Genre: Real-Time Strategy (RTS)
Expert blueprint for RTS games balancing strategy, micromanagement, and performance.
NEVER Do
- NEVER pathfinding jitter — Units pushing each other endlessly. Enable RVO avoidance (NavigationAgent2D.avoidance_enabled with radius).
- NEVER excessive micromanagement — Automate mundane tasks (auto-attack nearby enemies, auto-resume gathering after drop-off).
- NEVER _process on every unit — For 100+ units, use central UnitManager iterator. Saves massive function call overhead.
- NEVER skip command queuing — Players expect Shift+Click to chain commands. Store Array[Command] and process sequentially.
- NEVER forget fog of war — Unvisited areas should be hidden. Use SubViewport + shader mask for performance.
Available Scripts
MANDATORY: Read the appropriate script before implementing the corresponding pattern.
rts_selection_manager.gd
Mouse-box unit selection with shift-add. Camera projection for 3D units, command issuing with queue support (shift+right click).
Core Loop
- Gather: Units collect resources (Gold, Wood, etc.).
- Build: Construct base buildings to unlock tech/units.
- Train: Produce an army of diverse units.
- Command: Micromanage units in real-time battles.
- Expand: Secure map control and resources.
Skill Chain
| Phase | Skills | Purpose |
|---|---|---|
| 1. Controls | godot-input-handling, camera-rts | Selection box, camera panning/zoom |
| 2. Units | navigation-server, state-machines | Pathfinding, avoidance, states (Idle/Move/Attack) |
| 3. Systems | fog-of-war, building-system | Map visibility, grid placement |
| 4. AI | behavior-trees, utility-ai | Enemy commander logic |
| 5. Polish | ui-minimap, godot-particles | Strategic overview, battle feedback |
Architecture Overview
1. Selection Manager (Singleton or Commander Node)
Handles mouse input for selecting units.
# selection_manager.gd
extends Node2D
var selected_units: Array[Unit] = []
var drag_start: Vector2
var is_dragging: bool = false
@onready var selection_box: Panel = $SelectionBox
func _unhandled_input(event):
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
if event.pressed:
start_selection(event.position)
else:
end_selection(event.position)
elif event is InputEventMouseMotion and is_dragging:
update_selection_box(event.position)
func end_selection(end_pos: Vector2):
is_dragging = false
selection_box.visible = false
var rect = Rect2(drag_start, end_pos - drag_start).abs()
if Input.is_key_pressed(KEY_SHIFT):
# Add to selection
pass
else:
deselect_all()
# Query physics server for units in rect
var query = PhysicsShapeQueryParameters2D.new()
var shape = RectangleShape2D.new()
shape.size = rect.size
query.shape = shape
query.transform = Transform2D(0, rect.get_center())
# ... execute query and add units to selected_units
for unit in selected_units:
unit.set_selected(true)
func issue_command(target_position: Vector2):
for unit in selected_units:
unit.move_to(target_position)
2. Unit Controller (State Machine)
Units need robust state management to handle commands and auto-attacks.
# unit.gd
extends CharacterBody2D
class_name Unit
enum State { IDLE, MOVE, ATTACK, HOLD }
var state: State = State.IDLE
var command_queue: Array[Command] = []
@onready var nav_agent: NavigationAgent2D = $NavigationAgent2D
func move_to(target: Vector2):
nav_agent.target_position = target
state = State.MOVE
func _physics_process(delta):
if state == State.MOVE:
if nav_agent.is_navigation_finished():
state = State.IDLE
return
var next_pos = nav_agent.get_next_path_position()
var direction = global_position.direction_to(next_pos)
velocity = direction * speed
move_and_slide()
3. Fog of War
A system to hide unvisited areas. Usually implemented with a texture and a shader.
- Grid Approach: 2D array of "visibility" values.
- Viewport Texture: A
SubViewportdrawing white circles for units on a black background. This texture is then used as a mask in a shader on a full-screenColorRectoverlay.
shader_type canvas_item;
uniform sampler2D visibility_texture;
uniform vec4 fog_color : source_color;
void fragment() {
float visibility = texture(visibility_texture, UV).r;
COLOR = mix(fog_color, vec4(0,0,0,0), visibility);
}
Key Mechanics Implementation
Command Queue
Allow players to chain commands (Shift-Click).
- Implementation: Store commands in an
Array. When one finishes, pop the next. - Visuals: Draw lines showing the queued path.
Resource Gathering
- Nodes:
ResourceNode(Tree/GoldMine) andDropoffPoint(TownCenter). - Logic:
- Move to Resource.
- Work (Timer).
- Move to Dropoff.
- Deposit (Global Economy update).
- Repeat.
Common Pitfalls
- Pathfinding Jitter: Units pushing each other endlessly. Fix: Use RVO (Reciprocal Velocity Obstacles) built into Godot's
NavigationAgent2D(propertiesavoidance_enabled,radius). - Too Much Micro: Automate mundane tasks (auto-attack nearby, auto-gather behavior).
- Performance: Too many nodes. Fix: Use
MultiMeshInstance2Dfor rendering thousands of units if needed, and run logic on aServernode rather than individual scripts for mass units.
Godot-Specific Tips
- Avoidance:
NavigationAgent2Dhas built-in RVO avoidance. Make sure to callset_velocity()and use thevelocity_computedsignal for the actual movement! - Server Architecture: For 100+ units, don't use
_processon every unit. Have a centralUnitManageriterate through active units to save function call overhead. - Groups: Use Groups heavily (
Units,Buildings,Resources) for easy selection filters.
Reference
- Master Skill: godot-master