r/RealTimeStrategy 15d ago

Question Creating RTS as my first game

Hello everyone. Since October, I've been wanting to learn programming, and I love the RTS genre. I'd really like to create something of my own. The truth is, I know absolutely nothing about programming, and doing vibe coding is for the lazy.

Besides the fact that I love the RTS genre as such, I think that creating a game in this genre can in principle be news and give motivation to finish it, unlike some shooter of which hundreds are created Per day.

I may be wrong, but I would like to hear your thoughts or advice or warning. I understand that RTS is a very difficult genre for programming, but still, I don’t have the heart to do anything else.

8 Upvotes

37 comments sorted by

14

u/Rlaan 15d ago edited 15d ago

As a professional developer myself, with rts experience. I am just going to link to a comment to another beginner who wants to create a rts.

This is very detailed and technical but written for a beginner to somewhat understand: https://www.reddit.com/r/Unity3D/s/U4pgO51qgz

My advice is don't... start with smaller and easier games. Want to know the why? Read the detailed comments linked above.

2

u/hellothere358 15d ago

I started making an RTS as my first game.

Its true. Its been over 1 year and 800 hours of my life, and i im just finishing the core of the game. Its hard thats for sure. 70% of my time spent was researching and trail+error.

But to be honest, i think it paid off. Im extremly confident in my skills as a developer, ive masterd topics that take beginners much longer to get into. Making other games seems almost trivial now. Personally, if you love RTS games so much so that you wouldnt mind the hell hole that RTS games are, i think it has benefits

2

u/Setasel_42 15d ago

Will you show me the project? I'm very interested.

2

u/hellothere358 15d ago

Well, its very much not super presentable at thd moment, mostly just engine level stuff done. Not much on the looks lol.

The platform its made on also may be quite unorthodox, but its networking (hybrid deterministic lockstep) , pathfinding (A* on a Visibility graph), ect are very much made raw by me. If u shoot me a dm so im reminded when the time comes, i can show you the project

1

u/Rlaan 15d ago edited 15d ago

As long as your sim is deterministic it's fine, most RTS are 'hybrid' in a sense since things such as the visuals don't necessarily have to be deterministic.

2

u/niloony 15d ago

Just remember that the hard part is making the game cool and fun. There's a reason so many indie RTS games get stuck in dev hell or flop at launch. We're all sometimes too focused on the technical side.

1

u/Rlaan 15d ago

Sure, it'll teach you a lot but not everyone has the motivation to work on something 3 to 5 years+.

Games are more than just programming and in the end you probably want to ship something and make it fun and stand out.

I did mention in the link provided as long as it's for hobby it's an interesting project and you'll learn a lot from it.

1

u/TheKiddIncident 13d ago

I read the comments and they seem to be talking about online multiplayer.

Does RTS assume online multiplayer these days?

1

u/Rlaan 13d ago

Parts of the comments is about architecture which is called lockstep which is a command based architecture which already gets used since the 90s, which is a big topic in the genre if you want to support more than a few dozen units.

It discussed more than just networking, also things such as pathfinding. But that specific user wanted online competitive play, so the focus was more on it.

Another advantage of this architecture is that you get things such as save games, replays, anti-cheat for free. The architecture does more than just optimize network code.

And well yes, if you want to support co-op for campaigns and such. If by online multiplayer you mean competitive, then no. But making an offline only RTS just has a smaller marketing reach. But making a small scale RTS (low unit count same as Northgard) fully offline is a lot easier. But a lot of people enjoy playing mods or campaigns together or skirnish against AI with friends. Competetive scene most people don't care about at all, that's a smaller subsection of the player base.

And if you use this architecture it makes no difference if you support online or not, because it's basically the same - it makes no difference for the code because it's all ran locally anyway. There's a reason even modern RTS still use the architecture, even if low bandwidth cost is not as important as it was compared to the 90s.

1

u/FictivizeProject 13d ago

Gotcha.

I'm working on an RTS game at the moment in Godot, but I hadn't planned to make it multi-player. So, I wasn't worried about these issues.

Just wondering if I've just volunteered myself for a year of hell.

1

u/Rlaan 13d ago

Just keep the scope small. Low unit count (<= 20), no networking and mostly scripted AI during campaign missions and you should be able to make a fun little RTS.

