TinyWars Gameplay Prototype 60% Complete- Coming soon!!!

This prototype has been in the works for a while now, the earliest date on the change log is 4/15/16, but I’m sure some thing were done before then. Four and a half months and the gameplay prototype is 60% complete! Not bad for our first game I think…

What to Expect?

Somethings to expect from the gameplay prototype include:

  • Characterization of Mary (the main character)
  • Fun music that goes with the gameplay!
  • Anime Tower Defense with unique gameplay
  • A few surprises
  • A challenge if you can beat it without taking any damage! (Yes I have been testing it, and it is possible, but it won’t be easy!)

In-Game Cutscenes

TinyWars Prototype Talking Cutscene.png

There will be a few in game cutscenes to help move along the game and tell a tiny bit of story. Do not expect this gameplay prototype to cover any story from the actual game, this is purely for gameplay prototyping and building.

Bugs???

weird glitch.png

There may be some weird glitches. Of course we’re going to be error testing this thing like crazy before it gets pumped out. (If you are interested in beta testing this, please contact us via our facebook page!)

We may need to disable some features before launching this, such as the fast forward feature. (Which is really supposed to be a developer tool anyways.)

Incomplete Animations

Both the character and the enemy animations may be incomplete. Though we will do our best to mask it, please be aware that this is still in early prototyping stages. We really want the focus to be on the gameplay and the overall feel of the “TinyWars” concept!

[BLINK2]Fire-Witch

“TinyWars”

TinyWars is a feature recently added to the prototype, which creates an epic battle between the player and the enemies. No breaks between waves, no time to think, react and defend yourself!

Fun

We hope this prototype will be fun for everyone!

Some Concerns About Reception

There have been a few things about this prototype that has always worried me as it relates to public feedback. These things will remain in the prototype, however they will be evaluated for the next demo release.

  • Level design is too small
  • Color palette is over saturated
  • Enemie designs are too silly
  • Objects in the level seem random
  •  One level seems too short!
  • Too many different things happening in one level

Please keep in mind, as this is a prototype and not a “demo” as it relates to promotional purposes, this gameplay prototype’s primary goal is to be the first ever, hard coded version of TinyWars.

A lot of code needs to be improved of course, but this gameplay prototype, and subsequent TinyWars demos, will serve as the backbone for the production of the final game!

The reason there might be “too much going on” in this prototype is because we want to have all the unique and different features coded and accounted for in this prototype. (Or as much as we can successfully implement right now!)

This also goes for the color pallet and seemingly “random” objects in the level. Again, we need a variety of objects and colors to see how the artwork style will look in the game, and some special objects, how they interact with each other. This is a prototype for testing purposes primarily, however we have added some entertainment value to it and we hope you will find this prototype charming!

Perhaps it might be an actual level in the final game, perhaps it might be a bonus stage. I’m sure more people will play the actual game than will have played this prototype when the game is released 2 years from now! It would be nice to see a blast from the past!

30% Remaining

The remaining 30% should be a breeze to complete. When we talk about the game in terms of %, we are talking about content. There needs to be an additional 30% worth of content added to the game for it to be completed.

However, the prototype might not be finished even after it’s at 100% completion, because of bugs and error testing, which doesn’t really count as “content.” The reason bugs are not accounted for in our percent of completion rate is simply because we don’t know how many bugs there might be in the game.

We do know how much content there is supposed to be, the enemies, boss battles, etc, have been planned out in advanced! But we do not know how many errors there will be in the game. We have fixed a LOT of them by the way as we build out the game, and as I play the prototype for the 100th time, whenever something happens, I always take a screen shot or take notes and try to tackle it right away.

Known bugs that we just can not fix for some reason include:

  • Fast forward feature
  • Occasional “Retry Wave” feature
  • Some glitches with the summoning feature

Again, beta testing will open as soon as we complete this prototype. According to our development schedule we are actually slightly ahead of schedule! I anticipate that we will be complete with this prototype well before the end of September! (Error testing will open then!)

Thank you for keeping up to date with our development! Please be sure to follow us on facebook for mini-updates and all sorts of cool content!

 

TinyWars Fan Art Roundup 2016

This is a post simply dedicated to the fans and people who took their time to draw our characters! Hope you guys enjoy the artwork + new official posters and speedpaint!

