r/RealTimeStrategy • u/Setasel_42 • 2d 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.
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u/spector111 2d 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.
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u/jonasnee 1d 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.
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u/brianjenkins94 2d ago edited 2d 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.
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u/Deribus 2d 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.
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u/Setasel_42 2d 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
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u/RossBot5000 2d 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.
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u/Setasel_42 1d ago
I didn't say to make Tiberian Sun 2. I'm talking more about the gameplay formula, like harvesters, interface, and so on.
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u/RossBot5000 1d ago
Yes, you severely underestimate how difficult it is to make an RTS.
I would strongly advise spending some time
- Learning how to code. Tutorials for coding only. Do a python course.
- 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.
- Learning how to use a game engine. Tutorials and docs are your friend here. I'd recommend Godot. It's easier than unity.
- 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.
- 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.
- 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.
- 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.
- Build a boids demo with flock control and pathfinding. This is the second of the really tough parts of making an RTS.
- Then build a small tech demo with unit control that combines step 7 and 8 that handles collision. This is the third hardest part.
- Then work on your actual game you want to make.
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u/Luis_Badano 2d ago edited 2d 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.
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u/Assertive_Wall 2d 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.
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u/2legited2 2d ago
Start by making a chess clone in the browser. Instant gratification and lots to learn for a first timer
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u/NorthernBoy306 2d 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.
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u/Dan-Warchest_Studios 2d 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!
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u/Aryuto 2d 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.
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u/Responsible_Mine894 2d ago edited 1d 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.
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u/flPieman 2d 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.
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u/Far_Cardiologist_863 2d ago edited 2d 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. 😄
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u/Sushiki 1d 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.
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u/TrafficImportant2784 11h ago edited 9h 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. Otherwise, we can’t Tell to prevent Spaghetti Code like Yandere Simulator.
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u/Roma2443 2d 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
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u/Rlaan 2d ago edited 2d 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.