6min read
Real Time Strategy Game Overview
This project is a Real-Time Strategy (RTS) game prototype developed in Unity.
The game focuses on advanced unit control systems, AI-driven enemy behavior, mission-based gameplay, and large-scale battlefield simulations. Players can command multiple units, execute strategic movements, and engage in dynamic combat scenarios while interacting with an evolving environment.
The project was designed to explore advanced gameplay systems, including pathfinding, AI decision-making, group unit coordination, and large-scale combat effects.
Unit Movement System
A flexible unit movement system was developed allowing players to control individual units across the battlefield. Units dynamically navigate terrain and obstacles while maintaining smooth movement transitions.
Key features:
Click-to-move system
Dynamic obstacle avoidance
Smooth movement interpolation
Formation-aware navigation
Pathfinding System (A* Algorithm)
The game implements the A* pathfinding algorithm, allowing units to intelligently navigate complex environments.
Capabilities:
Efficient shortest-path calculation
Dynamic obstacle avoidance
Terrain-aware path cost calculation
Real-time path updates during movement
Combat Systems
Damage Modifier Matrix
A damage modifier matrix system was implemented to create strategic depth between different unit types.
Example logic:
Infantry strong vs light units
Vehicles resistant to small arms
Air units vulnerable to anti-air weapons
This system allows easy balancing of combat interactions between unit categories.
Air Unit Systems
Helicopter Movement System
A specialized movement system was developed for helicopter units.
Features include:
Smooth hovering movement
Altitude simulation
Target tracking and attack behavior
B2 Bomber Strike System
A cinematic B2 Bomber airstrike system was implemented to provide powerful tactical abilities.
Features:
High-speed bomber flyover
Area bombardment
Explosion and destruction effects
Banter & Taunt System
Units communicate through banter and taunt voice lines, adding personality and immersion to the battlefield.
Examples:
Enemy taunts during combat
Friendly unit responses
Context-based dialogue triggers
Terrain System
The game environment was built using TerrainCraft to create detailed landscapes and battlefields.
Features:
Large RTS maps
Terrain-based movement cost
Environmental obstacles
Custom Shaders
Custom shaders were implemented to enhance visual quality and performance.
Examples:
Terrain blending shaders
Environmental effects
Technical Highlights
Key technologies used in this project:
Unity for game development
C# gameplay programming
A* search algorithm for pathfinding
Modular gameplay architecture
AI behavior systems
Optimized audio and visual systems

