tinywars game

First Level of Story Demo Design Complete

First Level of Story Demo Design Complete 2016 1317 andrew

I am pleased to announce that we have finalized the designs for the first level of the Story Demo! If you are unfamiliar with the Story Demo, it is basically the next big project we are working on. The story demo is intended to accurately represent the final product of the main TinyWars game, so the first level of the Story Demo should also reflect the first level of the full game.

Level Design

Pictured above are the art assets for the first level. These assets took about two months to fully design and built out. Part of the work was figuring out the exact look and color scheme we wanted for this level, the second part of the workload was actually designing and detailing all of the objects you see in the screenshot above.

The art assets here are not exactly the same as in-game level assets, as they still need to be optimized and created appropriately for game use. This includes turning the “floor” layer into ground tiles that can be repeated across the level as well as organizing some of the assets in a way that can be loaded and interacted with. So this is why the design of the first level is complete, the but actual first level of the game is not ready yet.

Old Designs

Here are some of the variants of this single level’s design. We have gone through quite a lot of variations from bright green daylight levels to duller designs, and finally to the design we think is key to this scene, both story wise and aesthetically.

UI Updates

On top of graphically refining the look and assets of the background elements, the “Summoning UI” has also been refined with a more minimalist approach to the initial visuals, followed by spectacular design and animation! It’s a lot more powerful this was as opposed to how it was before.

The Next Steps

Now that we have completed the design of the first level, what remains is to actually implement these assets into the game engine itself and start working with it. On top of the still design assets pictured above, there are animated assets that need to be worked out such as the light rays, dust particles, and other elements that can’t be seen in that still image alone.

We have come a long way with the design, graphics, and sound of our game. I am pleased to announce that many people have given us overwhelming positive responses from the above still screenshot posted. Visuals is a huge part of what people judge in a game, so there is no doubt in my mind that simply having good graphics will take the game a long way in terms of its reputation and respectability.

There is still more that needs to be worked out gameplay wise, and we will get to that in a future update once this firsts level is put into action!

TinyWars GamePlay Prototype Update New Features and Trailer

TinyWars GamePlay Prototype Update New Features and Trailer 720 405 andrew

This is probably going to be the last time we talk about our gameplay prototype, after this, all of our efforts will be geared towards releasing our first fully featured story demo. What is meant by “fully featured” is that this demo should contain all of the elements that are expected to be present in the final TinyWars game. But before we can get some work done on the demo, we needed to do some major upgrades on the prototype.

What’s New?

  • Updated animations and graphics

Early version of the game from 2016 (above).

How the prototype currently looks.

 

The animations for attacks and upgrade effects were greatly enhanced. The whole experience feels alive and the world is interesting to look at. We hope that this graphical improvement will help make this game a beautiful piece of art to look at. Unfortunately the character animations are unfinished still. Having our character animations hand drawn, frame by frame, is a very time consuming project, but it does allow us to create animations and characters that I feel are more alive and fluid than those which use 3D models converted into 2D animations. Of course, time and money is the trade off. (We will be including the full animations in the upcoming demo.)

 

  • Lowered Difficulty Level

Many of our early players noted that the difficulty level of this prototype was extremely difficult. Though this did lead to some very interesting playthrough videos on youtube, I thought it was for the benefit of everyone who was introduced to this game that we reduced the difficulty bar significantly. I didn’t feel like we were doing any good to potential new fans by making the game practically impossible to beat. (Let alone beat with a perfect score which was something I challenged early players to do in exchange for a wallscroll.)

 

  STRATEGY GUIDE:

Our prototype still retains a certain level of difficulty, but if you want to get past the first 2 waves with ease, then take a look at the screenshot below.

This screenshot shows what my field looked like AFTER I completed the second wave with perfect health. The numbers next to the units indicate the order in which I placed these units. If you want to pass the second wave without loosing a single point of HP, then it is advised to follow this cheat sheet above.

 

Is there anything else new about this prototype?

Not really. The visual enhancements were a HUGE project on their own and it really does change the entire feel of the game. There were a few animations quirks that were taken care of, but these are minor details. The whole experience comes alive through animation both in the characters and in the UI of the game. I encourage everyone who has already played earlier versions of the prototype to give this new one a try. In terms of the overall experience, while nothing has changed significantly in the story or waves, the whole experience has been enhanced, not only through animation but also through the difficulty. I believe the lowered difficulty (when I say lowered, it is still a challenge), will allow a wider audience to finally experience and enjoy this game!

 

Prototype Re-Launch Trailer

This trailer features some beautiful music and some of the best visuals that we have gathered over the years of working on this project. Of course, this trailer does more to show what the final game of TinyWars might feel like: emotional, fast paced, and visually beautiful. This trailer also does do a good job of paralleling the philosophy we have with this game.

 

We are NOT interested in jamming a story down the players throat. If the player WANTS to experience the story and is interested in investigating interesting clues left in the story, we want to implement mechanisms to allow the player to uncover the story if the WANT to. Look at this trailer a second time. You don’t have to read the fast text that appears in order to see a trailer for an anime themed defense game, however, for those who are interested in seeing what lies beneath the surface of this cute looking game, luckily, the YouTube video player has mechanisms to allow you to read the text in the words if you really want to.

 

However, I leave this journey up to those who are actually interested in it. We’re not going to spoon feed the story to the player. If you want to skip the cutscene, then skip it. If you want to just play and experience a cute anime themed defense game, then go for it! We won’t stand in your way and I won’t let a story that the player is not interested in, get in the way of them enjoying the game. Everybody has different levels of interest and experience when it comes to a game like this, and we want you to experience our game the way you truly want to experience it.

 

This trailer reflects that philosophy…  of course, on a much smaller scale. And perhaps we don’t have much of a choice with only a 30 second ad slot.

 

Why is this update important?

This update marks our official departure from the Gameplay Prototype build. We can finally scrap a lot of old and inefficient code and organization that was specific to this tiny build and begin construction on the larger and more optimized demo build of the game, which will lead to the final build. The reason we want to make a big deal out of this final update is also because there will be a “dry period” during this time of heavy development where we won’t be releasing much new content or updates.

 

The new demo build requires a lot of work before it can be considered presentable. We’re no longer in the business of showing off concepts like this prototype, we will be building out a demo that represents the final game. And the final game should reflect that of a AAA project. We don’t want any animations unfinished, and we don’t want the GUI or graphics to have any downside. But finally we can begin to dive into the meat and bones of what TinyWars is all about.

 

By working on a demo that reflects the final game, we will be working on a demo that shows off the actual story of the game. And this is something I have been waiting a very long time to get started on. Having the story pre-written, we took a lot of time to build out this demo and give the players a gameplay experience; and now everything finally circles back and we can begin meshing the story with the game.

 

I hope we will be able to get a larger playerbase on this prototype. Out of 3,000 fans on our facebook page, our android game is only reporting 100 – 500 downloads. I would love it if we could get a much wider audience on this prototype now that the graphics have been ramped up to a level which I think is above average in terms of 2D indie games. I can’t expect a large audience unless the game is good, and I think this newest update for the prototype puts the current build of the game at a whole new level of quality.

 

Note: We understand that our audience is severely limited due to the lack of an IOS release. We will be working on that for the story demo!

 

 STORY DEMO?

Welcome to the story of TinyWars. The new story demo is going to be the reflection of the final project, likewise it needs to feel like a AAA title worthy of being called final. Much work has gone into simply designing the main menu! But even the menu design has a story to tell! I have put a lot of attention into the smallest details of this project and I hope our efforts will be noticed in the final project.

And this is the map of the tiny world which is riddled with adventure. I can’t talk much about this world or the things we want the player to experience in it right now, but we will be excited to discuss this in the future.

 

The coming months may be a bit quiet, but we hope to be able to show off some powerful visuals once the demo starts taking shape. You can expect to see some very beautiful visuals such as the menu screenshot above, only I hope to be able to show off some updated gameplay as well. We have several unique gameplay features that we are unable to fit into the gameplay prototype, but will be present in the new demo. The gameplay will be slightly different, while still remaining a defense game.

 

Thank you for following our development. We hope to be able to share some more exciting work of the new build soon!
You can keep up to date on our game by following the official TinyWars facebook page. 

TinyWars Theme Song is Released

TinyWars Theme Song is Released 1920 1080 andrew

This weekend, we have released the official theme song for the game. We hope to begin the transition from our gameplay prototype on to more substantive content relating to the game’s incredible story that will hopefully be a memorable journey for everyone.

However, TinyWars is not all about cute anime girls fighting cute monsters. As you listen to the song, imagine not only the cuteness, but also the journey the characters will go through. Imagine the loss and hardship and the beautiful things they will discover along the way and try to remember that there is a lot more beneath the surface of this game.

Album Cover Artwork

The album cover artwork depicts Mary standing on the sheet music. You can very clearly observe by the sewing needle in her hand (as the conductors wand) and the size of the sheet music, that Mary is a tiny person. We tried to make this cover artwork something that would look very simple and processional, something we could envision as a CD cover for an official music CD.

conductor-mary-2-cc-jpg

The TinyWars Official Soundcloud page can be found here.

conducto-mary-lineart-2

We have a lot more to discuss regarding sound design and how it will help to tell the story of our game, but for now please enjoy our theme song! Be sure to get the latest updates, follow us on Facebook!

TinyWars Prototype Publicly Available on Android and PC Download

TinyWars Prototype Publicly Available on Android and PC Download 1080 1499 andrew

For too long we’ve been teasing character artwork and music without any point of contact with an actual product, finally we are happy to announce the public release of our gameplay prototype! The prototype is available for both Windows PC and Android devices, and can be downloaded here.

Feel free to play our prototype if you want!

What’s Next?

Here’s a break down of the development timeline:

  1. Implement the new menu systems and visual theme. (As close to final as possible, what you see in the prototype is only temporary)
  2. Begin work on assets for the cutscenes and story elements. (The next demo will feature the first chapter of the game, including story and gameplay.)
  3. Develop/Program the new story cutscenes
  4. Build out the tutorial level (There will only be one tutorial level, then the player can jump directly into full featured gameplay.)
  5. Build out the first levels’ gameplay sequences.
  6. Finish animation frames for units and enemies.
  7. Compile everything together into the game and release the first official demo. (What is currently released is a prototype, what we plan to release will be an actual representative demo.)

New Visual Theme

messy-table-sketch

Imagine somebody has been collecting hints and evidence for the existence of “tiny people” and has been compiling all this evidence into a scrapbook: This is the theme of TinyWars in terms of menu design as well as how we plan to deliver the story. It is slightly complicated to explain without a video or some better visuals, but in terms of the TinyWars story, there has been a lot of events that happened before the main game that lead up to this tiny “war.”

Part of the purpose of this book is to help deliver an account for all the events that have happened. Of course, if the player has no interest in this, they don’t have to explore the journal entries. You can play through the entire game of TinyWars and experience just the story of Mary and the girls saving the kingdom without having to read any of these entries. However, those who take their time to read through the entries might experience a totally different story. And perhaps, some elements and references in the game’s cutscenes will be clearer.

Any extremely key events will be included in the game’s main cutscenes, but other story elements that I deem optional will be put into the optional reading. If the game is able to raise a larger budget, ideally I’d like to have all the journal entries animated or at least in some form of interactive cutscene, however I think most of these smaller entries will be text format. Sorry, I know it doesn’t sound like the most exciting thing in the world! I promise that I will do my best to at least give justice to at least some of the bigger key events.

Is the Story Really That Good?

The game looks so cute and happy right? How could it possibly have a deep and interesting story, it’s probably some cliche anime girl story right?

suzu-with-stump-bg-copy

While I am in no position to brag about the story which has yet to be materialized into the game, all I can say in response is that I will be very surprised if the game does not receive an “M” rating after all the story elements and visuals are put into the game.

Anything Else to Say About the Game?

I really wish I could say more about this project, without having the game released, most of what I discuss is just concept at the moment. There’s a lot of material here that I would love to discuss! We will be releasing some official music tracks to help build up some excitement for the game.

marymary-music-copy

This is just a mockup image of the music “cover.” There will be more to discuss when the soundtrack is released. I hope you will enjoy our live recorded orchestra, some beautiful violin pieces, and some great action/boss fight background music!

 

TinyWars is NOT Easy! Unit Explanation + Tips!

TinyWars is NOT Easy! Unit Explanation + Tips! 653 579 andrew

Some of the beta testers have noted that the prototype is much more difficult than expected. There are several reasons for this:

  1. Technically the prototype is supposed to take place as the 3rd or 4th real level of the game. It is not supposed to be a “first level” type of level, that would be boring.
  2. TinyWars in general is designed to be challenging! (more details below)

price-comparison

Unit cost difference. Melee is much cheaper!

TIP: There is a reason melee is cheaper, take advantage of it!  

Unit Explanation

Suzu (Melee Unit)

melee-swing-gif

Suzu is one of two units featured in the gameplay prototype. Her attacks are melee, which means:

  • Limited attack radius
  • slow attack speed
  • powerful attacks
  • cheap unit
  • effective against shielded units
  • weak against fast units

melee-range

It is advised that because of her limited range, she should be utilized more often than the range unit (which can cover larger areas of space.)

Unlike Kim, the fire witch unit, Suzu’s range does not increase when she is upgraded.

meleeeeee-range-fully-upgraded

The orange icon on the right side of the unit shows the unit “level.” There is no key for this, when you upgrade the unit and see the icons it should be very intuitive.

TIP: Position Suzu close to the beginning of the path so she can inflict damage to shielded units early in the the wave. You will need to utilize more melee units than range units! 

Kim (Fire Witch – Range Unit)

GIF animation 250px

Kim is a ranged unit, her attack radius is larger than Suzu’s and will increase with every upgrade.

  • Fast attack speed
  • long range
  • high price
  • ineffective against shielded units
  • weak attacks > when upgraded extremely powerful

witch-range

At first, both Kim and Suzu’s range are similar, however after upgrades, Kim’s range will soon span the entire map! (For this prototype level at least!)

witch-range-fully-upgraded

It is advisable to have Kim placed somewhere in the center of the map, so that her ranged attacks can cover the most amount of area.

TIP: During the “TinyWar” segment of the prototype, be sure to put as much resources into upgrading Kim as possible! 

TinyWars is a difficult game!

The game is not designed to be easy. (Though the first levels of the actual game will be more catered to new comers and the next demo will actually have a tutorial level.) This prototype in particular is not designed to be easy: because easy would be boring. However, we hope not to create a game that is frustrating, it should have the right amount of challenge so that it is fun and feels good when you beat it!

This is why beta testing is so important, so we can test the game on technical features, but also receive feedback on the content of the game itself!

TIP: TinyWars is an “active” game, do not think that the units you place at the beginning of the wave need to be set in stone! React, buy/sell during the wave accordingly! 

Retry Wave: The Most Important Feature

Perhaps the most important feature (and glitchy) is the retry wave feature. Because this feature exists, it allows us to create a game that is significantly more difficult than other tower defense games that don’t have this feature.

retry-wave

Games that do not utilize this feature face a dilemma: make the level challenging and if the player fails they have to start from the beginning (frustrating) or make the game easy and it becomes boring after a while!

When the harder waves come up, it is totally acceptable to “retry wave” and try a different strategy! This is what we want. Players can experience the wave the first time around without having to commit to their decisions, as long as they “retry wave” before the wave ends, then they have a chance to replay it and get it perfect!

TIP: Utilize this feature if you are not satisfied with your performance! 

Beta Giveaway

We have received positive feedback on our proposal to enter volunteers who complete the beta testing process (within 2 weeks) into a raffle for a steam gift card. I think it is the least we can do to give back to those who put their time into beta testing our game!

TinyWars Challenge!

If you can beat the gameplay prototype (without using cheats) and capture it on video all the way through with PERFECT HP (10/10), we may consider you for a special prize. Yes you may achieve this by utilizing the retry wave feature! We want video proof though, and if we get an epic reaction or web cam that would be even better but not required!

Good luck everyone!

TinyWars Gameplay Prototype Ready for Testing This Week!

TinyWars Gameplay Prototype Ready for Testing This Week! 1228 1228 andrew

After all the teasing, artwork, and seemingly “random” cast of characters, we are pleased to announce that officially NONE of those connections or story will be clarified at all! This gameplay prototype serves one purpose, the backbone of the gameplay for TinyWars and gameplay, as a mechanism to deliver our story! Sorry, that has to wait for the real demo! It would be an injustice to the story if we released a buggy game attached to it!

Screenshots

credits-page-menu-compressed main-menu-prorotype-compressed-2 in-game-screenshot in-game-screenshot-2 screenshot-title

How to become a Beta Tester

Beta testing will begin this Thurdsay, October 20th, 2016. We have a pretty hefty list of volunteers to conduct the beta testing, however we are happy to have more!

Beta Tester Signup:

Send a message to TinyWars with your email address! That’s it!

https://www.facebook.com/TinyWarsGame/

If you don’t have facebook (which is the easiest way to get in contact with us), you may also contact us via the contact form on this website!

Plans for Beta Test

We plan to release the beta downloads in waves, once per week until the beta testers have run out! First wave will test the first beta, after we have a few days to address some common issues or bugs, we will release the revised beta to the next wave, and continue this for a span of 2 – 4 weeks before the bug free beta is released to the public!

The beta will be released on a first come first serve basis, beginning with our closest personal contacts first, then branching out to the volunteers on our beta testing roster, beginning with those who were added earliest!

Unfinished Aspects of the Beta

frame0melee

Many animations in the current gameplay prototype are totally incomplete! As you can see from the picture above, a lot of love and car goes into every single animation frame! We can not spare enough time to incorporate the full animations. We need to get people playing this game or else I fear that some may loose interest and hope in the project! The prototype will be the first manifestation of TinyWars as a video game.

Up until this point, all TinyWars has been was a bunch of images and characters with supposedly “interesting stories” but nothing to deliver the story. This prototype will do nothing to clarify this! But it will have somethings in it to look out for, mainly gameplay experiences.

What is in store for the future?

After the gameplay prototype has been thoroughly tested and perfected (and I don’t expect it to be 100% perfect at this point, but polished up enough), We will begin work on the actual, official, real TinyWars game! The idea being that, once the first few levels of the real campaign have been developed, we can release that as a true TinyWars demo and give the players a real experience of what is in store for them!

I hope people will get a taste for the unique story telling and tower defense/siege gameplay we want to bring to the table. Anyways, this is all for now, if you are interested in beta testing be sure to contact us!