RTS Creation Software

Resource Maker

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What is Resource Maker?

Resource Maker, in the simplest of terms, is a software component of the RTS Module, that allows you, the game developer, to create any resource you desire for any game genre, let it be RTS, RPG, Sports, Horror, etc.

What options can you change or influence?

 

  • Resource Sprite
    • Sprite Image reflecting your resource
      • This is not implemented in a meaningfully yet
      • Example could be –  used in a UI interface
  • Resource Name
    • Designated Name for the Resource you are creating
      • Example could be – Mineral Deposit
  • Resource Type
    • A unique type of resource
      • Its critical to keep in mind, this MUST be uniquely named
      • This name is reflected in the provided UI elements within each scene
        • Example could be – Silver
  • Resource Mins
    • The minimum amount a resource node can contain
      • This can be whatever numeric value you would like, so long as it is equal to or less than the Maxs value
        • Example could be – 10
  • Resource Maxs
    • The maximum amount a resource node can contain
      • This can be whatever numeric value you would like, so long as it is equal to or greater than the Mins value
        • Example could be – 1500
  • Full Resource Color
    • The color here reflects the amount of resource within a resource node, when it is full
      • This can be whatever color value you would like
        • Example use could be – UI to reflect when full
  • No Resource Color
    • The color here reflects the amount of resource within a resource node, when it is empty
      • This can be whatever color value you would like
        • Example use could be – UI to reflect when empty
  • Depleted Prefab
    • This Game Object prefab is currently used to reflect a particle effect of your own choosing that will be instantiated upon the resource node emptying.
  • Resource Finished Audio
    • The audio that will play once a resource is depleted
      • This is not implemented in a meaningfully yet
      • Example could be – Audio clip of an explosion

Its important to consider the following:

The amount of resource in each node, even if they have identical resource types (like our example Silver) will be a value that is randomly generated (per node) based off what you entered for the Mins and Maxs values. 

  • With the example above ( Mins = 10 & Maxs = 1500), the amount of resource could potentially be:
    • First node game object of type “Silver” = 830
    • Second node game object of type “Silver” = 12
    • Third node game object of type “Silver” = 1113
      • It is important to mention this hold true so long as each game object is not “simply” duplicated in the scene
      • Duplication of Game Objects in a scene means the values of all those game objects will be identical in those cases.
  • This randomly generated value is created at run time
  • The intention of this mechanic is to make the game more realistic by making the value less predictable
  • One way to control this value, is to make the difference between Mins and Maxs close or equal to each other, if you need to control how much resource is in a game object to a specific amount.

The Resource Sprite as well as Resource Finished Audio hold no function in the module currently but will rather be a future implementation to come soon. 

  • You will be able to set a value to them if so desired, but there are no built in methods that currently utilize them

Resource Modification and Management

You can access the Resource Maker Sub Module, as indicated in the Getting Started – Features & Menus 2 section.

Left Panel – Here you can either select from available resources you may have already created (or that I provided already with the module)

Right Panel – Here you can edit the previously selected resource. This not only modifies the Resource Maker asset file your editing, but also importantly ANY Game Object with this file will also have these same values or edits you make. Keep this in mind, while developing your game. Anything edited in this panel (like many other panels in the RTS Module), will auto save what values you enter. 

Bottom “Create” Button – Here we can click the Create Button to have the option to create a New Resource of your choosing.

In this new window you would add the information pertaining to your new resource, and finally clicking save. Now you have a new resource, added to the system.

*There is no limit to the number or varied types of Resources you can create. The only limitation is your imagination.*

Ok Great, but how do I make a Resource Node?

A resource node is comprised of a few specific components, that allow it to become an available resource to be farmed from as reflected here in this image.

Components of a Resource Node- with color key for above image

  • Red = Resource Maker File
    • Drag and Drop from the folder you created the file in
    • Usually Located in Assets / Resources or Assets / Vexstorm Computers / RTS Module / Resources
  • Orange = The Resource Game Object (Node) that you decided to create
    • This can be literally any Game Object, primitive (I.E. Sphere) or otherwise (building model).
      • Does require a Collider of some type.
      • Suggested to use Nav Mesh Obstacle Component
  • Blue = The UI Elements associated with the Resource Node
    • Resource UI “Ring
      • Currently a required component
        • UI Slider
        • Fill Image
          • This will reflect the Full color, until resources are ‘pulled’ from node, resulting in the color lerping / blending to empty color.
    • Resource UI “Popup – Mouse Over
      • Not required but suggested
        • Popup Panel
        • Numeric Value
          • Does require TextMeshPro
  • Green = Complete Resource Node
    • Important to be sure you create a Unity “Tag” and name it Resource for the Node that you just created

Please Continue to Resource Maker 2, for additional instructions

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