You have been tasked with creating a HUD for a strategy game Holla Forums...

You have been tasked with creating a HUD for a strategy game Holla Forums, show your creativity and your lack of game design knowledge.

what the fuck is this bullshit CodeMonkey

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yeah, sorry that isn't going in the direction we're shooting for, which is more of a cinematic experience

Make sure you play at ultra settings with nVidia Hudworks® goyim

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That already exists doesn't it?

Game needs a chatbox.

and some steam achievementsTM :^)

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WWII Sim 2017

we've decided it would be better for the community if we went f2p

Update: We've heard from the community, and will take your valuable feedback into account. Those who paid for the original games will retain access to most of the units from Dickonar and Japse, and gain 200% exp for the next week

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I don't know if I should be proud or dissapointed in you Holla Forums.

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Cant forget the loot box advertisement

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We experimented with some new terrain spiting technology to make a new entertaining and durable cinematic game experience.

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It just werks

Oh fuck, it's am additive process

That's okay, it makes it more realistic

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The game needs capchas to confirm unit movement to prevent misclicks. Of course this will pause and autosave the game just to be sure

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Needs a talking paperclip providing tips tbh

in what way? egyptian hieroglyphs?

Check my dubs.

Yeah, a lot of them.

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sometimes i think Holla Forums is just a think tank for new publishers ideas.

Nah, it's just the most jaded place on the internet.

j-j-jadeeed

Jay dead?

silly user, you're supposed to make the existing castle DLC

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I now have full access to your systems

These features are nice and all but where is the Twitch integration? And where are the clickies to get resources. Thid game is way behind the times.

see

That's not good enough, I need a flashing button on the top left corner that constantly reminds me if I'm not comnected to Twitch.

Enough of these memetic answers, here's a serious try.

Top line is your bases that can be built on fixed locations. You select them for a different menu not shown here to administrate them, you don't put buildings around willy nilly nor do you interface with your workers directly. Resources are per-base, not a global pile and caravans between them and between resource nodes must be established.

At the left are your commanders. Each one can take a large amount of units (100 to 500) with him and tries to use their abilities as best as he can. Different commanders can command different types and amounts of troops or give them benefits.
You select a commander to interface with the entire army he is commanding, you never select a single soldier.

To the right are your Specialists. These are units that perform specific roles in the world, like scouting areas, salvaging resources, setting up trade routes or establishing mining operations. They come with a squad of 5-15 units and are far more powerfull than the standard version you can put in your regular army.

Below is the information tab of a selected army. In the left corner is the formation screen where you can drag and drop the troops that constitute the army into specific positions to set the formation. There's preset buttons for standard formation types and even 2 custom formation buttons you can use too.
At it's right is the army information, with it's name, moral and whatever resources it uses, be it mana, electrical power, all non-tangencial things.
In the right corner there's 2 rows of buttons. The upper ones are for skills that this army has, based on what units it currently boasts. If there's a single tank in your army, a Hellbreath skill shows up here, allowing you to fire it while still keeping everyone else selected and so you don't have to juggle units around to properly use their abilities.
Beneath that is a row of buttons for inventory items. Units might contribute with some inventory space unto an army, with a single slot for most infantry but several for a truck, for instance. You outfit your army with items that it tries to collect until it meets the quota you set up, including ammo, food, medkits, batteries and any other form of tangencial supply.
They can also loot from around them if they have enough space.

Everytime you choose an ability or item and skip to targetting mode to actually use it, the closest unit to the target that also has the skill\item will go to it.
Of special note is the ability "Embark" for when you have transport vehicles. Pressing it makes everyone try to board a vehicle and if you have enough operational ones that everyone can embark, the speed of your army is now that of the vehicle, not a foot soldier.
Equipment that benefits being used from a specific unit (like medkits and medics) is preferenciably stored in medics first and everyone else second.
Equipment that doesn't need to be used is placed on trucks and other transports first.

You make an army by picking what units it should have, what weapons\armor they should use and what equipment they should carry. A commander staying near a base will automatically recruit units from the local pool of recruits to meet it's requirements, while the base itself will produce the weapons\armor\gear\vehicles required for that army and you can even program it to keep some in stock.
Everytime a general is defeated, his army loses all moral and tries to retreat unto the nearest base. The general might or might not survive, meaning you'll need a new one.

If this sounds like Kohan or Dominions to you, it's because it's taking concepts from those games, but Kohan is shit because your squads are pathetically small and the economy is a joke. Dominion's ain't real time, that's the only issue with it.

Just copy C&C generals HUD. Its a pinnacle of RTS huds.

Well I tried, I basically copied the age of empires/galactic battlegrounds ui in . It's my favorite RTS ui.

Got caught up in the shinposting though

I liked Total Annihilation's HUD better.

Still suffers from the same problem that afflicts most RTS games: it scales like shit.
The more troops you have, the more of a chore it is to control them all, a problem that rises exponentially.


Galatic Battlegrounds is a pretty cool game, but I never liked that small panel in the bottom left corner.
Actions like Stop, Move, Attack, etc just clutter the HUD when everyone just uses the mouse for that or hotkeys.
That segment of the HUD should be devoted specifically to something else.

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reminds me of this

Nooooooo

Why not? It's really not like you have that many logical locations in most games anyway. Starcraft lets you build your Command Center where you damn well please and yet the mineral clusters are arranged and placed in a way that makes it pretty clear "put base here".

Tldr

What about every other RTS that doesn't require bases to be built at fixed locations within a specific distance of resources, such as Command and Conquer, Age of Empires, Supreme Commander, Warlords Battlecry etc etc.

Is it so hard to add that yourself?

one click to select "build thing", second click to place hovering ghost building.

Irrelevant. They might not have a preset location to place your base, but you'll hardly ever waste resources and time making more than your first base near your starting location in AoE, SC or WB.
Unless there are specific gameplay elements that make a difference between where you place your bases and how many you make, it's a moot point.

Regardless, I'd rather have something similar to Kohan, where you have the main building and you put others around it as upgrades to the whole base, not just as separate entities, and the game treats them as being part of said base meaning workers automatically repair them, they affect that base, etc.