My name is Elgar Storm. I am a programmer based in Dunedin, New Zealand. Since studying Computer Science at the University of Otago I have discovered a passion for developing software – making the computer do cool stuff.

The entire tutorial I have been writing up can now be found on my personal website: stormtek.geek.nz. This provides a much nicer experience for the whole tutorial. If you are wanting to work through the whole thing then I would definitely recommend going there to do so.


13 thoughts on “About

  1. Hey Edgar, nice posts ! I´ve been looking for this kind of page for months !

    It seems you know exactly what to do in advance so I am wondering if you have suggestion on what to read for developing RTS games in general in terms of design patterns.
    I am used to a world of open source frameworks happily shared and explained in web development but with native games it seems like everybody brews his own soup or i just dont find the right places to look for or the right questions to ask.

    It would be nice if there is a way to read the posts in the order of appearance. Right now a lot of scrolling is involved scanning the archive months with the posts ordered bottom up on page.

    awesome you chose unity, im eager to see about the restrictions mentioned by that guy in the comments.

    best regards from the other side of the planet

    • Eckhard,

      To be honest I have not had a large look around for what lots of other people are talking about.I have played a few strategy games over the years, and the genre is fairly well established now (overall) in terms of core elements that need to be present. So when I first sat down to start mucking around I went off what I liked / expected from an RTS and made sure to put that in first.

      You are right though, there certainly does not seem to be a lot of obvious information out there on what to do or how to do it (especially in relation to RTS in Unity). In fact, that was one of the things that inspired me to start writing up this tutorial in the first place. I had put together the majority of the code that is being used in this tutorial and thought it would be interesting to build that up in parts, explaining motivation etc as I went along. I certainly did not think there would be this much writing when I started out.

      I think that the gaming industry is partly to blame for the closed doors at times. The majority of games made to date (certainly the big successful ones) have been done behind closed doors for a publisher. It does look like the opportunities for indie / open source development are opening up a lot more now though, which is exciting. And the availability of platforms like Unity are certainly helping lots. My initial attempts at getting things working were done using XNA. This was great, but I was in no position to write the 3d rendering engine, and so I was limited to 2d sprites etc. Unity has definitely made the entire development process easier – I can focus on making a game rather than all the 3d stuff.

      Restrictions in Unity won’t kick in for the scope of this tutorial. But I can see how a large number of units / buildings all doing lots of things will start to push the limits of what Unity can provide.

      Once I have finished the main lot of posts for the tutorial I am going to make a separate link to the whole thing – complete with index page and decent navigation between parts. I am aware that it is getting a little annoying to navigate now, but that is just an unfortunate side effect of releasing it in a blog post format.


  2. Erik says:


    I just have a quick question.

    Are you gonna make more RTS tutorials. It’s so easy to follow and everything is well explained. I would be really sad if you stopped making these(witch it feels like you have done).

    Thank you 🙂

    • Erik,

      I still have a few more parts planned. I have not stopped, I have merely been struggling to find time (rather than motivation or ideas) to continue. It is looking like I should be able to get the next part up soon (next couple of weeks hopefully). I am glad you are finding these useful though 🙂

  3. steve says:

    Multiplayer with raknet tutorial? Or a fps? I would love to see more tutorials by you! Possibly upload the samples to the asset store? Hope these ideas help you:-)

    • From my first post: “This forms the beginning of a series of tutorials on building an RTS in Unity 3D. I will be using the free version of Unity 4.0 for Windows with C# scripting.”

      All of the code is done in C#. In order to be able to follow the code, yes you will need to know C#.

      Also from that post: “… it is assumed that you have an understanding of basic programming principles and at least a basic familiarity with either C# or a similar language (e.g. Java, C++).”

      Java is almost identical to C# – there are some very small differences, but if you know Java then C# is easy to pick up. I also find that C/C++ are close enough in overall structure that C# is relatively simple to pick up if you know these. The point is that there are many languages similar in style / layout to C#. If you know one of these then learning C# should be straightforward. A second language is always easier to learn, especially if it is similar.

  4. Somebody Anonymous says:

    All hail Elgar Storm!
    These guys have given me a great idea. Implementing RakNet could be very good for the multiplayer aspect. But then again, an in-game menu is much more immersive seriously.

    Awesome stuff.

  5. Havoc says:

    Excellent job Elgar! I can’t wait for more!
    I am guessing that an MMORTS would be pushing the limits of what Unity is capable of, but it’s what I’m learning up for. I know I have a long way left to go, but your tutorial has gotten me a long way in a short time, which is encouraging! I certainly wouldn’t mind seeing one/some parts devoted to networking eventually.

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