Games design themselves. From RTS to Tactical Strategy game

Theater Alpha started out as a RTS game. I setup the Notion project on September 13th, and you can check out the first version of that game in this YouTube video I made – Welcome to Theater Alpha — A New Strategic Defense Experience #001 (Devlog).

Thi…


This content originally appeared on DEV Community and was authored by Terrillo Walls

Theater Alpha started out as a RTS game. I setup the Notion project on September 13th, and you can check out the first version of that game in this YouTube video I made - Welcome to Theater Alpha — A New Strategic Defense Experience #001 (Devlog).

This project started out as a custom game engine project. I was up for the challenge, then I noticed I was basically implementing Unity GameObject lifecycle. So I made the move to Unity2D then to 3D. My experience was mostly with small projects using 2D.

I took a break from the game to focus on other client work, but during this time I started consuming lots and lots of GameDev content. Learning how grids work in 3D and other things like the terrain system.

Then this conversation really stuck out with me. Thomas and John spent a lot of time talking about a game hook and unique feature. My game at this point didn't really have that.

What I had was a Game Design document for an RTS game and a grid to move units. My design had some good ideas but I didn't focus on that. I had a big vision: persistent campaigns, adaptive traits, living battlefield but no working prototype. The health/combat math was overly complex, and I hadn't validated if the core idea was actually fun.

The Problems I Faced

  • Complex systems without a clear hook
  • Overly complex health/combat mathematics
  • Big vision but no working prototype to validate fun
  • Focus on RTS mechanics rather than the unique story potential

The Realization

While contemplating the design of a prototype and dedicating time to creating a soldier system, I shifted my focus to the concept of controlling six soldiers within the same world-building framework. The majority of the story and core hook ideas revolved around the units rather than an RTS.

What Changed

The shift from RTS to tactical squad management opened up new possibilities:

  • Focus on individual soldier stories and development
  • High-level strategic decision making rather than micromanagement
  • Meaningful consequences for every tactical decision
  • Smaller scope allows for deeper systems

Instead of managing hundreds of units, you command a small, elite squad. Instead of complex resource management, you make strategic decisions with real consequences. Instead of abstract warfare, you experience the human cost of tactical command.

Implemented Features

  • 3 soldier system with named units
  • Two operational modes: Stealth & Engage
  • Advanced cone-based vision system (130-ray raycasting)
  • Distance-based combat with hit chance calculations
  • Win/lose conditions with meaningful consequences
  • Real-time tactical combat system
  • Health tracking (0-100 per unit) with permadeath
  • Line of sight blocking via colliders
  • Visual feedback with colored rays and bullet projectiles

Technical Architecture

The game is built in Unity 6.2 with a component-based architecture:

  • Unit System: UnitBase, UnitFriendly, UnitEnemy classes
  • Combat System: Distance-based hit calculations, stealth bonuses
  • AI System: Cone-based vision, automatic engagement
  • Manager Systems: SoldierManager, CombatManager, EngagementManager

Lessons Learned

On Scope and Focus

The journey from RTS to Minister of Defense has been about finding focus. Sometimes the best games come from constraints, not ambitions. By narrowing the scope from massive RTS to tactical squad command, the unique elements of the game became clearer.

On Prototyping

Having a big vision is exciting, but without a working prototype, it's just a dream. The shift to focusing on 6 soldiers and core mechanics first has been crucial. You can't validate fun without something playable.

On Finding Your Hook

Every game needs something that makes it unique. For Theater Alpha, it wasn't the RTS mechanics - it was the human stories of individual soldiers and the weight of tactical decisions. Sometimes you have to step back and ask: "What is this game really about?"

You can play the Prototype today.
🎮 NOW LIVE on Itch.io: [theateralpha.itch.io/theater-alpha[(https://theateralpha.itch.io/theater-alpha)


This content originally appeared on DEV Community and was authored by Terrillo Walls


Print Share Comment Cite Upload Translate Updates
APA

Terrillo Walls | Sciencx (2025-10-27T14:44:54+00:00) Games design themselves. From RTS to Tactical Strategy game. Retrieved from https://www.scien.cx/2025/10/27/games-design-themselves-from-rts-to-tactical-strategy-game/

MLA
" » Games design themselves. From RTS to Tactical Strategy game." Terrillo Walls | Sciencx - Monday October 27, 2025, https://www.scien.cx/2025/10/27/games-design-themselves-from-rts-to-tactical-strategy-game/
HARVARD
Terrillo Walls | Sciencx Monday October 27, 2025 » Games design themselves. From RTS to Tactical Strategy game., viewed ,<https://www.scien.cx/2025/10/27/games-design-themselves-from-rts-to-tactical-strategy-game/>
VANCOUVER
Terrillo Walls | Sciencx - » Games design themselves. From RTS to Tactical Strategy game. [Internet]. [Accessed ]. Available from: https://www.scien.cx/2025/10/27/games-design-themselves-from-rts-to-tactical-strategy-game/
CHICAGO
" » Games design themselves. From RTS to Tactical Strategy game." Terrillo Walls | Sciencx - Accessed . https://www.scien.cx/2025/10/27/games-design-themselves-from-rts-to-tactical-strategy-game/
IEEE
" » Games design themselves. From RTS to Tactical Strategy game." Terrillo Walls | Sciencx [Online]. Available: https://www.scien.cx/2025/10/27/games-design-themselves-from-rts-to-tactical-strategy-game/. [Accessed: ]
rf:citation
» Games design themselves. From RTS to Tactical Strategy game | Terrillo Walls | Sciencx | https://www.scien.cx/2025/10/27/games-design-themselves-from-rts-to-tactical-strategy-game/ |

Please log in to upload a file.




There are no updates yet.
Click the Upload button above to add an update.

You must be logged in to translate posts. Please log in or register.