Making a RTS game #22: Producing some resources with our buildings (Unity/C#)

On with our RTS game: today, we’ll make our buildings produce some resources!

Mina Pêcheux
C# Programming
Published in
13 min readAug 5, 2021

--

⬅️ Tutorial #21: Adding players and unit ownership| TOC | Tutorial #23: Implementing behaviour trees for our units 1/3 ➡️

📕 Get the ebook and bonus material on Gumroad!
🚀 Find the code of this tutorial series on my Github!

In the last tutorial, we’ve worked on our units and we’ve implemented a system of ownership. In this article, we’ll start from there and focus more on our buildings: we are going to see how to have them produce some resources based on their position in the world.

Here, what I call “resources” are the three in-game resources we talked about a long time ago, at the very beginning of this series: gold, wood and stone.

For this project, I wanted my resource production system to have three characteristics:

  • the type of resources a building can produce depend on its type
  • the amount of resources a building produces depends on where it’s placed in the world: the surroundings impact the “production efficiency” of the building
  • resources are infinite: instead of having units…

--

--

Mina Pêcheux
C# Programming

I’m a freelance full-stack web & game developer. I’m passionate about topics like CGI, music, data science and more! Find me at: https://minapecheux.com :)