Two Years Of RTS Game Development My Journey And Progress

Introduction

Hey guys! I’m super excited to share the progress I’ve made on my RTS project over the past two years. It’s been a wild ride, filled with challenges, breakthroughs, and a whole lot of learning. For those who don't know, an RTS, or Real-Time Strategy, game is a genre that I've always been passionate about. The idea of commanding armies, managing resources, and outsmarting opponents in real-time has always captivated me. So, about two years ago, I decided to take on the ambitious task of creating my own RTS game. Little did I know just how much work it would entail, but I'm so glad I embarked on this journey. The initial stages were all about laying the groundwork. I spent countless hours researching game engines, experimenting with different art styles, and sketching out the core mechanics of the game. I wanted to create a game that not only captured the essence of classic RTS games but also introduced some fresh and innovative ideas. One of the first major hurdles was choosing the right game engine. After much deliberation, I settled on Unity. Its flexibility, extensive documentation, and vibrant community made it the perfect choice for my project. With the engine selected, it was time to dive into the actual development. I started by creating the basic building blocks of the game: the map system, resource management, and unit movement. These were the foundational elements that would support the rest of the game. It was a slow and methodical process, but I knew that getting these fundamentals right was crucial for the long-term success of the project. I remember spending weeks just tweaking the pathfinding algorithm to ensure that units moved smoothly and intelligently across the map. It was frustrating at times, but the satisfaction of seeing my little units navigate complex terrain without getting stuck was incredibly rewarding. As the core mechanics started to take shape, I began to experiment with different art styles. I wanted a look that was both visually appealing and performant, given that RTS games often involve a large number of units on the screen at once. After trying out several approaches, I decided on a stylized, low-poly aesthetic. It not only looked great but also helped to keep the game running smoothly, even with dozens of units battling it out. This was a significant step forward, as it gave the game a distinct visual identity.

Key Features and Mechanics

Now, let's dive into some of the key features and mechanics that I've implemented in my RTS project. I wanted to create a game that offered a compelling mix of strategic depth, tactical flexibility, and engaging gameplay. One of the central mechanics of the game is resource management. Players will need to gather resources such as minerals, energy, and perhaps even more exotic materials to fuel their war machine. These resources are used to construct buildings, train units, and research upgrades. I've designed the resource system to be both intuitive and challenging, requiring players to carefully balance their economy with their military needs. For example, you might need to decide whether to invest in expanding your resource production or to pour those resources into building a powerful army. These kinds of decisions are what make RTS games so engaging, and I've tried to capture that essence in my game. Another crucial aspect of any RTS game is unit control and combat. I've implemented a flexible unit control system that allows players to command individual units, groups of units, or entire armies. Units have different strengths and weaknesses, and players will need to strategically position their forces to maximize their effectiveness. For instance, you might want to use ranged units to harass the enemy from a distance while your melee units engage in close-quarters combat. Or you might want to flank the enemy with a fast-moving strike force while your main army holds the line. The possibilities are endless, and I'm excited to see how players will use these tools to develop their own unique strategies. Tech trees are also a staple of the RTS genre, and my game is no exception. I've designed a branching tech tree that allows players to research new units, upgrades, and abilities. The tech tree is structured to offer a variety of strategic options, allowing players to specialize in different areas of the game. You might choose to focus on developing powerful air units, or you might prefer to invest in defensive structures and fortifications. The tech tree is designed to reward strategic thinking and long-term planning. In addition to these core mechanics, I've also been experimenting with some more innovative features. One of these is a dynamic weather system that can affect gameplay. For example, a heavy rainstorm might slow down ground units, while a sandstorm could reduce visibility. These weather effects add an extra layer of complexity to the game, forcing players to adapt to changing conditions. I'm also exploring the possibility of adding hero units with unique abilities. These units would be more powerful than regular units and could have a significant impact on the battlefield. The challenge is to balance these hero units so that they are powerful but not overpowered. It's all about creating a fun and engaging experience for the players.

