New updates for the RTS mini-game on Unity and new video

Hello everyone. It's me Antony, back with a new blog in 2026.

I know I've been absent for a while without a new Blog for a long time. Now that I'm working on the new role as health community agent, my colleagues and I are visiting the families as part of our job to improve the health quality in our community and town. Things are looking good and we're enjoying in our new role.

For this Blog, I'm going to talk about the RTS mini-game that I've been working a long time ago and share you new images. I made some major updates for the RTS mini-game - highlighting the terrain, the HUD displaying the resources, the Pause Menu option and the HUD displaying the icon and name for the selected unit, building or resource (except the tree).


I decided to record a new video showing the latest update of the RTS mini-game. Unlike my previous video, this one I didn't record my voice while I was showing the latest updates.

For this Blog, I'lll show you the new updates for the RTS mini-game.







I decided to make a nice texture based on a mini-map I made on Gimp. The idea for the dry dirt areas are for the water region, but I need to learn how to create cliffs and crates instead of mountains and hills by using Terrain Tools in Unity3D.

The buildings for the Humans, Nekrul, Chaos and Orcs has been rearranged to fit with the map's concept. I may change it in future since I'm going to create the menu for creating the mini-game, similar to any RTS game when you create a Single Player or Multiplayer skirmish game-match.

Let me show you more images of the mini-game's development.











In addition to the terrain, new features include: a small adjustment on the resource counting system - now it can change according to the addition of new collected resources or spending them on new buildings, as well for when the workers (Villagers, Laborers, Cultists and Carrion Beetles) collect the resources and deliver them to the depots like Town Hall, Mining Camp, Lumber Camp, Necropolis or Vault of Greed, a number followed by the plus signal appears, in this case "+15".

Other updates include: the addition of sound FX for the Day and Night Cycles - in particular one of a bird sound for Day Time and one of an owl sound for Night Time. I may include more sounds for a variaty of sound FXs for Day and Night Time.

And lastly, the Info panel is showing the name and icon for the selected unit, building or resource. Unfortunately the Gold Deposit, Stone Deposit and Crystal Formation is not showing the icons due to the lack of a proper XML script like the BuildingInfo and CharacterInfo. I shall make one dedicated to the resources.

During the development for the Info displaying information, I managed to add the option for selecting a unit, building or resource without creating the selection rectangle for selecting multiple elements. For one thing is good, but the downside is clicking on the building button and de-selecting the worker - which I could only build by clicking with Mouse 2 - ordering the unit to move. I shall fix it in the future, as well adding the commanding buttons on the Action Panel for the HUD. In the meantime, I shall work on fixing some minor things when it comes to warning logs - specifically the obsolete coding lines from the older versions and working on the animation for the units.

Let me show you the icons and the renders for the respective models.

Icons (Humans):
Crusader

Crusader:




I decided to include a new unit to the Humans - the Crusader. The idea is to make an Elite melee unit, capable of engaging enemy Demons and Undead.

Icons (Nekrul / Undead):
Carrion Beetle

Graveyard

Lich

Vampire 2.0

Carrion Beetle:




Graveyard:






Lich:




The Lich looks nice, though at the time I made some changes to its texture and adding some shoulder pads, a thorn mantle and a green crystal on its sternum. I'll share the new images of this undead magician in the future.

Vampire:




The Vampire received some updates after the last Blog. What I did was: adding new Necrolite shoulder pads and a mantle. At least he looks good in full armor.

Icons (Chaos):
Hall of Temptations

Juggernaut

Vault of Greed (previously known as the Chaos Economic Guilds)

Hall of Temptations:






The Hall of Temptations is going to be my next Chaos building dedicated to train units - precisely the Succubus. Possibly it will train other creatures like the Summoner and Brood Mother.

I used the 3D model I made for the Succubus to make the statue for the structure and adding some broken columns with the aid of Boolean modifier. At least it looks good. For the flame, I may change it in Unity by changing it to a Particle System to simulate fire coming from its left hand.

Juggernaut:




The Juggernaut is going to be my next demon creature for the Elite creatures after the Hellhound. I reused the model for the Imp - making it a bit bulky and darker. To differenciate it from the Juggernaut, the horns were made a little larger and added some molten spikes growing from its hands and legs. The idea for this monster is a living siege ram, capable of causing damage to buildings and absorbing most of the damage from enemy forces.

