The month of June, 2017, witnessed the successful implementation of TinyWars’ Tower Builder and Inventory systems.
Both were previewed in the form of screenshots earlier last month, with Lead Developer Andrew Taraba illustrating how their interfaces were demonstrative of various ongoing improvements to the game’s HUD.
In the short video above, the player is first seen presented with the Tower Builder screen that provides a brief overview of the tower defense level that lies ahead while allowing time for mission-prep.
The function of the Builder is to have players develop and customise a tower. As Taraba explains —
‘Objectives of TinyWars’ tower defense levels may involve preventing enemy units from travelling beyond a certain point, attacking a village and so forth. The tower players erect will serve as a road-block.’
Each tower is made of three aspects — the Main Body, the Accessory and Bottom. Clicking on any of the three item slot boxes next to the tower preview will bring up the Item Selection menu.
‘This Inventory screen displays all the current items the player has unlocked. Selecting the items will bring up their name and description.’ continues Taraba.
‘Each item has a shield icon next to it which displays its Shield Count: this adds to the total HP that the player will have with their tower configuration. As expected, higher HP items might not have as many perks as items with lower HP levels. Pick your strategy wisely!’
Once deployed via the ‘Fight’ button, the customised tower then plays into the ‘tower defense’ aspect of TinyWars by tasking players with strategically placing units to defend it from incoming enemy attack.
Furthermore the Inventory System is not just for tower accessories; items acquired by the player during the RPG/Quests portion of TinyWars can be brought onto the battlefield and deployed in various ways, from having more spots to place your units to dropping bombs on enemies.
Of course as announced in June, part of TinyWars’ ongoing development involves redefining the in-game graphics and visuals to have it stand apart from the existing prototype.
The team is now close to finalising an art style for the game and expects to do so by the end of July, with various samples of the first level’s design seen below.
TinyWars’ Story Demo is due for a release later this year, and will be a vertical slice of the full TinyWars experience consisting of three of the main game’s levels.
Those wishing to get their hands on a free tech-prototype of the game’s tower defence element meanwhile, can download the same for Windows PC and Android via the Downloads section of the game’s website.
Feedback, queries and interactions with the development team may also take place within the latter. 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 follow-up on the game’s progress thus far and learn of player reception around its game-play prototype 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 email@example.com
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 the end of 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.