Challenges Faced and Solutions

Throughout the development process, I’ve faced numerous challenges. Game development, especially for a complex genre like RTS, is never a smooth ride. However, overcoming these challenges has been incredibly rewarding and has helped me grow as a developer. One of the biggest challenges I encountered was performance optimization. RTS games often involve a large number of units, buildings, and projectiles on the screen at the same time. This can put a significant strain on the game engine and lead to performance issues such as slowdown and lag. To address this, I had to dive deep into the engine's profiling tools and identify the bottlenecks. I implemented various optimization techniques, such as object pooling, batch rendering, and efficient pathfinding algorithms. Object pooling involves reusing game objects instead of constantly creating and destroying them, which can be a costly operation. Batch rendering combines multiple draw calls into a single call, reducing the overhead on the graphics card. And efficient pathfinding algorithms ensure that units can navigate the map without bogging down the CPU. It was a long and iterative process, but the results were well worth the effort. I was able to significantly improve the game's performance, allowing for smoother gameplay even with large armies battling it out. Another challenge was AI development. Creating intelligent and challenging AI opponents is crucial for a good RTS game. I wanted the AI to be able to make strategic decisions, adapt to the player's tactics, and provide a compelling challenge. I experimented with various AI techniques, such as behavior trees, finite state machines, and minimax algorithms. Behavior trees allow you to create complex AI behaviors by combining smaller, simpler behaviors. Finite state machines define the different states that an AI agent can be in and how it transitions between those states. And minimax algorithms are used to make optimal decisions in adversarial situations, such as combat. It was a fascinating area to explore, and I learned a lot about AI programming in the process. I'm still working on refining the AI, but I'm pleased with the progress I've made so far. The AI is now capable of building bases, training units, attacking the player, and defending its own territory. One more significant challenge was balancing the game. Balancing an RTS game is a delicate art. You need to ensure that all units, buildings, and upgrades are viable and that no single strategy is overwhelmingly dominant. This requires a lot of playtesting and iteration. I spent countless hours playing the game myself, and I also enlisted the help of friends and fellow game developers to get feedback. We tried out different strategies, identified balance issues, and brainstormed solutions. It was a collaborative process, and the feedback I received was invaluable. Based on this feedback, I made numerous tweaks to unit stats, building costs, research times, and other parameters. It's an ongoing process, as even small changes can have a significant impact on the game's balance.

Art Style and Visuals

The art style and visuals play a crucial role in any game, and my RTS project is no exception. I wanted to create a look that was both aesthetically pleasing and functional, one that would draw players into the game world and enhance the overall gameplay experience. As I mentioned earlier, I settled on a stylized, low-poly aesthetic. There were several reasons for this decision. First, the low-poly style is visually appealing and has a certain charm to it. It's clean, crisp, and easy to read, which is important in an RTS game where you need to be able to quickly identify units and buildings on the battlefield. Second, the low-poly style is relatively performant. It requires fewer polygons than more detailed models, which helps to keep the game running smoothly even with a large number of units on the screen. This was a critical consideration, given the performance challenges inherent in the RTS genre. Third, the low-poly style is relatively easy to create. As a solo developer, I needed an art style that I could produce efficiently without sacrificing visual quality. The low-poly style struck the right balance between these factors. To create the 3D models, I used Blender, a free and open-source 3D modeling software. Blender is an incredibly powerful tool, and I've been consistently impressed by its capabilities. I started by creating basic shapes and then gradually added more detail, focusing on capturing the essence of each unit and building. I paid close attention to the silhouettes of the models, as these are crucial for making them easily recognizable on the battlefield. I also experimented with different textures and materials to give the models a unique look and feel. I wanted the different factions in the game to have distinct visual identities, so I used different color palettes and design elements for each one. For example, one faction might have a sleek, futuristic aesthetic, while another might have a more rugged, industrial look. In addition to the 3D models, I also spent a lot of time working on the environment. The maps in an RTS game are just as important as the units and buildings. They provide the setting for the battles and can have a significant impact on gameplay. I created a variety of different environments, from lush forests and rolling hills to barren deserts and icy wastelands. Each environment has its own unique look and feel, and I tried to incorporate terrain features that could be used strategically, such as choke points, high ground, and areas of cover. The visual effects in the game also play a crucial role in creating a sense of immersion and excitement. I implemented a variety of effects, such as explosions, particle trails, and lighting effects. These effects help to make the game feel more dynamic and engaging. I also used visual cues to provide feedback to the player, such as highlighting damaged units or showing the range of weapons. All these visual elements come together to create a cohesive and immersive game world. I'm constantly working on improving the visuals and refining the art style to make the game as visually appealing as possible.

