DESIGNING AN RTS INTERFACE

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I am currently building an RTS-style game where the player goes around the galaxy and manages and colonized planets and stuff. The hardest part has been coming up with a navigable interface for each of the different elements of the game, and deciding how they should interact.

This got me thinking so I went around to other strategy games and looked at their interfaces. I noticed that there was a trend towards an emphasis on keeping as many things as non-invasive as possilbe (ie small or clear windows & infoboxes, streamlined information). The two games that I sthink are influencing me most on this project are Civ 3 and Warcraft 2. What I decided on was to have your general information (ie date, resources & cash, tech progress, a play/pause button) built mostly into the bottom corners of the screen. That way, that information would always be there, and if you went into a pop-up box or a planet management screen you could still see it.



This is basically the planet management screen. I was just hoping for some crit on this layout or advice on interface building. I want to keep buttonpresses down to a minimum for each action, but still have all information and actions be readily accessible (ie being able to do anything within two or three button presses).
WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
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Mouse support or no?
Well, the cursor is fairly free-form so lets say yes.

(made it bigger for easier view)

The thing that strikes me the most is how non-RTS it looks. It's a very turnbased interface. I've found that generally in RTS you rarely get outside the "main action" screen. Instead there are parts of the view that gets filled with extra information (like an infotab on the side, rather than a full-screen planetary overview.)

I've also found a lot recently that right-clicking usually tends to show up a context menu where you can do most of your doings without ever bringing up the planetary screen.

Of course real time management sims tend to have some full-screen things. Though even there most things are done through tabs that only take up part of the screen. Depending on how stressful the real time is this is something you should consider. (even slow RTSes like Hearts of Iron keep the "main action" area visible at nearly all times)

An RTS is a game of information and interface, not to mention a complete challenge in 320x240. I'd check out Sim City (for SNES) for ideas of how to work with minimal real estate.

The screen provides plenty of info, can't find anything wrong with it. I would just be interested to see a) what gameplay screens look like and b) what immediate info is needed for moment-to-moment gameplay.
Well, there is a pause button, I intended the game to be more about problem solving than strategic action. The main gameplay is very much focussed on getting stuff from planet to planet, so once you build those ships its just a matter of clicking on them and telling them where to go. There is also resource and economy management, ie moving traders and establishing industry and trade networks on each planet and in your empire, so that you can get your ores and stuff efficiently, and have your planets be prosperous. There is also a governance aspect, if people think you're doing something they don't want you do, a planet could descend into rebellion. I'm not sure what else I'd need though as far as gameplay info is concerned.
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