RTS Prototype

Oct. 2019 - Dec. 2019

This prototype features controllable Units in which their individual members can be ordered to take specific actions.

This prototype has been a proof of concept to translate a tabletop wargame to a digital format.
This game allows players to play with their units individually in a turn based fashion, within 2 specific phases.

  • Developed in Unity3D
  • Used premade art assets to develop a game
  • Used the character animation system
  • Based on Tabletop wargames
  • Play as one of two teams
  • Play against AI or a friend.

  • The prototype features one mission that can be played in several ways:

  • The player that plays as the Warriors team, will be tasked to Shoot the Glitched team, which is controlled by AI
  • The player that plays as the Glitched team, will need to Move to escape the Warriors team, which is controlled by AI
  • Two players can alternate between playing the two teams
  • Spectate the match and watch how two AI controlled teams battle it out.
  • What I have achieved:

  • Recreating phases such as the Movement- and Shooting phase, to provide situational actions for the player
  • Creating a mission that has one team focus on Movement, while the other team focuses on Shooting
  • Using premade assets to develop a game: characters, environments, visual effects and audio
  • Creating two simple AI configurations, one for each team with their appointed objective
  • Setting up visual feedback for the player that can be tweaked and disabled individually, including
    • Range display for movement- and weapons range
    • Colored outlines for selected Unit groups and individual Models
    • Notifications that indicate available actions, progress updates and warnings.

  • What I learned:

  • Using Delegates in C# to enable scripts to subscribe to events of other scripts and react independently,
  • Using Scriptable objects to store data, a few examples are:
    • Weapon profiles
    • Model Datasheets
    • Unit Compositions
    • Army Lists
    • Model Customisation.
  • Using the Animation System to create states and set up conditional transitions
  • Using a wide variety of assets from the Unity asset store to improve my game’s visual representation
  • Using the Navmesh components to guide entities through the world.

  • Development Tools:

  • Unity3D
  • Visual Studio
  • C#

  • External assets used:

  • Skybox
  • Martian soil, for terrain texturing
  • ScifiWarrior, for the animated units/characters.
  • Heavy Station Kit, for the sci-fi buildings and props
  • SineFX effects, visual effects to communicate the player’s action feedback.

  • Future plans:

    I aim to improve this prototype and create a more complete experience, with the set up mechanics.

    What I plan to include:

  • More levels and missions to play
  • More weapons to use such as grenades, snipers and shotguns
  • In-game customisation of characters
  • Implementation of sound effects and background music
  • Smoother player experience
  • Improvised visual feedback
  • Comprehensive AI.
  • Contact


    kevin.m.roelofs@gmail.com