Future Plans and Next Steps

Looking ahead, I have a clear vision for the future of my RTS project. There are still many features I want to add, improvements I want to make, and refinements I want to implement. I'm excited about the possibilities and eager to continue working on this game. One of my top priorities is to expand the unit roster. I want to add more units to the game, each with its own unique abilities and roles. This will add more strategic depth and tactical flexibility to the gameplay. I have several ideas for new units, including air units, siege units, and support units. I'm also planning to add more factions to the game. Each faction will have its own unique units, buildings, and tech tree. This will significantly increase the replayability of the game, as players will be able to experience different playstyles and strategies. I'm currently designing the lore and backstory for each faction, as well as the unique mechanics that will set them apart. Another area I want to focus on is the campaign mode. I envision a story-driven campaign that will immerse players in the game world and introduce them to the different factions and characters. The campaign will feature a series of missions, each with its own objectives and challenges. I'm working on the story and the mission design, and I'm excited to bring this to life. Multiplayer is another key aspect of any RTS game, and I plan to implement a robust multiplayer system in my game. This will allow players to compete against each other online in ranked and unranked matches. I'm also considering adding cooperative modes, where players can team up to take on AI opponents. The technical challenges of implementing multiplayer are significant, but I'm committed to making it a core feature of the game. In addition to these major features, I also have a long list of smaller improvements and refinements I want to make. This includes things like improving the user interface, adding more options and customization, and polishing the overall gameplay experience. I'm constantly listening to feedback from players and incorporating their suggestions into the game. My next steps involve playtesting the core mechanics and getting feedback. It is important for me to see if the systems are easy to use and understand. I want to give the player the best experience to be able to play the game. I am aiming for the end of the year to have a playable demo to get more player feedback to make it an enjoyable game. I believe it is important to have the player base be a part of the development process. I am so thankful to have the players follow the journey and excited to create the game with them.

Conclusion

So, that's where my RTS project stands after two years of development. It's been an incredible journey, filled with challenges, learning, and a whole lot of hard work. I'm proud of the progress I've made, and I'm excited about the future of the game. Creating an RTS game is a massive undertaking, especially for a solo developer. There are so many different aspects to consider, from game design and programming to art style and balancing. But I've found the process to be incredibly rewarding. I've learned so much about game development, and I've grown as a developer in ways I never imagined. The support from the gaming community has been invaluable. The feedback, encouragement, and enthusiasm have kept me motivated and inspired throughout the process. I'm grateful for everyone who has taken the time to follow my project, provide feedback, or simply offer words of encouragement. It means the world to me. As I move forward, I'm committed to continuing to develop this game and make it the best it can be. I have a clear vision for the future, and I'm excited to bring that vision to life. I'll continue to share my progress, seek feedback, and engage with the community. Together, we can create something truly special. I want to thank all of you for taking the time to read about my project. Your support means the world to me, and I'm excited to continue this journey with you. Stay tuned for more updates, and I can't wait to share the next milestone with you all. Game development is a marathon, not a sprint, and I'm ready for the long haul. I'm passionate about creating games, and I'm committed to making this RTS project the best it can be. I believe in the potential of this game, and I'm excited to see where it goes. Thank you again for your support, and I'll see you in the next update!