Exploring TinyWars’ Live World Concept, Improved User Interface & Game World Graphics

Exploring TinyWars’ Live World Concept, Improved User Interface & Game World Graphics

Press Releases, TinyWars

Bizurk Software concludes another month of TinyWars’ development by further expounding its Expanded Gameplay Model.

The current build of TinyWars now features a functional Overworld page; functioning as an in-game dashboard, the Overworld provides a visual representation of player progress.

Current build of The Overworld.

It was announced in April that said Gameplay Model would seek to blend various quest-based mechanics with tower defence gameplay, with players being granted the ability to complete both mandatory and optional quests to further the game’s tower-defence narrative.

Zooming-in on The Stump Village area.

‘As the player progresses through the game, more and more pieces of the map will become colored,’ explains Lead Developer, Andrew Taraba. ‘Each area will contain its own story and characters; players who take their time to visit the optional areas on the map will most likely be rewarded well for their time and unlock certain items which might make beating the main tower defence missions easier.’

Zooming-in and selecting a particular area on the Overworld map yields various elements within that area — buildings, foliage and other populace — clicking on which takes players to a ‘Live’ world.

A concept of the ‘Live’ Stump Area.

The Live world is a responsive version of the selected area, featuring various characters and elements that players can interact with, shops from which items can be purchased/sold, acquire/maintain properties within and even earn in-game currency via side quests.

‘This portion has not been fully developed yet, and it will actually be developed a little later in the development pipeline, ‘ continues Taraba. ‘After we finalise and refine the gameplay a little further, that is. But this is a feature in the game which we are very excited for!’

With regards to which, updates to the game’s various visual/GUI elements are now in effect. These include a new and improved notification system that aims to reduce cognitive load, as opposed to speech bubbles that exist within the current prototype.

Existing speech bubbles on the TinyWars prototype.
 

All notifications are set to appear in a distinct section at the top of the in-game HUD, which although providing the same information as the prototype HUD, now has a cleaner and more minimalistic feel.

The new notification system that attempts to reduce cognitive overload.

The improved HUD design further incorporates player feedback procured from the prototype, implementations of which can be seen in new pre-Battle screen and inventory designs below.

The older version of the HUD found on the TinyWars prototype.

Pre-Battle Screen that lets players pick power-up’s and items they’d like to take into battle.

Inventory Screen. Switch between different inventory types using the side tabs while a smaller display describes selected items.

The team is also working on various revisions for the game’s graphical style, hoping to implement them in code by the end of the month.

A quick concept that experiments with a slightly altered in-game graphical style.

Finally designs for a new enemy character, concepts of which were previously previewed on social media, were completed by artist Litchipix during the course of May.

Rose.

‘Rose is not our friend; she’s capable of using her forbidden magic to control thorny bushes and plants.’ describes the development team.

‘This will hopefully make for an interesting battle and we do intend to throw the player immediately into the fray with the characters, story, and some big battles in the limited content we have to show off in this new Story Demo! We hope you’re excited for it.’

Due for a release later this year, the Story Demo will be a vertical slice of the full TinyWars experience. 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.

 


To ensure you’re up to date with the latest development milestones in relation to TinyWars, 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 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 sean.b@highereg.com


About TinyWars

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.

Twitter | Website |  Soundcloud | Facebook | Wiki | YouTube | PR Contact – Andrew Taraba – tinywarsgame@gmail.com

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.

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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.

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Creator, writer & sole employee, Braganza is practically a full-time resident of Higher Eclectic Ground.

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