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Making a RTS game #29: Improving our players system (Unity/C#)
Let’s continue working on our RTS — today, we’ll improve the logic for player resource production!
⬅️ Tutorial #28: Adding some shortcuts| TOC | Tutorial #30: Refactoring our save/load system with binary serialisation 1/2 ➡️
📕 Get the ebook and bonus material on Gumroad!
🚀 Find the code of this tutorial series on my Github!

In the previous episode, we talked about something quite “meta”: shortcuts for the players to make some actions quicker to perform. Today, let’s go back to an in-game feature and talk a bit about our system of players.
So far, we’ve successfully implemented a list of players along with our own player ID and some game resource production. But it’s still a bit fuzzy at the moment when it comes to really producing resources per player. Let’s see how to do that!
A little note, not directly related to today’s topic: you’ll see in the demos that I have some new building models! Those are some (basic) 3D objects that I made in Blender for fun and that I’m sharing for free in the Github repository along with the code 🚀
You can check them out in the “Assets/Imports/Units/Buildings” folder of the project — and…