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)
Top comments (1)
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. 🎯