How to Play:

  •   (Full Screen) Select  factory building, you can see a production line to choose from, you can click the button spawn unit after some time. 
  • (Box)select our own tanks to issue orders to destroy enemy tanks. Tanks can slowly self-repair when losing health.
  • Enemy tanks are marked red; our
  • If you stay within the range of the relay station for more than 5 seconds, you can capture it to gain resources (same for the enemies).
  • Details of explosion to tell the difference of hitting the target or not: If the projectile hit a target, it will explode more fiercely (large fx); if not, it will have a smaller effect upon destruction.


Experience bar and rank icon

Production line.


Color shader that reflects the team


Relay Station captured by different teams.



For Demo Purposes Only:

  • Practice targets (with no attacking ability) display debugging text that shows their state machine.
  • (No longer available) You can select enemy tanks and order them to move. Simultaneously, you can order your own tanks to attack them, and our tanks will dynamically follow their position to fire. This demonstrates the successful implementation of the follow-and-attack system, similar to that of the RTS genre.
-------------Systems we have created so far-------------

Floating Camera Control System:

  • We have implemented a floating camera control system similar to the one used in Command & Conquer.
  • Movement: Hold down the right mouse button and drag to move the camera view in the direction indicated by your input vector. WASD is also available for control.
  • Zoom: Scroll the middle mouse button to zoom in and out.
  • Rotation: Hold down the middle mouse button and move your mouse to rotate the camera.
  • Reset: Simply click the middle mouse button to restore the default view.
  • Auto View Adjustment: The camera object will automatically elevate if higher terrain is in its center to maintain a suitable view of the battlefield.

Click & Shift-Click Selection:

  • Left-click a single object to select it and issue orders. Press shift while clicking to select multiple units.
  • Left-click again on the selected unit to deselect it.
  • This system also allows selecting enemy objects to check their status, but no commands can be given to them.

Box Selection:

  • Draw a box to select units within it. This can be used at the same time with Click & Shift-Click Selection.
  • Selected units are highlighted with an outline, and hovering the mouse over them will display this highlight.

Move and Attack:

  • Each unit can be given orders to move or attack separately.
  • Right-click on the map to navigate units to a specified position.
  • Indicator icons show when units are selected, allowing them to move to a location or attack distant units within their range.

Auto Attack:

  • Turrets will rotate towards designated enemies slightly before they are within range.
  • When within range, the weapon will automatically fire if the angle formed by the barrel's direction and the enemy is smaller than 5 degrees.
  • Commands such as attacking other enemies or retreating can interrupt this process.

Smart Pathfinding:

  • Implemented pathfinding algorithm enables units to dynamically calculate paths and avoid collisions with other moving objects.
  • When multiple units are given movement commands, they will intelligently gather in a square/triangle formation.
  • When issuing orders for multiple units to attack a target that is out of range, they will attempt to maneuver to different nearest positions, often forming a circular formation around the target. This approach helps prevent units from clustering together, going back and forth aimlessly, or becoming confused about their actions.

Clean Code:

  • Enemy and allied units share the same code, with only the 'team' variable changed to differentiate them. This prepares for future AI behavior implementation.

    ------------------------------------------------------------------------------------
    Change Log:
  • 2024/04/16:  Re-organize the gameplay of the level:  you start small with little available resources or units and then find a way to destroy the entire army on map by adopting different strategies (Such as taking control of the enemy production building to produce your own heavy or flying units).
    -Add more spawning methods for the enemy so that it will use several different routes as different challenges in different phases for the player to cope with.
  • 2024/04/12:  Made the production queue for a specific production building available by clicking it (deselecting it won't immediately make them disappear, while only clicking another building will replace the current one). Made a flag point system. (Capture an area around the relay station for a certain amount of time to gain advantage such as cash or reinforcements.)
  • 2024/04/05:  Adjust Camera to make stay in the scene of the scene.
    Made a shader for displaying the team color and add some texture map. Made UI element immune to the game scene input. "Instantiate" the team in games and add economy system for each team.
  • 2024/03/29: (Full Screen) Made a war factory that can spawn units.
    Coding for the basis of HUD.  Now by selecting Factory, you can see a production line to choose from. 
  • 2024/03/21:  Added Force-attack control (You can attack friendly units by pressing control); Added primitive sound effect.
  • 2024/03/08: WASD is available for control camera movement. Made air units (attack helicopter) that have rotating propeller, utilizing the texture technique to produce fast rotating effect.
    Code for the type of attribute of the units: “infantry, vehicle, ship, structure, aircraft and other”, preparing for further exploitation for specialized weapon types. Code for the anti-type attribute of weapons so that it can filter what types of units it can attack. This also will affect the unit that owns this weapon, so that the cursor for attacking will automatically decide to change or stay the same according to whether it can attack.
  • 2024/03/01: Enable edge scrolling. Add an experience gaining system that each unit can gain experience by killing the enemy. The accumulated experience can add up until a certain threshold to get the unit promoted. There are 4 ranks for now. With each rank promotion, a unit can gain attribute bonuses in health and attacking speed. Code for random crates that either gain health recovery or rank promotion upon collision for one unit.

  • 2024/02/22: -URP render pipeline: Posteffect for camera rendering; -Fire muzzle fx, -projectile bloom, -Explosion fx. Code for the collaboration of barrel pitch and turret rotation system to aim at target (try attacking a higher target and you will see the barrel rising). Code for handling the chassis rotation and aiming on slope, now the vehicle can rotate according to the slope degree. Implement AI for enemies patrol and attack.

  • 2024/02/16:  Made more variety of units and artillery batteries, including different projectile clips (can fire multiple shots from different barrels and then reload) and auto aiming. Enhanced the trajectory control to ensure adaptability to the projectile's so it can adjust its path, from accurately striking the target or unable to turn at all. Made a simple menu.


StatusReleased
PlatformsHTML5
AuthorKen_Jiang
Made withUnity

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