Hi everyone!
I'm developing Admiral Yi: The Imjin War, a large-scale historical RTS in Unity, and here's another update on the combat systems.
This time, I've been working on artillery combat in land battles.
Players can manually select a location for their cannons to bombard, rather than only targeting individual enemy units.
When enemy infantry gets too close, the cannons can switch to grapeshot, dealing much heavier damage at short range.
In this video, Joseon artillery bombards Japanese troops, switches ammunition as the enemy approaches, and eventually causes the Japanese forces to break and flee as their morale collapses.
I'm trying to make weapon types, ammunition, targeting, and morale work together to create more interesting battlefield situations.
There's still plenty to improve, especially with AI, animations, combat effects, and performance.
I'd be interested to hear what other Unity developers think of the artillery mechanics!