The TinyWars game-play prototype has received its final update, bringing about updated visuals, difficulty and a special re-launch trailer to mark the same. Enhanced character attack, upgrade and particle effects serve to graphically improve the prototype experience, while overall game-play difficulty has been reduced significantly in favour of user accessibility.
‘Many of our early players noted that the prototype was extremely difficult, although this did lead to some very interesting play-through videos on Youtube.’ states Lead Developer Andrew Taraba. ‘We didn’t feel like we were doing any good to potential new fans by making the game practically impossible to beat.’
Released for Windows PC and Android devices in the month of December, last year, the TinyWars Prototype is a crude, functional demonstration of the game’s tower defence engine. Serving to keep fans engaged in its development, it has also been providing the developers with valuable feedback pertinent to development of the full TinyWars experience.
Players might note that character animations within the prototype are still incomplete, given as the developers have opted to move focus to the main game’s production instead. ‘Having our character animations hand-drawn, frame by frame, is a very time consuming project,’ continues Taraba. ‘But it does allow us to create animations and characters that we feel are more alive and fluid.’
‘Rest assured, we will be including complete character animations in the upcoming story-demo of the main game.’
Due for a release sometime this year, the story-demo will be a vertical slice of the full TinyWars experience, featuring finished animations, enhanced controls, story/narrative cut-scenes and the implementation of its first four narrative chapters. With production of the same having officially begun mid-December, the team has since been involved in developing its visual theme, menus and other related assets. Seen below is a sneak-preview of the story-demo/main game’s updated main-menu and worldmap.
Nearly all of the refined, updated game-play mechanics from the prototype will translate over to the story-demo and main game. ‘Players can get a taste of what the full TinyWars experience will seem like in our prototype Re-Launch trailer’ affirms Taraba. ‘It features some of the best music and visuals that we have gathered over years of working on this project.’
The updated TinyWars prototype may now be downloaded for Windows PC and Android devices via the Downloads section of the game’s website.
The following months will feature various visual and game-play snippets from the main game’s development. To ensure you’re up to date, be sure to subscribe to E-mail updates via the sidebar on the game’s Higher Eclectic Space or to the game’s Sub-Forum.
Feedback, queries and interactions with the development team may also take place within the same. This Press Release was brought to you by Higher Eclectic Ground, network for independent game talent to which TinyWars and the Bizurk Software team is currently affiliated.
One can also follow up on the game’s progress thus far, learn of what’s been said about its game-play prototype and opt-in for E-mail updates via its Space. To get in touch with the team for any queries, schedule an interview or the like, please E-mail the game’s Higher Eclectic representative Sean Braganza at firstname.lastname@example.org
Developed by Bizurk Software, TinyWars is an upcoming game of the Tower Defence genre for PC, Android & iOS devices.
A journey of growth — both of characters involved and players themselves — its narrative encompasses the kingdom of Tiny and its inhabitants, as they journey through a world of constant conflict and learn of things far greater than themselves. Following the tale of one such inhabitant, a young girl named Mary, said narrative will illustrate her pursuit of justice from those that belittle her as she journeys to save her Kingdom for good.
Players will be tasked with strategic thinking, dynamic unit management and a plethora of boss fights across varying degrees of challenge. All the aspects of this Tower Defence element, although not ground breaking, will ingeniously parallel the aspects of the story and the concept of growing as an individual. A prototype of these mechanics is now available for download.
Although not representational of the main game, the purpose of the prototype lies in providing fans, followers and tower defense enthusiasts with a snippet of the TinyWars game-play experience, while also assisting the development process with user-related feedback.
The months that ensued after the game’s bare-bones prototype from 2015 were graphic & artwork intensive, with the team designing original assets, primary characters, animations and even recording a live orchestra for the main game in order to provide it with its own flair.
A large portion of 2016 meanwhile had been devoted to the development of TinyWars’ game-play prototype. Prior to its release, a closed beta test of the same transpired between the months of October-November, the same year, with all gathered user feedback being used towards the development of the main game.
Despite the prototype being devoid of any narrative elements and fleshed out visuals, the team is currently working towards releasing a more representational vertical slice of TinyWars’ primary experience by 2017. Comprising of a portion of TinyWars’ soundtrack and early concept art meanwhile, a pre-gameplay demo is now also available for download.
About Bizurk Software
A privately owned subsidiary of Taracore Enterprises LLC, Bizurk functions primarily as a service provider for clients ranging from Hyundai Motors’ Official Website to popular video games like Yandere Simulator.
TinyWars is its first independent venture into the gaming industry. While CEO Andrew Taraba himself has extensive experience in the world of website & app development, the team itself comprises of both experienced artists, musicians and programmers along with novices alike.
About Higher Eclectic Ground
Founded in August, 2015 and operated ever since by Sean Braganza, Higher Eclectic Ground is a curated network of independent developers and artists involved in the creation of Video Games and Video Game related media.
Its services towards affiliated games and their developers primarily involves the provision of highly personalised Public Relations(PR), Quality Assurance(QA) and general Press-centric services with the goal of functioning and operating as the PR department of their development teams.
In addition, it also plays agent to various other freelance creators and artists of gaming media – helping them build a web-presence around their respective crafts and working to garner them freelance employment opportunities within the gaming industry.
