One of the most common questions among gamers is “what’s your level”? The City-Building Kit includes an XP (eXperience Points) system that can be setup to give XP depending on the players’ actions/completions. In Clash of Clans, you can gain XP for your level in various ways such as buy and place buildings/decorations, and after battles. Then at a certain point, the players level up. The included examples of the City-Building Kit can be adjusted right from the start and be mixed and match to suit your strategy game(s).
What are some examples of mixing and matching XP gains when using the City-Building Kit?
There are many ways to mix and match the XP gains in your city building + RTS game(s) when using the City-Building Kit. Here are some examples:
- Start and completion of a building. When your player places a building, you can use that as an XP gain for them. Then when its construction is complete, another “bonus” XP can be given.
- Buying. In games like Clash of Clans, you can buy resources such as gems. In some games, players can buy actual XP in the specified game shop. Some of these games are setup to sell it in exchange for game resources and/or real money.
- Harvesting. A harvesting feature can easily be built into your farming and/or social type game using the City-Building Kit to include XP gains.
- Gift giving rewards. Among other types of rewards you can build into your city building + RTS game(s), you can include gaining XP as a type of reward for sending gifts to other players.
*Demo app is from the Complete Kit.
Make a Game like Clash of Clans with Unity3D
Powerful City Builder Framework
- Design Your Own Buildings
- Gems and In-App Purchases (IAP)
- Gold/Liquid Generators and Storage
- Expandable with assets
PvP AI Battle Processor
- Combat/Unit AI
- PvE Battle Matching
- Gold/Liquid Stealing
- Gem Accelerated Training
Fully-prepared Server Backend
- Client/Server State Sync
- Server Software
- Create Multi-Platform Game Matches
- Add Characters / Buildings With XML
Even with just these few examples of XP gaining features you can include into your game(s), the mix and match of XP gains can be vast. Simply include the features you want. You can find out exactly how XP gains work with the included examples of the City-Building Kit with little effort.
A balance of XP gaining features and XP gaining must still be used before the players get bored or reach a level cap too quickly. The City-Building Kit includes this and is controlled in the Stats.cs script. The XP progress bar will show the current amount of XP and/or how much is needed to level depending on the setup you want to use. That would be the cap for the level and to level up.
The other advantage to XP capping is that you can control the maximum level of your players. With this, you can increase the level cap, if any, when you’re ready. For example, when a level cap is setup, you can primarily leave the players to reach it while you’re busy creating new content for your city building + RTS game(s).Watch the Strategy Kit
Work on all platforms: mobile apps, desktop pc games, web browser
City Building Kit Feature Highlights
Prototyping A Game
When you have an idea for a game, a developer would want to see something made quickly. Even just to get the basics done and try it out. The City-Building Kit for Unity allows a developer to do exactly that. Quickly put together a game to test and eventually modify it just as quickly. Isometric, 2D, and 3D games are all possible to be made in the City Builder. So games like Restaurant Story, Clash of Clans, and Simons Tapped Out can be made and tested with a lot less effort from the Unity developer.
Ok, your game is being put together and you’re test playing it. Now you want to go blow up someone or something good!!
The Pro and Complete City-Building Kit for Unity are ready for just about anything you want to develop for a city builder + Real Time Strategy (RTS) game(s). But every so often, players and developers grow tired of farming and/or battles. That’s fine because the Starter City-Building Kit has that covered too. With this kit, restaurant simulators like Restaurant Story, Bakery Story, and CaféLand can be developed just as easily right out of the box. The C# scripts, artwork, assets, and everything else you need are already included. It was just a matter of deciding what you want to make for a restaurant simulation. The mix and match capabilities in the City-Building Kit allow you to create games using artwork, sounds effects, and other game elements either with the included assets or your own self made assets.
RTS Game Battle Guide
The Complete City-Building Kit for Unity comes with a Real Time Strategy (RTS) game battle guide. This is called Chimera Live PvP Debugger. It’s a dual purpose messaging system that is only found in only the Complete Kit. It uses a female voice and more artwork is available for it in the Assets Store. It comes with a standard mode and EMP Signal Loss mode. In a game such as Clash of Clans, the messages to players are typically in the form of pop ups. In a game like Command and Conquer, the messages to players are similar to what can be made with the City-Building Kit. With the included Helios.cs file, all needed messages can be setup for use in no time flat.
In order for a developer to bring their game(s) online for multi-player battle mode, they need to have synchronization between the two players. The basics of it are that a game can be played entirely offline (single player). But then how do the players find others, and how do they get the most current version of the map/setup/defense of the others they want to attack?
Single Player Campaign
The Complete version of the City-Building Kit for Unity comes with a server demo and everything else you need to add single player campaigns to your game. With a single player campaign, there are two main styles (online and offline). The City-Building Kit allows you to create either style right out of the box. Simply edit the files you’re concerned with and you’re ready to go. With some simple editing of the included files, you can name the single player campaign whatever you like; “quest mode” for example. There are five different modes for you to work with and include into your game(s) already built into the kit. The single player campaign is based on pre-made maps that load when specified rather than maps of other players.
Frequently Asked Questions
Does it work with Unity 5? Why do I still need NGUI/2DTK?
Yes, we support Unity 5 however the UI/2D functions expanding the kit are far more advanced than Unity 5's UI/2D features currently provide. You'll need the NGUI and 2D Toolkit assets which are further developed.
Where can I get the latest copy?
Click the link at the top of this page to download the latest copy. As long as you have your license code, you will be able to download the latest dev build, upgrade your kit and get any bonuses included with our highest packages.
When do you release updates?
We've designed the kit to be compatible with future releases of Unity, NGUI, and 2DTK since we don't update often unless we discover a bug we missed during our extensive testing we did before this past release.
What if I have another question?
First check the documentation, otherwise contact us if you have a question and Santhosh or Dave and Richard will get back to you.