Tag Archive | spring

RTS User Interface Tools

Many moons ago, I blogged about how RTS game designers should be learning from user interface design by searching far outside the narrow box of traditional games. For example, back when I blogged about this, many advanced shaping, drawing, formation, layout and grouping tools had been widely available for years for industrial use in popular apps like Photoshop. The first decent implementation of this sort of UI approach came about two or three years later, when I had all but stopped RTS blogging.

Chris Taylor came out with Supreme Commander, and with it had forged the now iconic strategic zoom. A feature that had been used for years (albeit much more crudely) in graphics and design applications, et al. It changed everything for RTS — we now had space, vision, a sense of awesome scale.

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