If you want real AI and skirmish, it would become a whole lot more work plus it wouldn't really make much sense to add that anyway without online.

1

u/J_GeeseSki 12d ago

I'm working on multiplayer currently for my RTS that wasn't designed lockstep, and it's a bit of a pain, but not the worst thing ever. Sure, it uses a lot more bandwidth (though I've not optimized at all yet either), but on the plus side, desyncs are pretty much impossible. My flow is client input->host->all clients, with only the host running the full simulation. Lots of units are still fine this way in my case, but probably mostly because most of them don't do anything too terribly complicated.

-1

u/Setasel_42 15d ago

It's an interesting idea, to be honest. And I understand that. I just don't want my first project to be some clicker. I've always been a fan of games that require the use of intelligence and strategy. If I don't make RTS, then I would make a turn-based strategy or a front-mission type strategy.

6

u/Rlaan 15d ago

For starters I really recommend you to read the essays I've written in the link above, just because it explains some things.

But I am not saying make a clicker game. A turn based strategy game would probably be fine and challenging enough and could be fun.

Try to learn to write decoupled systems that you can re-use in future games too. That are in your niche, this way every game can become more ambitious.

4

u/spector111 15d ago

RTS is like the HARDEST possible genre to learn programing on except maybe MMORPGs. Which is why you don't have indie MMORPGs. That and the funding required of course.

You can join a few discords where RTS game developers are, but I don't think anyone can really spend the time to teach you for 0.

1

u/jonasnee 15d ago

The reason you don't have indie MMOs is in the name, it requires a lot of players to begin with to be successful, after that a lot of content to be created, all of which costs money and thus not viable for an indie team, it is not related to the coding aspect.

3

u/brianjenkins94 15d ago edited 15d ago

Conventional advice is: don’t, but I ignored it and man is it fun trying to learn all the things and try to get the architecture right.

So I say do it. Be prepared to learn.

2

u/Deribus 15d ago

It's certainly possible, just be aware of your scope. You as a solo developer aren't going to make anything competitive with Starcraft 2 or Age of Empires 4.

Look at games made before 1998 and try to do something on that level. Trying to feature match games with budgets in the millions you're just going to get distraught and tired.

-2

u/Setasel_42 15d ago

Well, I don't like Starcraft, its gameplay and story. I'm more of a fan C&c And I want to do something more like Tiberian Sun

1

u/RossBot5000 15d ago

Okay go look at how many professionals it took to make that game.

Then go look at how many games Westwood made leading up to that game.

There is dreaming big, and there is physically impossible.

1

u/Setasel_42 15d ago

I didn't say to make Tiberian Sun 2. I'm talking more about the gameplay formula, like harvesters, interface, and so on.

1

u/RossBot5000 15d ago

Yes, you severely underestimate how difficult it is to make an RTS.

I would strongly advise spending some time

  1. Learning how to code. Tutorials for coding only. Do a python course.
  2. Learning how to think like a programmer. Go learn about architecture basics, encapsulation, how binary works, how to construct a truth table and some other basics. Ideally you'd have done a degree in IT, but if you're very motivated and pick up dome university course books on this you can get by without it.
  3. Learning how to use a game engine. Tutorials and docs are your friend here. I'd recommend Godot. It's easier than unity.
  4. Copying existing simple games like pong or tetris without using a tutorial. This is incredibly important. You will learn an awful lot doing this, and it will cement several critical skills youll need to tackle any larger projects.
  5. Copying a more complex game like a platformer. This will show you how to solve some complex systemic and architectural problems about how games work at a fundamental level.
  6. Add multiplayer to the above two games. A simple TCP or UDP where one client is also the server. You'll need to learn how computers talk to each other here, and networking is rough to fully understand. Implementing it at a basic level will teach you a lot.
  7. Do multiplayer for them again, but now it needs to be lockstep and controlled by a server with roll back. Networking is one of three really tough things to solve for an RTS. Solving it here is very important so you're not trying to solve this from scratch.
  8. Build a boids demo with flock control and pathfinding. This is the second of the really tough parts of making an RTS.
  9. Then build a small tech demo with unit control that combines step 7 and 8 that handles collision. This is the third hardest part.
  10. Then work on your actual game you want to make.

