Unit Maker

What is Unit Maker?
Unit Maker (also known as “Unit Blueprint Maker“), is a software component of the RTS Module, that allows you, the game developer, to make any Game Creator character into a RTS unit.
What options can you change or influence?
Given the sheer number of configuration options, I have divided them into the following subsections –
- General Configuration Options
- AI Specific Configuration Options
- Fighting Specific Configuration Options
- Gathering Specific Configuration Options
**It is important to note a few things as well here.
- There will be some noted options that will say “This is not implemented in a meaningful way yet”
- These indicate upcoming features but ARE subject to change based on the feasibility to allow in the module as well as if it’s a true improvement for you as a developer or not.
- Some options reflect a minimal and a maximum value.
- These are important as they indicate to the system the random value it should assign, based on those settings you have implied.
- This is designed this way to allow the game you design to be more realistic, in terms of damage, versus a specific number.
- You can easily make this a “specific number”, by setting the max and min value(s) to be the same
General Configuration Options –
- Unit Sprite
- Sprite Image reflecting your Unit
- This is not implemented in a meaningful way yet
- Example could be – used in a UI interface
- Sprite Image reflecting your Unit
- Name of Unit
- Designated Name for the Unit you are creating
- Example could be – Generic Fighter
- Designated Name for the Unit you are creating
- Class Options
- A class that your unit falls into (Fighter, Gatherer)
- Currently only 2 options as of this date
- The Class you choose directly impacts the Units ability to either Fight an enemy or Gather resources
- Example could be – Fighter
- A class that your unit falls into (Fighter, Gatherer)
- Character Type
- Type of character reflecting your Unit
- This allows the developer to self identifying specific units, that are fighters with a set of stats that differ than another same classed fighter, that might not be as strong
- Example could be – Soldier VS Guard
- Example could be – Archer VS Calvary
- This is more for keeping specific stats for specific unit types
- Type of character reflecting your Unit
- Unit Home Point
- The home building of unit
- This is not implemented in a meaningful way yet
- Example could be – used as a location for main home building
- This is not implemented in a meaningful way yet
- The home building of unit
- Starting HP
- Much how you imagine this lets you define how much health your units start out with
- Full Resource Color
- The color here reflects the amount of health this Unit Started out with as “Full“
- This can be whatever color value you would like
- Example use could be – UI to reflect when full
- This can be whatever color value you would like
- The color here reflects the amount of health this Unit Started out with as “Full“
- No Resource Color
- The color here reflects the amount of health as its being reduced for the unit, leading to when it is finally empty
- This can be whatever color value you would like
- Example use could be – UI to reflect when empty
- This can be whatever color value you would like
- The color here reflects the amount of health as its being reduced for the unit, leading to when it is finally empty
- Death Prefab
- This Game Object prefab is currently used to reflect a particle effect of your own choosing that will be instantiated upon the unit health hitting zero (dyeing).
- Currently requires a Game Object Particle Prefab
- Example could be – BoomEffect from Unity Standard Assets
- Currently requires a Game Object Particle Prefab
- This Game Object prefab is currently used to reflect a particle effect of your own choosing that will be instantiated upon the unit health hitting zero (dyeing).
- Death Audio
- The audio that will play once a unit is killed
- This is not implemented in a meaningfully yet
- The audio that will play once a unit is killed
- Move Audio Array
- The audio that will play randomly selected voice sound, indicating a unit is obeying a command
- This is not implemented in a meaningfully yet
- Example could be – “Yes Sir”, “As you command”, etc
- The audio that will play randomly selected voice sound, indicating a unit is obeying a command
AI Specific Configuration Options-
- Area Location
- Designed to be used with the AI Maker
- Specifically designed to be set and used with the custom Wandering System included with RTS Module
- For more information please check this guide out.
- Movement Wait Time
- Designed to be used with the AI Maker
- Allows you to dictate how long, between AI controlled movements, a Unit may wait, prior to moving , or following AI logic again.
- Example could be – Setting this to 3 , means a unit will move to a location and then wait 3 seconds, prior to continuing AI logic.
- Unit Vision Range
- Designed to be used with the AI Maker
- Allows you to set just how far a Unit can actually “see”
- Unit Vision Radius
- Designed to be used with the AI Maker
- Allows you to set just how wide a Units’ vision is
- Unit Search Duration
- Designed to be used with the AI Maker
- Set how long an alerted Unit searches for the enemy or resources, before moving on.
Fighting Specific Configuration Options –
- Min Melee Damage
- Designed to be used with the AI Maker
- Allows you to dictate the minimal Melee Damage
- Max Melee Damage
- Designed to be used with the AI Maker
- Allows you to dictate the maximum Melee Damage
- Melee Attack Distance
- Designed to be used with the AI Maker
- Allows you to set how far a unit must be before being able to do a Melee based attack
- Min Ammo Damage
- Designed to be used with the AI Maker
- Used with the custom Ammo System
- This is not implemented in a meaningfully yet
- Allows you to dictate the minimal Ammo Damage
- Max Ammo Damage
- Designed to be used with the AI Maker
- Used with the custom Ammo System
- This is not implemented in a meaningfully yet
- Allows you to dictate the maximum Ammo Damage
- Rate of Attack
- Designed to be used with the AI Maker
- Allows you to set how often a unit can attack over a period of time
- The higher the more of an impact the attack is
- Attack Force
- Designed to be used with the AI Maker
- Allows you to set how powerful a unit attack can be
- Consider this as a multiplier for strength of attack for both Melee and Shooting Fighters
- Attack Distance
- Designed to be used with the AI Maker
- Allows you to set how far a unit must be before being able to do a Shooting based attack
- Attack Audio
- The audio that will play once a unit is attacking
- This is not implemented in a meaningfully yet
- The audio that will play once a unit is attacking
- Unit Ammunition
- Used with the custom Ammo System
- This allows you to assign a specific Ammo prefab for each unique unit you create.
- Ammo Speed
- How fast our Ammo travels to target over a period of time.
- Good for making bullets faster than arrows for example
Gathering Specific Configuration Options –
- Gather Amount
- Designed to be used with the AI Maker
- Allows you to dictate the amount a unit can gather at a time
- Gather Rate
- Designed to be used with the AI Maker
- Allows you to dictate the rate of speed a unit can gather over a period of time.
- Gather Load
- Designed to be used with the AI Maker
- Allows you to dictate the amount a Gathering Unit can carry
- This is not implemented in a meaningfully yet
-
- Example could be – How much unit Gathering can hold before heading back to a resource holding bin
- Gather Distance
- Designed to be used with the AI Maker
- Allows you to dictate how far away from a Resource Node, a Gathering Unit can be, to start Gathering it.
- Gather Audio
- Designed to be used with the AI Maker
- Allows you to dictate the sound a Gathering Unit makes when gathering a resource.
- This is not implemented in a meaningfully yet
Please Continue to Unit Maker 2 , for additional instructions