Fan Art

Kim  (Fire Witch)

Bunniikitty firewitch b

Bunniikitty
http://bunniikitty.deviantart.com/

Haru Tchi Fire Witch

Haru Tchi
http://haru-tchi.deviantart.com/

LaDollBlanche Kim Fanart (colored) PNG

LaDollBlanche
http://ladollblanche.deviantart.com/

LadollBlanche Fire Witch Fan Art LaDollBlanche - Copy

LaDollBlanche
http://ladollblanche.deviantart.com/

Amy (Candy Girl)

Moriartea-chan Candy Girl enhanced

Moriartea-Chan
http://moriartea-chan.deviantart.com/

0kvmc0 - Candy Girl

0kvmc0
http://0kvmc0.deviantart.com/

LaDollBlanche Amy Fan Art

LaDollBlanche
http://ladollblanche.deviantart.com/

Katanage - Egg Candy Girls

Katanage
No DA link sorry!!! Can’t find it!!!! 😦

tiny_wars_amy_by_tanaruu-d9yi05f

Tanaruu
http://tanaruu.deviantart.com/

Amy’s Older Sister

Vertex 12804616_10204356043136169_9196924814848574665_n

Vertex
http://vertex768mhz.deviantart.com/

Hyanna happy_new_year_by_hyanna_natsu-d9mcou9

Hyanna Natsu
http://hyanna-natsu.deviantart.com/

Bunniikitty Candy Sister White Balance

Bunniikitty
http://bunniikitty.deviantart.com/

Mary (Main Character)

tiny_wars_mary_by_tanaruu-d9yi04n

Tanaruu
http://tanaruu.deviantart.com/

xYoung-KGNAx

xYoung-KGNAx
http://xyoung-kgnax.deviantart.com/

Loliroripyon Mary

Loliroripyon
https://www.facebook.com/Loliroripyon-1001650486525345/

Starlipop Poster

Starlipop
http://starlipop.deviantart.com/

Suzu (Melee Character)

Easoka Melee Girl

Easoka
http://easoka.deviantart.com/

Melee Girl - Anonymous

Anonymous

As always, we really appreciate all the awesome artwork that our fans do for us. It truly does make the whole team feel good to know that there are people who like our characters enough to take their time to draw them.

If you ever feel like making a fan art for us, we would love to see it! Please feel free to contact us or send it via a PM to our Facebook page or just post it on DeviantArt and message us there: http://tinywars.deviantart.com/

New Official Poster Artwork + Speedpaint!

TinywarsAmyBGContrast (Compressed)

New official poster artwork for the game! Been thinking about having some kind of “Manga Cover” concept for each chapter in the game’s story. This would be a potential cover for Chapter 2 of the game.

TinywarsAmyBGwithTW logo

The idea still needs to be hashed out though, but it definitely is something we’d love to have!

By the way… here’s the speedpaint form Ayasal, the artist who worked on this poster artwork!

FAN ART WANTED!

Characters who don’t have fan arts yet 😦

potion girl hyanna render potion color and HSL shift 222

This is Kumo. She is a potion maker and a shy, awkward girl. Don’t be afraid to draw her!

Eve - Fullbody Celshading 720p

This is Eve. You will find her to be a mischievous character throughout the story. She is definitely not on our side!

That’s all we have for today! Major improvements in the demo, which we will talk about next time! Thanks!

TinyWars Demo Update 7/22/16

There is not much to show off for this update because a majority of my work has been cleaning up bugs and fixing errors in the game!

New Enemy Type!

Sleepy Babies.gif

Introducing Sleepy babies! Sleepy, the name of the big yellow bug, when killed will spawn a hoard of babies! They are easy to kill of course, but just wait til you have to fight hoards of Sleepy bugs! Do not underestimate them!

Adopt

In case you missed our facebook mini-update. We did add a few new enemies to the demo, they are all named above!

New Poster Artwork

Amy Sketch

A new artist has joined the TinyWars art team! Introducing Ayasal! Here is a WIP of a new poster for our candy character, Amy.

Deviant Art: http://ayasal.deviantart.com/

TinywarsAmylineart

Here is a lineart WIP! Please enjoy! A lot of hard work has gone into the art of TinyWars, so please appreciate it all! 🙂

Fan Art

Speaking of this very same character, here’s a fan art!

0kvmc0 - Candy Girl

We didn’t receive enough fan art this month to put together a full blown fan art list, but we are still very grateful whenever we receive fan art!

