Games design themselves. From RTS to Tactical Strategy game
Terrillo Walls

Terrillo Walls @terrillo

About: Husband, Dad, and a self-employed tech guy. Always coding.

Location:
Tulsa, OK
Joined:
Jan 15, 2019

Games design themselves. From RTS to Tactical Strategy game

Publish Date: Oct 27 '25
16 5

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)

Comments 5 total

  • shemith mohanan
    shemith mohananOct 28, 2025

    Really enjoyed reading this — the shift from large-scale RTS to focused tactical squad gameplay feels like a natural evolution. The lesson on “scope vs fun” really stands out; a smaller game with emotional weight often delivers a deeper experience than a sprawling system with no hook. Love that you found your “why” in the soldiers’ stories — that’s what makes tactical games memorable. 🎯

  • Daniel5151
    Daniel5151Oct 29, 2025

    Jo, přesně chápu, o čem mluvíš s tím systémem boje, protože taky hledám způsoby, jak se odreagovat při hrách, které mají trochu strategii. Náhodou jsem narazil na spin-mama.cz a zaujalo mě, že mají speciální bonusy pro hráče z České republiky. Zkoušel jsem hru Gonzo’s Quest a po sérii menších proher mě překvapil velký výherní spin, který opravdu nakopl adrenalin. Ten pocit štěstí mě fakt zvedl ze židle a teď se k té hře často vracím, když potřebuju chvilku oddechu a napětí.

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  • Shelly Brone
    Shelly BroneJan 2, 2026

    Really impressive pivot from RTS to tactical squad management! Organizing all these mechanics and ideas gets way easier with tools like listary pro crack—makes finding and managing project files so much smoother while developing.

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    Daniel CarterJan 26, 2026

    This journey from RTS to tactical squad management is very insightful, and while reading about game development I also explored tutorials and resources you can also downloadpvzfusion and enjoy useful gaming content.

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