The SRTS pack’s goal is to help you streamline the process of making your own RTS game! The pack has everything you need in order to make your own game, from A* pathfinding to Fog of War, this pack will provide you with a well optimized and extremely customizable experience!
The pack also has an extensive custom editor to help speed up production and reduce the learning curve.
Here is a quick video to show some of the packs features!
Features :
UGrid (Grid Generator System)
Simple Map Seeding
MultiThreaded A* Pathfinding
Camera Movement
Unit/Building Selection
Unit Controller
Factions
Unit Types
Building Controller
Building Placement*
Tech Trees and Effects
Fog of War system
Mini Map System
Basic Cursor Manager*
GUI Manager
Resource System
Current WIP systems :
More Building Placement Features
More Unit Production Features
Updated Demo Scene
*Works in Progress, have more features to implement in later versions
I’m checking this out now. But I can’t even figure out how to work the web demo. I see that I can select a unit and click a “Jildii” (?!?) button to make it build a building. But how do you make a unit just walk somewhere? And how do you select a building to upgrade or make units or whatever it does?
I see, I will add instructions to the webplayer page shortly. I am not sure why the button is called “Jildii” for you, it is “Building” whenever I pull it up. Also I strongly recommend waiting a bit if you plan on purchasing the pack as I have requested the price be dropped to $60 after checking out other packs of similar quality.
OK. I see you added some instructions too, but does right-clicking actually work for you? For me, it brings up the Unity web player contextual menu. As far as I know, you can’t use the right mouse button in the web player… can you set it to use shift-click or command-click or something instead?
Also, I figured out what’s going on with the “Building” button… it’s simply too narrow; it’s getting cut off on the left and right. Here’s a screen shot of what I see:
Hey guys, just wanted to post an update image of the pack, working on a video to show some of the new features I added to the pack! Working on a new demo scene as well!
Hey guys, just showing some more of the updates for the pack. In this image, Gizmos are displayed as you can see where the building is being constructed near the resources GUI. Also, there is now a progress GUI over the buildings as they are being constructed.
Hey guys, just here with another update image to the Demo Scene, I have added in ranged units and have been working on a few other updates to pack! The main update here is just the ranged unit system now works, sorry about any issues from before!
There is a new demo to show off the current version of the pack, check it out here! Webplayer
It is still under development, so expect many more features to be added!
Hey all! Just wanted to let you know I have been working on a tutorial series for the script pack, there are currently 6 videos posted and I will have more soon!
Units, factions, buildings, everything you need for a RTS.
Anyway I will post criticism and questions Maybe I’ve got silly problems because I’m really a bad programmer. By the way, sorry for bad english…
How much is it difficult to make an enemy AI?
Units slide along steep terrain. You can also see them in your demo. I know it’s a Unity problem and not strictly belonging to SRTS. I solved it using the “slope” limit…
My terrain has high mountains. I put the camera at the correct distance from the planes, but when I move it horizzontally, the terrain it’s higher then the camera position… Can you make an option to move automatically the camera at the same distance from for the point you are looking at?
Hi MadBlade2, thanks for the kind remarks! I am really happy you are enjoying using the pack so far!
Hmm, that really depends on what all you want the AI to do. Many games just have the AI spawn units at various times and progressively get stronger, but if you want a full player style simulation it can get much more complicated. I didn’t include AI in the pack simply because it really depend what the user wants to do with their AI. It is possible that a future I will include some code for this, but I would look into RTS AI in the meantime if I were you.
Yeah, my fun little sliding units. That is due to the Rigidbody script attached to them, in the next iteration I may remove that entirely and have as little physics computations as possible, I haven’t quite decided. I worked around it using the slope limit as well actually!
I can, it is actually very simple code so I can help you out right now! Here are snippets of the code you can add to the CamMovement.cs script to give you that functionality :
//Place these variables at the bottom of the existing variable list
public float dispAmount = 10;
public LayerMask dispLayer;
----------------------------------------------------------------------------------------
RaycastHit hit;
Physics.Raycast(transform.position, Vector3.down, out hit, 10000, dispLayer);
if(hit.collider){
transform.position = new Vector3(transform.position.x, hit.point.y+dispAmount, hit.point.z);
}
// The below code is already under the Update function, simply paste the above code there and it will be complete
transform.Translate(moveSpeedCur.x*Time.deltaTime, 0, moveSpeedCur.y*Time.deltaTime);
I would too actually, I would like to add that in the next version as well, but I am not 100% on implementing that while having it optimized yet. If I figure it out though, I will post a video with the update! Again, thanks for the kind comments!
My question about enemy AI sounds a bit silly! I was thinking about what you wrote about combat, ranged combat, building production, etc. I mean there are some things units and buildings do automatically (for example gatherers go automatically to the silos), so it may be easier to make a simple AI also for non-programmer like me.
Thank you for the code snippet: it works pretty fine. The problem is that it’s better to calculate a distance from the point you ar looking AT, not the point below the camera, that can be higher or lower then the portion of the terrain you see… Anyway, I don’t want you to write code for me. I still didn’t explore all your assets, so I could ask more terrible things!
For instance there’s another funny problem when buildings produce units: if they are created at the same point of another unit, they jump up in the sky, they go outside the screen and after a while they fall down…
Now a serious question. Can you explain the benefits of Ugrid movement? What I mean is that it works fine with straight directions or 45 degrees movement. In any case units avoid obstacles correctly. But when you click at a point which is 20-30 degrees, unit doesn’t go exactly in that direction. He follow the grid straight and then turn 45 degrees. As shown in the picture below, he follow the red line. I know, I’m a pain in the… But I like realism and simulations. I guess for some technical reasons he can’t go there directly. Remember I’m ignorant in coding. So I make weird hypotesis… Is it possible to follow the blue line instead?
Could the camera not raycast the ground and always stay at a variable distance above it? So if you move over a mountain, the camera will cast it and move up to that distance variable?