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A screenshot from the game "Antara: Reclaim the Wastes," showing a fleet of five stylized, low-poly airships flying in a diagonal line formation over a vast, orange, canyon-like desert. In the background, there are a few simple, angular buildings next to a lone purple airship. The user interface, including a minimap, is visible in the corners.
  • July 10, 2025
  • tsartsaris
  • 824 Views

Beyond A-Move: Creating Tactical Formation Movement in Unity

If you’ve ever worked on a real-time strategy game, you’ve faced the “beehive problem.” You select a group of units, right-click a destination, and they all rush towards the same point, clumping up like angry bees. The units in the back crash into the ones in front, and

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City builder grid system debug
  • June 17, 2025
  • tsartsaris
  • 922 Views

A Deep Dive into a Dynamic Unity City Builder Grid System

The Unsung Hero of City-Builders Every great city-builder — from Anno to Settlers — is powered by an invisible but essential system: the grid system. In Andara, my post-apocalyptic city builder, the grid system isn’t just for placing buildings — it governs terrain height, coastline access, decoration, and

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Housing system for scavengers tier in Andara post apocalyptic city builder
  • May 13, 2025
  • tsartsaris
  • 711 Views

Designing Survival: The Shack System in a post-apocalyptic city builder

Shelter Comes First. In the harsh dustlands of a post-apocalyptic setting, survival doesn’t begin with food, water, or trade. It starts with a roof. And not even a good one. Just a few slabs of rusted metal, some makeshift wood, and enough hope to stand another day. This

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Image showing games influencing my project Settlers 3 , Ceasar 3, Anno 1800
  • April 23, 2025
  • tsartsaris
  • 674 Views

From Settlers to Shards: How My Game Evolved Into a Post-Apocalyptic City Builder

It didn’t start as a game. It started as a test. I just wanted to see if I could get the Settlers III mechanics working in Unity 3D — you know, the production chains, the carriers doing actual work, the little invisible dance behind every resource. That’s it.

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Recent Posts

  • Learn how to build a Real-Time AI Phone Assistant that sounds Stunningly Human.
  • Beyond A-Move: Creating Tactical Formation Movement in Unity
  • A Deep Dive into a Dynamic Unity City Builder Grid System
  • Designing Survival: The Shack System in a post-apocalyptic city builder
  • Building a Smarter Neo4j AI Agent with Google’s GenAI Toolbox

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