Civil service exame and new updates for Ardra (the RTS mini-game on Unity) - October 20, 2026

Hello everyone. It's me Antony, back with a new blog in 2026. We are now on October 20 - past the half of 2026.

I know. I've been absent without writing anything new here. This year has been a bit rough and it affected me to some extend. Julie's demise, job applications (I'm still employed as a public servant, but some minor things happened that made me want to move on) and other personal things that didn't go well and drove me into depression. I usually don't talk about it at home, but it's a thing that I accepted a long time ago. Right now, I'm trying to pull myself together from a rough, sad day of work.

I've been studying for the new civil service exam. I'm going to apply for the clerk vacancy. That means I'm going to lay low with my usual routine (Blender, fanfics, Unity, drawings and other things). The exam is scheduled on December 6th. Let's hope for some outstanding results after the exam, since the idea is to move on.

Personally, I don't have anything against the current job (public community health agent), but, there were some things that happened and drove me down. That's why I want to move on or to take a break from it. My vacations are scheduled on January 4th, 2027 (previously scheduled on November. Yet, it's another long story).

Also, there's another one that is still in debate for authorizing the exam applications, which is the Social Security Technician and the Social Security Analysts for the INSS. These two are promising, even though I intend to apply for the Technician one. Until then, I'll have to resume my studies.

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 and video. I made some major updates for the RTS mini-game, highlighting the queue system for training new units and the main menu.

Let me show you what I did.


As you can see now, the structures with the respective C# script for training new units has now a queue system - showing the icon for the current unit in training, the icons for future units, the cancel button and the training progress bar. The maximum capacity is up to 7 units, but I can overcome that limitation with a 8th future unit - appearing after the current unit and the 1st future unit coming up for training. (lol)




New structure for the Orcs: the Ogre Cavern. Now Ogres can be trained in this structure - with the Warriors Hut dedicated for the Brutes, Javelin Throwers, Gladiators and Bonecrushers (these two will receive their own structure: the Gladiator Arena).

Currently I'm still working on adjusting some things in the game mode, but, I decided to add the Main Menu.

Here it is:

Very cool. I decided to use the Prefabs for the Human Farms, Town Hall, Barracks and the Soldier in order to make a nice animated menu. I tried to incorporate the design from my concepts to Unity3D.

The concept for the Main Menu. Instead of a Soldier, I added a possible character for Ardra. Story Mode is going to be a future topic.

I tried to make something inspired in WarCraft 3: Reign of Chaos and The Frozen Throne, with a mixture of Age of Empires / Mythology and other RTS games.

The Main Menu is composed by:
* Single Player;
* Multiplayer (disabled for the moment);
* Encyclopedia (disabled for the moment);
* Options;
* Credits (disabled for the moment); and
* Exit Game.

The '2026.10.18 Version' is based on the date of the project's last update. In other words, October 18, 2026 was the date I updated the game.

Like I said early, the Multiplayer, Encyclopedia and Credits are disabled for the time being. Only the Single Player, Options and Exit Game are working, with the Options having nothing to be adjusted like visual graphics, audio, interface, key mapping and others.


The Single Player Menu. Currently it's composed by:
* Tutorial (although not disabled, it has no Tutorial for the moment);
* Skirmish;
* Load Game (currently it's not working); and
* Back.


The Skirmish Menu. Currently it's composed by:
* Your Faction, where you could choose what faction to play (Humans, Nekrul, Chaos and Orcs);
* Enemy Faction, where you could choose what faction the IA will play (Humans, Nekrul, Chaos and Orcs);
* Start Game; and
* Back.

At the moment the player can only play with only one of the four factions while the adversary can play the remaining three factions. For example: If the player choose Orcs, the IA cannot be set as Orcs - only going by the Nekrul or the play will select Human, Nekrul or Chaos.

I have to figure out how to change that in case there's a Human vs Human match, Orc vs Orc, Nekrul vs Nekrul, Chaos vs Chaos and so go on.

And, speaking on the matches, here's the screenshots from Ardra.

Human

Orc

Chaos

Nekrul

Now, the player (whether it’s you or me) can play as one of the four factions of Ardra. There are still some things requiring adjustments and refinements before the release. I'm playing which platform I'm going to upload it (probably itch.io). Also, the IA has been adjusted in order to play with the other factions.

Before concluding this Blog, I'm going to share you the concept arts that is going to be part of the game.
Álfar Blade Dancers

Álfar and Dökkálfar

Nekrul Grim Reaper

Kr’uatr (lobsterman)

Ogres

Orc Gladiator

Chaos Overlord and Minion

Sun Rider charging against a horde of demons

I'm going to add a small Loading Scene between the Skirmish Menu and the Game Match with these images and a description - mostly it would be some tips and tricks and some Lore information in relation to a specific unit.

Corrections and new additions are making this mini-game pretty interesting. I know there's more to be done. What I need to do is:

* Adjusting the command actions (Stop, Move, Attack, Hold Position, Patrol, Cancel Order, Harvest, Return Resources and Repair).
* Animating the buildings in order to make the building sequence, destruction and training.
* Adjusting the Projectors - especially when you order your units to engage another unit / structure (follow, attack or gather resources).
* Adjusting the combat system - especially for the Ranged units.
* Adding new particle systems for fire, blood, spells and others (although some spells, buffs and debuffs can be made with UI / Sprites).
* Adjusting the AI.
* Adding more units and buildings to the other factions and the current ones.
* Adding the Multiplayer option for other players to join the match.

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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