Member-only story
Making a RTS game #51: Implementing a technology tree 2/3 (Unity/C#)
Let’s continue our RTS and keep working on our technology trees!
⬅️ Tutorial #50: Implementing a technology tree 1/3| TOC | Tutorial #52: Implementing a technology tree 3/3 ➡️
📕 Get the ebook and bonus material on Gumroad!
🚀 Find the code of this tutorial series on my Github!

Last week, we started to implement the last big feature of “phase 1” of our RTS game: the technology tree! We discussed the overall structure and we even created a simple example tech tree that was able to impact different other systems in our game: the purchase costs and the unit’s attack damage value.
But so far, we’ve had to do everything via our debug console, which is of course not the way to expose this info to the players! So, today, let’s continue working on our tech trees and see how to display them in the UI in a readable and intuitive manner. Then, we’ll also add a bit of logic to actually save and reload the current state of the tree so that, when we reload a game session, we get back all of our unlocked techs :)