Thanks 0kvmc0 so much for this awesome art of Amy! This month is dedicated to this character I guess! (She won’t even be in the demo!!!)

Deviant Art: http://0kvmc0.deviantart.com/

Bug Sweeping

Oh man there was many bugs that were cleaned up! Of course, since the demo isn’t even released yet, this entire section may be irrelevant to you. Just know that some complicated features, such as resuming a wave, restarting and reloading the game (and all objects, characters, etc..) will require a lot of care and cleanup!

Thanks for keeping updated, when the demo released it will be filled with surprises, fun, and hopefully not that many bugs!

TinyWars Prototype Update 7/12/16

We have made some really cool progress on this prototype demo and it’s really looking like the demo will be released this year! FINALLY!

Awesome New Features

  • “Waiting” in between waves
  • PLAY BUTTON
  • Waves Intro animation
  • Fast Forward button
  • Castle Destruction animations
  • “Retry Wave” feature (Fully implemented!)

This video summarized everything we have added so far!

There is actually a glitch in this video that I caught during editing, don’t worry it’s fixed now, no need to discuss it! Let me know if you caught it! 😉

Waiting Between Waves

Why is this important?

The player should have time between waves to think about the strategy, plan ahead, and of course, get a second chance if they feel like they did a terrible job on the previous wave. (Only the previous wave can be replayed.)

TinyWars Waiting Icon.png

What happens here is a process of loading items from a saved file. This feature took several days to implement completely. All your witches, money, health, and items are reset to the point it was at BEFORE you pressed the play button. The wave system goes back one wave, and you’re ready to replay!

Play Button

TinyWars Play Button

This one is pretty self explanatory.

Fast Forward Button

Now this fast fotward feature is still very proprietary. As of right now, it is not recommended to use it! As lag, delays, and other factors actually cause the results of the battle to be different than if the game is playing at normal speed.

TinyWars Fast Forward

And usually it results in a worse outcome. We have tested this many times.

There are some things we need to do to adjust it for player use, however please keep in mind that this fast forward button is really useful for us programmers to test the game without having to sit through the entire wave!

Castle Destruction Animation

The castle now crumbles apart, really emphasizing the damage and creating a visual for the health system!

TinyWars Castle Destruction

We hope this feature adds a nice touch to the game and shows how we have put some thought and effort into things that other tower defense games do not really bother with!

Conclusion

That’s it for this gameplay prototype update! I’m trying not to call it a “demo” because this is really not a reflective demo of the final game. That will be it’s own demo, featuring the first couple levels of the actual game!

This gameplay prototype merely serves to show off some of our characters and the unique gameplay mechanics we have added to TinyWars to make it a tower defense game like no other!

This gameplay prototype will be crammed with all sorts of different features and gameplay mechanics that you probably won’t find in a single level of the actual game. Many of the early levels have already been planned out for the actual game, each level having it’s own theme that we will explore and build upon in great depth!

This gameplay prototype will have a mix of different mechanics and themes that, hopefully, is still enjoyable and fun for someone who has never played TinyWars or a Tower Defense game, to pick up and get a taste for what we have in store!

Thanks for following our development! Feel free to sign up for our newsletter if you want to be notified of our demo release: http://tinywarsgame.com/

TinyWars 7/4/16 Update

Some of the TinyWars crew attended Anime Expo this year in LA, California! It was quite inspiring to see some other indie games and meeting some awesome game developers and companies. Really inspiring, someday I hope to be able to set up our own booth at conventions!

New Features Added To Demo

Prior to attending Anime Expo, I admit, we had stayed up longer than we should have trying to develop some key features. Specifically this feature has been something we had in our pause menu for a long time, but never actually functioned.

pause screen.png
TinyWars Demo – Pause Menu

Can you guess which feature it is from our pause menu? It’s the “Retry Wave” feature.

Time To Get Technical

Some of our fans love to hear about this stuff, and others don’t, if this isn’t your cup of tea you are welcome to skip this section, I won’t be offended! :’)

In order to have a “Resume Wave” feature, there must be a save feature in the game! So what’s so difficult about that? You might be asking… Well not only to items need to be saved, but they also need to be loaded back into the game. And this pause option would load items back into the game in real time! Not from some home menu screen, but during actual gameplay.

These are the specific items that need to be saved:

  • Units
    • Unit Types
    • Unit Locations
    • Unit “Upgrade Level”
  • Summoning Circles
    • Summoning Circle locations and amount
  • Stats: Money, Lives, and of course, Current Wave Number

The Exact Technique

We have opted to convert a DS Map to JSON for the sake of saving these variables. Basically, it’s a notepad document containing various values separated by commas, brackets, and colons.

