Sitemap
Any Programming

Practical software engineering across every stack from C# and .NET to Python, TypeScript, Go, and Rust. Hands-on tutorials, system design, design patterns, DevOps, and AI-assisted development, with working code you can actually run. By developers, for developers.

Member-only story

Making a RTS game #27: Levelling up our units! 2/2 (Unity/C#)

13 min readSep 9, 2021

--

⬅️ Tutorial #26: Levelling up our units! 1/2| TOC | Tutorial #28: Adding some shortcuts ➡️

📕 Get the ebook and bonus material on Gumroad!
🚀 Find the code of this tutorial series on my Github!

Last time, we started working on the level-up system for our units. We explained that you can buy upgrades for your units using in-game resources, that upgrading a unit improves its production and/or attack parameters and that levels get more and more costly.

Today, we’ll implement custom evolution functions for the different variables of our upgrade system, finish up the UI and add some sound and visual effects using shaders!

Creating custom evolution functions easily: defining trends via curves

So far, we have hard-coded some values here and there for the influence of an upgrade on the unit’s production/attack system, or for the evolution of the upgrade prices. What would be nice is to have a user-friendly way of defining those values (and also, modifying the production/attack multiplier depending on the new level).

--

--

Mina Pêcheux
Mina Pêcheux

Written by Mina Pêcheux⁠

I’m a solo game dev & content creator. I love to make and talk about games (and also 3D and music)! Find me at: https://minapecheux.com :)

Any Programming
Any Programming

Published in Any Programming

Practical software engineering across every stack from C# and .NET to Python, TypeScript, Go, and Rust. Hands-on tutorials, system design, design patterns, DevOps, and AI-assisted development, with working code you can actually run. By developers, for developers.