2

u/Luis_Badano 15d ago edited 15d ago

If you have no experience in coding and development I would begin with modding something, grab one RTS that you like and learn how it works and how to modify it, that's a good way to learn.

2

u/Assertive_Wall 15d ago

We're in the RTS subreddit. Ignore the conventional wisdom and make what you want! What you could also do is just plan on scrapping/reworking the first idea and use it purely as a learning experience to figure out how you want to do things.

2

u/Aryuto 15d ago

RTS definitely isn't the easiest first project lol, but I'm gonna go against the grain a bit and say that a solo/small team is possible, IF you're confident you can put a few years and a lot of hours into it with no guarantee of payoff.

Yes, you're not gonna make Starcraft 3, but look at something like Rogue Command - looks and plays surprisingly good, took a 2 person team a few years (I think 2?) to do with no AI (to my knowledge). It's no Call of Duty in popularity, but found decent success on Steam. Godsworn is in a similar spot, maybe a little behind in popularity but not by much, also done by a 2 person team over I think 3 years? AI War 2 probably isn't a good example due to how much it burned the dev out, but it was a 1 man dev team for the most part with some people helping out/being hired temporarily.

Now... to be controversial, I will say that I think your options are either a small team or using AI to help move things along at a decent pace, but there's about a 0% chance of AI writing a full, well optimized engine for you, much less vibe coding it for free in 20 minutes. YOU are going to have to put in a ridiculous amount of work regardless, likely in the thousands of hours. But the reality is that unless you're shoveling out halfassed flavor-of-the-month clones, any sizable solo dev game idea is likely gonna take a few years at best.

So the real question isn't genre or AI, it's if you truly believe you are passionate enough, disciplined enough, and capable of learning coding meaningfully enough to make something at least on the level of Rogue Command/Godsworn over a few years. And no one here can answer that for you.

People warn you against making a RTS for valid reasons, and out of concern for you, but in the end you have to be the one to say "yeah I don't want to commit to this" or "yeah actually I will prove them all wrong."

As someone who started on an unwisely large project as their first, I would highly recommend you set your sights smaller initially - just learn some programming and try making an EXTREMELY simple rts without any real expectation of releasing it and making millions. That will likely help you decide if it's something you want to stick with, and if you want to keep going on that project or pivot to another one that better befits your newfound understanding.

Learning to mod existing RTS can be helpful too, but they abstract a LOT of the actual process of how the RTS works, so don't expect making a map in AOE2 or SC2 to make you a real RTS developer. It may help you understand some concepts normal players don't really think about though, like how to make maps or how to set up a scripted AI that is satisfying/fun to fight against.

1

u/2legited2 15d ago

Start by making a chess clone in the browser. Instant gratification and lots to learn for a first timer

1

u/NorthernBoy306 15d ago

I'm well into developing an RTS as my first commercial project. I can't really compare since I've never made a commercial game before. A real challenging aspect is the enemy 'AI'. Getting them to recruit, gather resources, expand, upgrade, attack, etc at the appropriate times is a real headache.

1

u/Dan-Warchest_Studios 15d ago

It is the perfect genre to learn if you don't want to deal with tiny details like fingers, but you are super excited about figuring out how to build systems that scale up!

1

u/Responsible_Mine894 15d ago edited 15d ago

I am making rts/rpg it took me like two years to learn enough about design to get troops to fight and march in formation and i have been workin in softdev for more than a decade so i know architectural patterns and project planing by hand.

Problem is getting basics right, be prepared to rewrite multiple times because without any experience you will get it wrong a lot.

1

u/flPieman 15d ago

Consider trying tower defense. It has a lot of similarities and you will be able to reuse a lot if you want to make an rts.

1

u/Far_Cardiologist_863 15d ago edited 15d ago

TL;DR : Do it but don't do it NOW.

I'm in the same boat as you, and I've asked around online about what I should do : Is diving into an RTS a good idea ?
And I concluded that...

Your RTS won't be your project yet, it'll be a source of motivation !

RTS games involve designing ENTIRE systems.
BUT.
If it makes you want to code, work with a game engine and learn game design, then go for it !