Winner #1 – Sunny Kushwaha, Winner #2 – Tristan Boddice, Winner #3 – Viktor Ryzkov, Winner #4 – Daniel Aguiar, Winner #5 – Angel Santos, Winner #6 – Huey Newis, Winner #7 – Robin Hugy, and in a surprise pick by the team, Consolation – Maarten Ver.
Point Five Team will be reaching out to each via e-mail over the course of the weekend and thereafter to determine their choice of platform (PC/Android), following which all winning entrants will be granted a period of seven days to respond.
Digital copies of RAM BOE will then be delivered accordingly.
The giveaway was organised and scheduled for 1st-8th March, 2017, in celebration of the launch of Point Five’s all-new website. For those who missed it, Higher Eclectic Ground and Point Five Team will now be working to organise even more giveaways of RAM BOE in conjunction with a few other gaming outlets over the course of this month.
More on that in due time; to ensure you’re privy to when the next giveaway goes live and/or any other development updates pertinent to RAM BOE, be sure to sign-up under the ‘Receive E-mail Updates’ tab of the game’s Higher Eclectic Space.
For queries, feedback and other interactions with the development team of Point Five, please visit their sub-forum here on Higher Eclectic Ground.
Native to the Italian town of Aversa and based within England’s Reading, Antonio d’Amore infuses Higher Eclectic Ground’s roster of professional, freelance art talent with more than a decade’s worth of multimedia and graphic design experience this month; as a digital artist affiliated to the Network, he’ll now be seen offering a plethora of services in the realms of 2D and 3D design towards the development of independent video games via the same.
Building upon a childhood anchored in the fascination for comic-book, cartoon-fuelled storytelling, the now 37-year old has rendered for himself a career that stands immersed in the creation of illustrations, character designs, assets/props, environments, storyboards as well as animations on a regular, if not daily, basis.
Fluent in the 2D and 3D aspects of both, although admittedly less experienced in the latter, much of this skill-set has been provided towards the production of eLearning applications, serious games, animations, music videos and numerous other small-jobs for various Italian companies on a freelance and full-time basis.
Deciding to fully employ his expertise in the field of video game entertainment in the year of 2016 however, the Italian moved to Reading, United Kingdom where he continues to further a career in game design. Operating as a remote freelancer therein, d’Amore prides himself in being able to carry out tasks in both digital and traditional pen/pencil based media as need be.
Much of his digital workflow is based in the use of Adobe’s Creative Suite; ‘A confident user of Adobe Photoshop, Illustrator, Animate CC/Flash, After Effects and Premiere, I can start tasks in Photoshop, finish them off on Animate CC, or just the opposite — it depends of the kind of job.’ he states in the case of 2D media.
‘I mostly use Photoshop for drafts, digital illustrations and for retouching/compositing. Animate CC on the other hand plays various roles — from character designs, environments, props and sprite sheets, (both cutout and frame by frame), to multimedia designs, user interface designs and animations.‘
With Illustrator used for vector art forms, d’Amore is further working on integrating Spine 2D into his pipeline for sprite animations. 3D Modelling meanwhile bases itself in his use of Autodesk Maya or Cinema 4D, the latter of which is also employed in motion design.
Furthermore while associated textures have involved the use of Adobe CS, he’s gradually begun transitioning towards the use of Substance Painter/Designer for the same. And as if that simply wasn’t enough, he continues to work on building a familiarity with the Unity and Unreal Engines while being an enthusiastic ZBrush user.
‘All my rates are flexible, negotiable and subject to project size; revenue share agreements are also considered depending on a project’s goals and likelihood of being finished in the near future.’ declares d’Amore. A team-player by nature, he naturally seeks to incorporate periodic checks, discussions and exchanges of feedback with his clients during the tenure of an assigned job.
Post attaining a degree in Multimedia and Graphic Design at the Consorzio Editoriale Fridericiana in 2000, followed by a study in Illustration & Animation at the Scuola Italiana di Comix in Naples thereafter, d’Amore moved to the city of Rome to employ his newfound qualifications up until 2016 — following a brief period of employment at Aversa based communication agency, Mau.
‘I was so lucky to work at Mau; the owners are some of the most creative people I’ve ever met and I learned a lot from them.’ he recalls.
While in Rome, d’Amore would go on to work at establishments such as that of Pragma (Multimedia Designer & Flash Animator, 2006), XCorsi, StaffMedia, Pubbliedi (Illustrator & Flash Animator, 2007-2008), Biogroup (Illustrator, Character Designer, 2D Animator, 3D modeller and Animator, 2008-2009) and Media Engineering (Senior Designer & Art Director, 2009-2016), even nurturing a freelance career in the years between 2002 and 2005.
‘I’ve truly dedicated myself to my passion for everything related to visual communication; I love to tell stories, aiming to immerse people in them by making them interactive and emotionally-driven through my designs.’ he writes.
While his year in Reading has already involved a brief stint at Nomad Games as a beta-tester and a quick yet intense period at UrbanVoyage as a 2D artist, d’Amore is also currently involved in the re-styling of Android poker game JokerManiac, and the development Italian upcoming casual/puzzle/platformer Tiro al Rosone.
As the artist now looks to documenting his progress with regards to both on his sub-forum on Higher Eclectic Ground, clients, enthusiasts and independent developers of games wishing to reach out to d’Amore with their feedback, job/commission requests and other queries may do so by creating a thread within the same forum.
An in-depth look at his professional services, portfolio of work and relevant references meanwhile, will continue to remain documented on his Higher Eclectic Space.