Comment on Some examples of video games with an UI layout ripped off of another game?
Zonetrooper@lemmy.world 10 months ago
Command and Conquer had traditionally used a “right-pillar” control interface, with your map at the top. utility controls like “sell building” or “power down”, followed by a unit build selection screen. There you had 4 panels you could select between - “main base” buildings, defensive buildings, infantry, and vehicles - and you could scroll up and down a given panel. So long as you had the right production building, you could select things to build from anywhere on the map. If a unit had a “special ability”, it would be triggered by double-clicking on the unit.
Come 2003’s Command and Conquer: Generals, the UI had been totally redone to resemble the layout of Blizzard’s wildly popular Warcraft 3: The control panel now sat at the bottom of the screen, with the map on the left. Building a particular kind of unit required you to select the building or unit that produced it. Selecting an individual unit gave you a list of magic spells special abilities it could take, such as using an alternative weapon or purchasing a particular upgrade.
VindictiveJudge@lemmy.world 10 months ago
Generals also took the base construction and resource harvesting systems from Blizzard’s games. The entire game feels like it should have been named ModernCraft or something instead of C&C.
Going the other way, Warcraft 1 and 2 used used a left-justified UI that was very similar to the one C&C used, but with elements that would evolve into the StarCraft and Warcraft 3 UI.
Zonetrooper@lemmy.world 10 months ago
Oh absolutely. OP only asked about UI, so I focused on that. But Generals had a lot of WC3 flavor in it.
ICastFist@programming.dev 10 months ago
Age of Empires was, afaik, the first RTS with UI on the bottom, Starcraft and Warcraft 3 both took inspiration from it, though they differed slightly on placement of information