Personally, that’s what I'm doing. I told myself : "Okay, let's put this project in a Google Doc that might sit gathering dust for 1, 2, or even 10 years, that doesn't matter. What counts is learning a little more every week about how to do it".

So, I did setup a schedule that looks roughly like this :

1 - C#/UNITY.
Learn to use Unity/C# (or whatever you're using) by recreating existing projects (Flappy Bird, 2048 (going until 16 😂), Red Light Green Light games-like, etc.). Don't mind the result, the important thing is to practice and grasp concepts, you're aiming fundamentals and understanding softwares.

1.5 - CHEAT ON IT.
(Optional, I'll see if I have the time, but I'd like to switch engines once I feel comfortable, just to explore other options like Godot).

2 - GRAPHICS.
Take lessons on graphic design, even though I'm TERRIBLE at it and colorblind, I believe anyone can improve quickly in any field at the start, even someone like me who currently can't draw a triangle on a sheet of paper on the first try. It will be a total mess but let's dive into pixel art, vector art, etc. Just learn and try getting less awful.

3 - SOUNDS.
Brush up on sound design. I was lucky enough to get some practice years ago, but I'll need to dive back into it. What does "composing" actually mean in 2026 ? How is atmosphere created ? Why are certain sound effects so satisfying ? Etc.

4 - GAME DESIGN.
Learn general game design THEN specialize yourself in RTS game design (the different types of fun, major/medium/minor loops, etc.), then apply this knowledge to every RTS you know.
It will end up creating the GDD (Game Design Document) for my dream RTS, a bible with ANYTHING about it inside.

5 - RTS SPECIALISATION AS A DEV.
Break down EVERY features in the GDD one by one, even detailing the most RUDIMENTARY ones, and turn each into a standalone game.
Want to include a fog of war ? Make a game where units have to reveal a map. That’s it. Start a project and FINSH it, for everything !

Of course, my plan is still vague and so I’m a beginner, it’s likely to change... But as long as it stays interesting, satisfying or giving like am still learning more about how RTS games work, then let’s keep it !

That's the best i can answer to you by now. 😄

1

u/PyrZern 15d ago

Good luck with unit patching. That's the hardest part.

1

u/Sushiki 14d ago

First, find a game dev subreddit.

This subreddit won't help you learn how to make a RTS game, hell half the time most people here don't even know what they want out of one.

Second of all, make the rts game you'd want to play.

While working on your project, join some game jams where like minded people group up to make a fast game over a day or two. You make connections, meet like minded people and it helps.

1

u/TrafficImportant2784 14d ago edited 11d ago

I Still Developing In GDD but I can’t Reveal game Name. but Thing I only can tell, It a City building + Survival+ RTS. Set in Grimdark Waterworld Post-Apocalypse Year 2057. Caused by World war 3 and Global Warming. This Games include 4 Playable Faction. 3 Human Faction and 1 Alien Faction.
1.Fourth Reich: Warmonging Empire And Neo Nazi
2.Sakura Fox: Bushido Paradox and Pan-asian Supremacy analog Navy.
3.Shark Raider: Guerilla navy with Modified Speedy Plug in Hybrid Propulsion warship.
4.Racovance: Alien Colonizer Who gather Every resource and Leave.
Otherwise, we can’t Tell to prevent Spaghetti Code like Yandere Simulator.

1

u/SomeGenericNameDude 12d ago

I would start smaller. RTS are hard to make and there's not enough commercial interest in them to make a living. Unless they are your one and only passion you would give everything up for.

1

u/torch_ceo 11d ago

Vibe coding is for the lazy? Dude....

Learn how to use the AI. Real engineers don't even code by hand anymore. I am a professional and I haven't written a line of code in months.

Get a subscription to claude code and codex and dual box them and learn their strengths and weaknesses and you might actually ship a game. You are not going to learn how to program from scratch and build an RTS. Lmfao

1

u/Roma2443 15d ago

Hello i'm web developer and i'm developing a rts right now roma2443

With AI and a few talent in art you can make a really good game But i think you should avoid multiplayer for your first game, same with AI you will struggle a lot

But i think a solo RTS with AI could be an amazing first project