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WARTILE - A Timed Based Game

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    WARTILE - A Timed Based Game

    Hi Everyone

    During the last year, our small team at Playwood Project, have been working on a new project called WARTILE.

    Here is a short overview of what the game is all about.

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    It have been a crazy year and we have much work to do, but are excited to start showing what we have done so far, what iterations we have been through and
    from today, start sharing our weekly progress with you.
    Attached Files
    Last edited by Michael Rud; 09-16-2015, 11:39 AM. Reason: Fixed top WARTILE link

    Current state

    Wartile Trailer

    Last edited by Michael Rud; 10-09-2017, 03:26 AM.


      The first pencil stroke

      The first pencil stroke

      I had just terminated my job as Game Designer at IO-Interactive, it was time to realize an old dream of mine.. to start a small game development studio..

      First.. I needed a good idea...

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      And so it slowly began.. the brainstorming and when everything is possible, your mind is going everywhere, ending up nowhere.

      But suddenly it came to me. When I was a kid I loved playing with miniature figures, give them a purpose in life and a reason to fight.

      So I started to draw out a game where you would control a party of miniature figures into battle, in a fantastic medieval universe.
      Last edited by Michael Rud; 03-23-2015, 07:43 AM.


        A Board Game

        A Board Game

        Tom came along... (on the picture) and as he was testing the unreal engine and setting up the code foundation. I began building a (hard) prototype of a Board game.

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        We where making a mix between a turn based and real time strategy game, so playing it like a normal board game was challenging. Still making a hard prototype of the game really helped setting
        a lot of the different game mechanics in perspective.

        The physical board-game helped us talking about the order of everything, attacks, animations, movements and the cool down system.


          First mocups

          First mockup's

          I had been working in the Unreal engine many years ago with the development of Recoil Retrograd (RIP)
          But the new Unreal 4 is amazing for any graphic artist, and we quickly started to identify our art style.... or tried to.

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          We played around with a few different visual takes, but did not really nail the right feel or look.

          Some of the key words for the art style was - Textural, miniature feel, board game and unique.
          Last edited by Michael Rud; 03-22-2015, 07:41 PM.


            This looks very promising, im curious about the the actual gameplay
            [LEGENDS of EPICATwitter / FB / YT / Vimeo]


              It fights

              It fights

              Defining our art style compared with other games, while adding animations and effects to the Combat system.

              Things starts to show. The combat system is working and the units can be moved around on the grid.
              Last edited by Michael Rud; 10-09-2017, 03:33 AM.




                Now with the system working, we could start play the game. With my daughter always around she where appointed to be our main tester

                To move a unit, you pick it up and drag and drop it, within their move range. If they are placed next to an enemy, they will start auto fight each other.
                The different unit classes will force you to think and time your strategy, since some units counter each others.

                A unit based cool down system, makes sure that when you move a unit you cant move it again for X-seconds, leaving the enemy some time to counter or react on your actions. But you are free to move one of the other units not in cool down.

                We decided to go for a clear visualization of the tile set and then combine it with a realistic/model look for everything that was not a tile.


                  Making it look good

                  Looking better

                  With a fun multi-player game play, we set out to to improve the look and feel of the game.

                  The front screen and title was a mock up. We where trying different iterations on the menu art and layout style. Since most
                  of the story would be told outside the levels, the navigation, feel and mood of the menu was important.

                  New interactive objects was added. The roadblock spikes that can delay the enemy and the stone pot damage trap where some of the first ideas.

                  All the characters at this stage was still placeholders.
                  Last edited by Michael Rud; 03-23-2015, 11:48 AM.


                    This looks amazing!
                    UE4 blog: - Tutorials, free content and more!


                      First model

                      First model

                      With a lot of placeholder characters in the game, it was time to make our own characters.

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                      We contacted a freelance character artist who was excited about the project, and started the first outsourcing job.

                      With the first character done, there was still great room for improvement, both with the 3D model, but even more with the concept and art style. It was clear that outsourcing key art, required a lot of communication, since iterations at this stage is very time consuming. ----We needed to do something different.

                      We learned from the experience and prepared for the next patch.


                        The whole concept etc looks fantastic. Waiting for more progress. Good job so far.
                        VFX Artist
                        Portfolio: Here


                          Looks really good Michael! Say hi to Tom from me
                          PLANET ALPHA


                            Hi Adrian, good to see you in here, I will invite you over one day so you can try it out... and maybe you will let me try Planet Alpha 31


                              Second model

                              Second Model

                              We teamed up with MOOD, a group of guys we had worked with at Io-Interactive... really really talented. They made our first real knight lineup.

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                              This was a step in the right direction, the art style got much more identity and we found a good balance between realism and fantasy. To begin with we aimed at making our characters look like real miniature models and when we got the second character back from out sourcing the result was much better.

                              Both we and our freelance 3D artist had improved a great deal, and we felt we where moving forward in defining our character style.

                              Unfortunately for us, our partnership with MOOD didn't last long, since they where busy and had to focus on own projects... this amazing one Fall of gods - maybe one day they will let me make a game on this IP.