Vault of Greed:






The Vault of Greed is going to be my first Chaos economic building. Initially it was known as the Chaos Economic Guilds since I didn't have any proper name for it. Also, I'm not sure how I'm going to put the Overlord as the main resource drop-point aside from the Desecrated Citadel and this building would be specialized in resource extraction upgrades. For the time being the Vault of Greed is going to be alternative way for using the StorageBuilding script - capable of receiving all the resources.

Concept of the Overlord and Minion.

The idea I had in mind is: the Overlord would be the main unit to receive gold, wood, stone and crystal from the Minions - conceived to be the second worker after the Cultist and they would be spawned by the Overlord. While the Cultist would be the builder, the Minion would be the resource gatherer. It would use a skill to root itself next to the resources and summon the Minions to collect it.

In addition, it would be used as a generator to supply the Chaos forces with more control to train more units - similar to the Zerg Overlord (StarCraft) and the Fallen Summoner (Armies of Exigo). And no, the Chaos Overlord won't be flying like the Zerg counterpart. (lol)

I may plan to bring these two units into the mini-game. For the Minion, I shall add the Villager script to it, but its ID would be different from the Cultist in order to leave the Minion as the gatherer and the Cultist the builder.

Icons (Orcs):
Brute 2.0

Gladiator

Hut

Ogre

Warriors Hut

The Brute received a minor change on its skin color and texture - by making a bit closer to Green Lemon and adding some dirt.

Gladiator:




While I was working on the Orcs, I decided to include the Gladiator as my first Elite melee unit. It would be armed with two crude axes to unleash faster melee strikes. It would use the Berserker skill to increase the attack speed at the cost of its defense. Funny thing is: I decided to paint its face in red and giving him some beard. He kinda looks like Kratos from God of War. (lol)

Orc Hut:






Ogre:



An Ogre next to an Orc Brute

The Ogre looks great in this 3D model. It would resemble the human being, though some characteristics would make it more monstruous than human like its teeth, strength and size - capable of eating cattle and even humans.

Concept for the Ogre engaging an army of human soldiers.

Also, due to their nomadic lifestyle, the Ogres would live in caverns.

Warriors Hut:






Icons (Álfar / Light Elf or Nature Elf):
Archer

Dryad

I decided to bring the Álfar or Light / Nature Elves to the mini-game. Although they're not present, I plan to make them along their darker counterpart - the Dökkálfar or Dark Elves. The Dark Elves would have a light gray or white skin, some with dark or silver hair, dark clothes or armor.

Archer:




Dryad:




Both the Álfar Archer and the Dryad are looking good in these colors.

For the Dryad, I decided to make her based in some artworks of a beautiful elf woman with parts of her skin and body being mostly of wood and covered in vines and leaves since she is attuned to the forest.

Well, this is getting very interesting.

I know. New units and buildings can bring a variety of things to the mini-game, but I still need to give life to the units and make the buildings capable of training these units. What I need to do is:

* Animating the units and add it along the Animator in order to play the animations in Unity3D - similar to what I've been doing in my CoD / L4D mini-game with the firearms. I plan to return to that mini-game project.
* Animating the buildings in order to make the building sequence, destruction and training.
* Adding the icons for commanding actions (Stop, Move, Attack, Hold Position, Patrol, Cancel Order, Harvest, Deliver Resource, Repair, Build Construction and the skills).
* Creating a script dedicated to the buildings that train units. Similar to the StorageBuilding, this script would inherit the characteristics from the StaticUnit - which inherits the BaseUnit.
* Creating a script dedicated to the Town Hall, Necropolis, Desecrated Citadel and other main buildings. Similar to the StorageBuilding, this script would inherit the characteristics from the StorageBuilding and the Training Unit Building script - which inherits from the StaticUnit and then the BaseUnit.
* Adding the combat system, HP (hit point or simply health point), MP (magic point = Mana point), attack and its types (melee, ranged, siege, magical and heroic), defense and its types (unarmored, light, medium, heavy, heroic and fortified) and magical elements (fire, water, earth, wind, light and dark).

Well, that's it for today. I hope you enjoy it. I'll be back with more Blogs in this year - if nothing change in order to make me occupied like job, studies and civil service exams. I plan to share more artworks and other things I did in my time. Until the time comes, you will be surprised to see it. See you next time.

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