MaryChibi1

The program can then read these values, and used these values to “recreate” the scene. Not only must it recreate the scene, but it must also delete all previous elements, otherwise it would create multiple witches within a single “summoning circle” slot.

Why Is This Feature Important?

Having played many Japanese and American tower defense games, I had noticed that not many TD games actually utilized this feature. The ones that did utilize such a feature were, in my opinion, the most enjoyable.

In a sense, having this feature gives players a “second chance.” If you fail on a certain wave, you don’t have to quit and start over from wave 1. I have found that to be especially frustrating, especially if you die on the boss wave that could be wave 10 or 20. At this point, replaying ALL the waves again might be more of a chore than fun.

When Can We Play The Demo?

There’s still a few features left that need to be implemented. This includes:

  • Cut scenes *Has been built, needs to be implemented, more on that…
  • Finalized Event System (There are two which we are still deciding on)
  • The Actual Waves Themselves
  • A few “Special” Things that happen during the demo, you’ll see!
  • Game Over Screen
  • Full Witch Animations and Enemy Animations

gameover mockup screen

About Cutscenes

The cutscene system has already been developed, BUT it was developed in a sandbox project, separate from the demo.

Even this video (above) is outdated from our current build, but please enjoy!

It now needs to be implemented into the same engine. There are still a few things which need to be tested/decided upon, due to the complex system which operates all UI elements in this game! (We’ll talk about this in a future post, it is extremely proprietary, yet powerful!)

Special Things In The Demo

Sorry, that’s classified information! You’ll have to experience for yourself when the demo launches! 😀

Thank you for keeping up with our development! There’s a ton of hard work that goes into developing a game, but if we tackle each feature one at a time, the demo will launch by this year!

TinyWars Fan Art and Demo Update 6/24/16

1000 fb likes GIF

We just hit 1000 Likes on our Facebook Page, so here’s another fan art update! You can see past fan art updates on our other blog.

Mary Fan Art

tiny_wars_mary_by_tanaruu-d9yi04n

This is certainly a more mature rendition of our usually immature main character, Mary. This is one of the reasons we love seeing fan arts so much! It can give us a totally different perspective of our characters!

Artist: Tanaruu
Website: http://tananoma.weebly.com/

Hand Drawn Amy

Moriartea-chan Candy Girl enhanced

This is another amazing render of one of our character in a new and unique perspective! Though it might not be so obvious, this character definitely looks a lot more mature and attractive in this fan art than she normally does in the game! I really love this! Perhaps by the end of the story, all the characters will be mature and grown up!

Artist: Moriartea-Chan
Website: http://moriartea-chan.deviantart.com/

Dancing Fire Witch

LaDollBlanche Kim Fanart (colored)

I am a huge fan of hand drawn fan art, it really amazes me that such beautiful art can be made by hand! (I have gotten so used to color curves, blending modes, and ctrl+Z!) I titled this one “dancing” but that’s only because when I see this one, I see her dancing back and forth, shaking her want like a maraca.

Artist: LaDollBlanche
Website: http://ladollblanche.deviantart.com/

Demo Updates

We have been working on a playable demo to present to the general public. It is not ready yet, but we’re adding new features every day to make it the best demo it could possibly be!

We’ve seen some comments on social media with statements like, “Tower defense is a dead genre,” and we’ll make sure this demo blows all those worries out the window! With cuteness and with fun gameplay!

Updates – 6/24/16

Blinking GIF 3mb

  • Added randomized blinking when enemies are out of range.
  • Added Melee Unit test animation frames
  • Added Castle Breaking sequence when castle is attacked
  • The size of the demo level has been increased by 50%
  • Added shadows to objects in the level

Castle Crash GIF

What’s Left?

There are a few key features I want to have in this demo before it’s ready to be released! Here’s a list of things that haven’t been done yet!

  • Need to implement the actual waves. The wave mechanic has already been created, but the actual waves themselves have not been put in place. I have planned out the waves already, but when testing the features, the last thing I need is to have to sit through all the waves. (Will also need to develop a cheat mechanic so I can easily skip through waves and sequences)
  • Need directional animations for the units.
  • Need to implement unit upgrade system.
  • Need to impediment an in-game cutscene mechanic. There is just a small amount of dialogue I want Mary to use in the beginning and at the end of the demo. Greet the players, have a chat, and get into the waves. At the end, congratulate players and give some kind of motivational call to action! Also when certain events trigger, Mary should respond or tell the payer what’s happening!
  • Need to create a game over screen, some sort of score mechanic, and results screen.

