Back in February, we teased this gameplay render (pictured below). A lot of people thought the witches were cute and the lighting effects were on par.
This is a test level containing various objects and a basic path structure for testing various features.
Of course deep down inside, I always had this anxiety that I didn’t really know what to do with the game’s UI. (buttons that appear around the screen.) And a huge problem when working on a project is not knowing the next step!
Clearly it was in a testing phase (look at that potion bottle), but the truth was that I had no idea how I was going to make the UI cute and unique, and not generic like so many other games.
Not that the game’s UI is going to revolutionize it or anything, but having a UI that “fits the theme” really helps make the game more recognizable, iconic, and less “generic.”
It is now the middle of April and we finally have a presentable UI and much improved graphics! (Those enemies are test dummies don’t worry!)
I think with this new look we accomplish two things, namely:
- Cute GUI that fits the “tiny” theme.
- It is easy to understand without explaining it. Language barriers are minimal!
But that’s not all!
Yes we have implemented an animation system that really brings the game to life! The video above is a funny glitch we came across when working on this feature.
What’s that ladybug in the corner you ask? You’ll find out once we’ve implemented it.
Thanks for staying up to date with the TinyWars development.
We’ll have much more exciting announcements once we get closer to launching the fist gameplay demo! When will it be ready? I don’t know… I don’t want to release it until it’s absolutely presentable to the public.