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RTS Battle Kit

Discussion in 'Assets and Asset Store' started by CodeerThijmen, Oct 6, 2016.

  1. CodeerThijmen

    CodeerThijmen

    Joined:
    Oct 14, 2015
    Posts:
    31


    RTS Battle Kit (2.0)
    Asset Store

    The RTS Battle Kit is a complete, real-time battle kit. Set up cool battles and let players deploy, select and move several different units in real time. Automatically spawned AI enemies will battle your troops and try to destroy your castles. Deploy troops like giants, archers and knights to stop and defeat them!

    The kit has been updated to version 2.0:

    - Supports multiple buildings/castles
    - Automatically adds unit selection buttons
    - Updated UI
    - Archers
    - Unit stats when hovering over button
    - New mouse cursor & skybox
    - Selected button highlight
    - Improved box selection
    - New enemy spawn system
    - Bomb
    - New environment
    - Full auto-saving options menu
    - Unit health bars
    - Mini-map
    - Updated camera script (zoom & look around)

    - Blender files for customization:
    - Archer
    - Knight
    - Giant
    - Unit images

    Let me know if you have suggestions for the next update
     
  2. CodeerThijmen

    CodeerThijmen

    Joined:
    Oct 14, 2015
    Posts:
    31
    Hi, you can see the mobile update here:


    The next update will contain new characters like a wizard, goblin, skeleton and robot.
    It will also support multiplayer in the next update.
     
    Last edited: Dec 24, 2016
  3. Jasinka

    Jasinka

    Joined:
    Oct 18, 2016
    Posts:
    50
    Hello,

    Looks really nice asset!!! How about updates?
    Maybe you can create in app purschase or admob and watch ads for game money or smth like this?

    Thank you very much,
    Regards.
     
  4. CodeerThijmen

    CodeerThijmen

    Joined:
    Oct 14, 2015
    Posts:
    31
    Hi,

    Thank you, the asset is currently version 2.2. I've added things like basic uNet multiplayer, castle destruction, mecanim controllers and new units. Ads is a good suggestion, do you know about Unity Ads? I think it would be handier to implement Unity Ads into the RTS Battle Kit.
     
    LoDx likes this.
  5. Jasinka

    Jasinka

    Joined:
    Oct 18, 2016
    Posts:
    50
    Unity ads is not friendly for small users. I think almost all small indie developer using admob. It's so simple and money coming with adsense.

    Example some reward system like second bomb, super strength, 3sec unlimited warriors or smth like this. In app purchase 0.99$ or watch admob reward video. Smth like this.

    Looking buy with monetization system....
     
  6. CodeerThijmen

    CodeerThijmen

    Joined:
    Oct 14, 2015
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    Okay, I'll take a look at admob as well. I'm not sure about IAP yet.
     
  7. LoDx

    LoDx

    Joined:
    Feb 13, 2013
    Posts:
    67
    Hi @T3Dmake ,
    I have been looking at it, Great asset indeed !
    mu humble inputs (as potential buyer):-
    1. pertaining to IAP, practically, you don't really have to create such system for the assetpack, there are already many stable assetpacks available in assetstore . As user myself, what I would need are :-
    - boost/stats system ; reward system ..etc alike.
    - shop/inventory system

    these 2 system are at times quite headaches for us, as it need to hook-up to several scripts in respective asset.
    - with such core system in-place, we as user will have much less headaches , and be able to construct our project faster.
    - further, we are then able to implement our own in-game currency, and then hook-up to IAP. That would be much flexible for us, since we have room to implement in-game currency & IAP according to our own needs.

    just 2cent
    Sincerely
     
  8. CodeerThijmen

    CodeerThijmen

    Joined:
    Oct 14, 2015
    Posts:
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    Thank you for the suggestions, really interesting. Can you please explain a little further? For example, what do you mean by a boost system? And for the shop system, should this be a way to unlock new units?
     
  9. LoDx

    LoDx

    Joined:
    Feb 13, 2013
    Posts:
    67
    Hi @T3Dmake ,
    Thanks.
    - bought the asset to show my humble support to you . Keep up the good works.:)

    In general, what I could see is that the asset has high potential to be great :-
    1. Core functionalities/features
    - in my humble view, core functions/features of project template is of utmost important. This is due to that it is not easy to find suitable other asset(s) that could hook-up ( or fill-up the lacking features ) easily & works well with the asset.
    - This is especially tough if the asset lacks several core functionalities/features, which mean user like myself ( who lack the in-depth skills & knowledge ) , to smoothly hook-up various asset , which often unable to achieve so.
    - for IAP, in my humble situations, IAP system/codes are of much 'generic' practically, which means the same codes ( with very little modifications), can be re-use in several projects without major hiccup/constraints.


    2. Pertaining to the suggestions earlier :-
    a. boost /stats system
    - since the asset already has various type of units, each unit has their own set of stats ( eg : attack, hp, speed..etc ), it'll be good if the asset could further extend the code/function to enable users to apply stat boosting system, which makes it 'Standout' comparing to others. That's the selling point for both.
    - what does it means of stats boosting system ? In rough, it's much like stats upgrade ( similarly its like fuse, eg, rank1, rank2..etc );
    - by Boosting/Upgrade, the particular unit type( eg Archer, gain Shooting Range increase by % ; or the Knight gain Attack % , so on. )
    - Each Boost/upgrade has their own requirements, eg, Attack boost/upgrade need item1 x qty ; Hp boost/upgrade need item2 x qty , so on.
    - I do understand that with further extension of core features, the codes might start to go into complex situations, thus what we would probably need are the functions/features to be in-place, further modifications by each of the asset user/buyer are really up to their own liking -> As long the core(s) are in-place, we can then do the rest.


    3. Shop/Inventory System
    - with regard to this, it acts much like an inventory system, and yes Un-Lock new Unity Type, using in-game currency , be it Gold or Gems or other in-game currency that we define . ( it's is not IAP system that I mean ) .
    - rough example would probably be like :- The unity inventory ( eg player has Archer x 10qty, Knight x 6qty , Giant x 3qty) . With these qty/inventory, players are then restricted by how many of each unity/type they are able to place/spawn during gameplay, that would make the different in gameplay & strategy for each player.
    - with shop/inventory system, there comes loots item(s), eg, after winning a battle , winner is then awarded with loots that goes into inventory ( whatever the loots maybe ), with these loots item(s), player/user are then able to 'buy' the troop/unit in shop, or unlock new unit type.
    - the loots item are in a way that it's inter-hook with the stats/boost system, that's why they are much of core functionalities, and are not easily hook-up using another asset(s). That's is why core functions are important.
    - and if I read correctly, I believe we are able to add new type of unit(s) , with Shop/Inventory system, that makes the functions much complete .


    Just take from a backseat view, if the core functionalities are not yet in-place, how easy would a user/buyer do it by themselves , and use the asset ? For me that without good skills & knowledge, I wouldn't be able to do it, let alone to use other asset(s) & hook-up the missing functions/features :(


    just my humble few cents..:p
    Sincerely
     
  10. CodeerThijmen

    CodeerThijmen

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    Posts:
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    Thank you for your support and the comprehensive explanation. I really appreciate it. I especially like the spawn restriction. I'll definitely use this feedback to improve gameplay.
     
  11. karmik

    karmik

    Joined:
    Oct 8, 2014
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    Anybody successfully published mobile game using this asset

    Planing on buying it.
     
  12. karmik

    karmik

    Joined:
    Oct 8, 2014
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    @T3Dmake any plan of adding resource gathering functionality as well.

    Would make the pack even more awsome
     
  13. CodeerThijmen

    CodeerThijmen

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    Posts:
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    Hi,

    I've seen a few games in the play store that were literally the mobile version of the rts battle kit. Some have 500000 installs; however, if you want to create a really fun mobile game, you might want to work on the controls. I've also thought about a resource system but since it's a battle kit that will not be in the next update. I had planned to add some mobile improvements, multiplayer improvements and maybe ragdoll support (depends on performance) and ads.
     
    Last edited: Jan 27, 2018
    Xain likes this.
  14. LoDx

    LoDx

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    Feb 13, 2013
    Posts:
    67
    hi @T3Dmake ,
    Thanks for your good asset.

    Question :- Any plan on making the asset with/using Photon networking for the multiplayer ?
    - looking at my unity dashboard, I'm kinda sad to see that the cost/price for uNet 'Live Mode' is too heavy for small fellows like me :( ; looking at the uNet Live mode price, it's too painful to even consider to move on the route.

    James
     
  15. CodeerThijmen

    CodeerThijmen

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    I'm currently working on v2.3 which already includes quite a big list of updates. I decided to use uNet since it doesn't require additional packages but I might add photon too in another update. I'm not sure when that will be because I'm currently busy with v2.3.
     
    LoDx likes this.
  16. KAYUMIY

    KAYUMIY

    Joined:
    Nov 12, 2015
    Posts:
    115
    How can I find out role of each unit (gameObject) in this Kit?
    Each uni has different skills and capabilities. Am I right?
    How Can I know their capabilities? Do you and documentation?
     
  17. CodeerThijmen

    CodeerThijmen

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    Oct 14, 2015
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    Hi, each unit has a custom range, damage, health, speed etc. There's several animators too so units can have different animations and it contains cavalry and a wizard that spawns skeletons. I'm not sure what you mean by role/capabilities since the role of most units is the same (attacking the enemy). It comes with documentation and I'm happy to help via email.
     
    KAYUMIY likes this.
  18. CodeerThijmen

    CodeerThijmen

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    The 2.4 update now has Photon multiplayer.
    Here's a demo:
     
  19. voody2506

    voody2506

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    Jun 21, 2018
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    Hello! How many bots can we spawn in Photon Unity Networking? I think that it is very hard to be under 500 msg/s limit