Optional 

  • I’d like to have an OP and ED for this demo. And opening animation, almost like anime should play at the beginning, and an ED credits segment at the end. We have the songs already prepared, it’s just a matter of can we handle the animation at this point or will it delay the demo too much? (It would be great to market the demo with!)

And that’s about all we need before the demo is released! It seems like a short list, but there are some events that happen at certain waves, I have a feeling those events will take a while to program perfectly.

Thank you for following our development, and I really appreciate receiving fan art of our characters! It’s really amazing to see this project progressing and people have received it well, thank you so much!

LIKE us on Facebook!

 

 

Working On TinyWars

Hey everyone! Been developing this project for almost 6 months now, it’s been a fun ride! This is the first time posting to a wordpress.com blog! So I’ll make an update about where we’re at right now! (We normally update on TinyWarsGame.com)

TinyWars Business Card FRONT JPEG - Small File

Gameplay Demo – In Progress 25% Complete

25% is just a random number I decided on! So we’re working on a playable gameplay demo for everyone to enjoy! Mainly, the big thing that we need with this is refining the animations so it’s “presentable” to the public.

Fire Effects GIF 10fps.gif

This involves not only character animations, but also animations involving effects and other subtle things that really make a game shine! It’s these small details that really make a big difference. Unfortunately, designing 2D animations and frames does take some time so please be patient!

The planning for this demo, 1 level with a variety of waves and enemy unit types has already been completed! This demo should be quite the spectacle and have a variety of fun surprises for you to enjoy!

Regarding gameplay,  we have added some really cool and unique twists on the tower defense genre, but nothing I would really consider ground breaking or worthy of being a “gimmick” to attract players. We’re here to make an overall good game with a great story!

Music

During the time since we began development, we have acquired a huge variety of music both for use in the gameplay as well as cutscenes!

We hope the soundtrack will be memorable, fun, cute, and sad when it needs to be! One of the things that really gets me interested in certain games has been the soundtrack. I think having a memorable soundtrack is important to getting people interested in the project!

Artwork

All the main characters have been designed! We have experimented with various poster designs and advertising artwork as well!

Tiny wars Poster Test 1 Messing Around.jpg

The characters, the enemies, and the levels have artwork completed for them! In regards to planning, I have a lot of confidence that most of the key places and designs have been completed!

Marketing

This one is tricky, it’s always the toughest part of any indie game! So far we have 900 LIKES on our facebook page, 555 Twitter followers, and about 100 YouTube subscribers. We have really done a great deal with social media marketing, especially on facebook!

clash-of-clans

Though the LIKES number does not reflect it, our posts have gotten quite a lot of exposure, and I have a lot of confidence that if we continue down this path we could create a significant following within a year!

Certainly, the release of the playable demo has to also be tied in a little bit with the exposure level of the game! Release too early and it won’t be as exciting, release too late and we loose some valuable chance to ride on the demo hype train!

Story

The story for TinyWars is pretty much worked out. Each character has their own interesting backstory, and the folklore and concepts have been well documented!

Knowing the interesting backstory, twists, and things is great, in regards to the actual execution of the story, it has been worked out roughly, though the exact dialogue and some specific scenes still need some work!

However, most of that has nothing to do with the demo, so we can leave that off for now! And when we release more builds in the future, we will probably release bits of the story in chronological order. In regards to early chapters in the story, most of that has been planned out, maybe 90% if I had to put a generic percentage to it.

Where Are We Headed Now?

Not that I have covered most of what we have been doing for the past 6 months, I want to talk about where we are headed. Completing the gameplay demo is the immediate goal for TinyWars.

Potion Scary GIF with Effects.gif

As of now, most of what we have been releasing has been in regards to our designs, the story, and general anime community postings.

Releasing some gameplay and a playable demo will give us a lot more relevancy in the gaming communities that we interact with. People ask us, “What is TinyWars?” Of course it’s a game, but it’s a little tricky to explain a game that doesn’t really exist yet or even have a playable demo.

We’ll try our hardest to get this demo out soon!

Thanks for following our development so far!