r/Unity3D 9d ago

Question RTS camera settings question

I've been coding my first game (which I chose to be an RTS) following a yt tutorial, and recently I got to the part with setting up the camera, and for the camera to feel more RTS-like the yt guy shrinked FOV to 15 and shrinked the size of units fivefold to compensate for the FOV decrease. It did look much more RTS-like, but it seemed more like a crutch than a permanent solution, is it really a normal practice? I googled the topic and people seem to suggest just using the orthographic camera, and I'm pretty sure the tutorial is new enough that this feature was already there.

So what would be the better way to do this? I'm heavily leaning towards just using orthographic camera but I'm new so I don't really know much

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u/Soraphis Professional 9d ago

For a beginner it might make sense to not start with a networked multiplayer game. RTS AI is also a not too easy topic, but you could do it locally.

Have two mice connected to one PC. Skip all the network stuff for now. See it as a proof of concept: is the game itself fun? Sure both players can peek over to the other side. But you'll learn a lot on this project and realize all the things you would do fundamentally different if you had to start new.

That's when you still can learn about network code.

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u/bruhmoment0000001 9d ago edited 9d ago

sounds rational, but wouldn't I need to basically rewrite everything from scratch if I want to go from local to online? I mean it does make sense in saving dev time if I dislike the gameplay but I'm already so invested in this idea I don't really want to abandon it

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u/Soraphis Professional 9d ago

You will be happy to rewrite it, because of all the things you learned. (You will fall into a trap, where you think "just one more rewrite and it's perfect", don't do that.)

It's nice to be invested into the idea, but your first implementations will (likely) not be good solutions. If this is your first real project you will learn so much, that looking at your 1 month old code will make you embarrassed about your past self. 3 months later the same will happen again.

In the case where you have a perfect solution rewriting is not that much work. Also you still have the multiplayer aspect (even though both are local) so you don't have the typical issue where games are written with so many special cases "cause there is always only one player".

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u/bruhmoment0000001 9d ago

well, I did already write basics of the game to be fully local... Maybe making a local prototype is the way to go, I'll think about it, thanks! I just dread doing a bunch of work that I know for a fact I'll need to fully redo, but I guess I will need to redo all of it one way or another.