• Register

The perfect combination of RTS and Action-RPG in an immersive open-world sci-fi setting created by one man.

Post news Report RSS Dev Blog # 1: GUI Concept & Medusa Render

Since I started working with Unity 4.6, I created a new GUI.

Posted by on


Command & Conquer 3 fans might recognize the basic concept of Timeless War's GUI - it was inspired by EAs RTS, but has no functionality yet. This will change in further steps of development. Note that this is just a concept yet and it is not the final design.


One of the major difference is the Generals experience and player power store section. For each destruction of an opponents unit or structure you gain EXP. The yellow vertical bar indicates how much EXP you earned and whats left to the next level. The max level will be 10, but more about that in a later update. Above the EXP bar you will find the button that gives you access to the store where you can purchase player powers with the earned points.

Next to the Generals Experience on the left you find the Stances bar and Unit behavior bar, on the right you have the element for Unit orders and information. Stances will determine the aggressiveness of units (attack on sight, fire on range, return fire and cease fire). The behavior on the other hand allow you can order the unit to force attack, stop (fire, moving or any other order), force move, move backwards (only for vehicles or specif units), guard a specific area, guard a specific unit (the unit will follow its protege and automatically attack according to the stances) and to follow a waypoint.

Within Unit orders and information you have up to 9 buttons for unit abilities, if they have one. Beneath that, the 8 items frome the right, you can see what Item the selected object (structure, unit, crate ect.) has stored inside. For transporters, garrisoned buildings and such you would see the portraits of the stored units. This feature will be important for both RTS and RPG gameplay. But more on that topic in a later update. On the left of it, you have a "Drop all" button which obviously will do what it says. ;)

And now to one of the most important elements: the Resources. You find the resource counters beneath the Radar element. The latter desplays the current map. Just like in most RTS games you have two primary resource types, namely Power (on the left of the radar) and Ore. Power is used to supply your base with the energy needed, while you can build/buy all stuff with ore.
Almost all stuff, because there are three faction based secondary resource types: Sudamis (Asen), Rubonium (Pandora Forces) and Matter (Chrono-Force-Alliance). These resources play a greater roll if you dive deeper into the gameplay mechanics. More details will also follow later.

Thats it for the GUI for now. To close this article, I wanted to show renders of the new model of Medusa I made (click to enlarge). :D



Thank you guys for reading and I hope you like this article.


One of the major difference is the Generals experience and player power store section. For each destruction of an opponents unit or structure you gain EXP. The yellow vertical bar indicates how much EXP you earned and whats left to the next level. The max level will be 10, but more about that in a later update. Above the EXP bar you will find the button that gives you access to the store where you can purchase player powers with the earned points.

Next to the Generals Experience on the left you find the Stances bar and Unit behavior bar, on the right you have the element for Unit orders and information. Stances will determine the aggressiveness of units (attack on sight, fire on range, return fire and cease fire). The behavior on the other hand allow you can order the unit to force attack, stop (fire, moving or any other order), force move, move backwards (only for vehicles or specif units), guard a specific area, guard a specific unit (the unit will follow its protege and automatically attack according to the stances) and to follow a waypoint.

Within Unit orders and information you have up to 9 buttons for unit abilities, if they have one. Beneath that, the 8 items frome the right, you can see what Item the selected object (structure, unit, crate ect.) has stored inside. For transporters, garrisoned buildings and such you would see the portraits of the stored units. This feature will be important for both RTS and RPG gameplay. But more on that topic in a later update. On the left of it, you have a "Drop all" button which obviously will do what it says. ;)

And now to one of the most important elements: the Resources. You find the resource counters beneath the Radar element. The latter desplays the current map. Just like in most RTS games you have two primary resource types, namely Power (on the left of the radar) and Ore. Power is used to supply your base with the energy needed, while you can build/buy all stuff with ore.
Almost all stuff, because there are three faction based secondary resource types: Sudamis (Asen), Rubonium (Pandora Forces) and Matter (Chrono-Force-Alliance). These resources play a greater roll if you dive deeper into the gameplay mechanics. More details will also follow later.

Thats it for the GUI for now. To close this article, I wanted to show renders of the new model of Medusa I made (click to enlarge). :D

Thank you guys for reading and I hope you like this article.

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: