actually have one question: how are you going to make hills and terrain work with a purely top-down view?

It’s probably not STRAIT down. It could be changed so it’s almost 3rd person view, but not quite, and also not quite top down.