User Tag List

Page 1 of 2 12 LastLast
Results 1 to 40 of 71

Thread: WARTILE - A Timed Based Game

  1. #1
    0

    WARTILE - A Timed based Strategy 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.

    Name:  Deck_Frontpage.jpg
Views: 10597
Size:  980.7 KB
    Name:  Deck_Intropage.jpg
Views: 15681
Size:  595.3 KB
    Name:  Deck_GameDetails.jpg
Views: 15717
Size:  673.5 KB

    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.
    Last edited by Michael Rud Jakobsen; 09-16-2015 at 11:39 AM. Reason: Fixed top WARTILE link

  2. #2
    0

    Current state

    Today

    Latest Battle Boards

    Name:  WARTILE_MP_Map_2.jpg
Views: 724
Size:  621.6 KB
    Last edited by Michael Rud Jakobsen; 04-15-2016 at 04:16 AM.

  3. #3
    0

    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...

    Name:  Wartile_Paper.jpg
Views: 11357
Size:  709.1 KB

    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 Jakobsen; 03-23-2015 at 07:43 AM.

  4. #4
    0

    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.

    Name:  Wartile_Boardgame.jpg
Views: 11951
Size:  570.1 KB

    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.

  5. #5
    0

    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.

    Name:  Wartile_ArtTest.jpg
Views: 11158
Size:  536.7 KB

    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 Jakobsen; 03-22-2015 at 07:41 PM.

  6. #6
    0
    Champion
    Join Date
    Mar 2015
    Posts
    932
    This looks very promising, im curious about the the actual gameplay

  7. #7
    0

    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.

    The combat code and animations are working separately, unaware of each other. This made it easy for us to test the timing and types of animations.
    Last edited by Michael Rud Jakobsen; 03-23-2015 at 11:46 AM.

  8. #8
    0

    Playable

    Playable

    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.

  9. #9
    0

    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 Jakobsen; 03-23-2015 at 11:48 AM.

  10. #10
    0
    This looks amazing!
    UE4 blog: www.michalorzelek.com/blog/ - Tutorials, free content and more!

  11. #11
    0

    First model

    First model

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

    Name:  screenshot_CharacterArt_02.jpg
Views: 11007
Size:  246.3 KB

    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.

  12. #12
    0
    The whole concept etc looks fantastic. Waiting for more progress. Good job so far.
    VFX Artist
    Portfolio: Here

  13. #13

  14. #14
    0
    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

  15. #15
    0

    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.

    Name:  screenshot_CharacterArt_01.jpg
Views: 11818
Size:  373.2 KB

    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.

  16. #16
    0
    Quote Originally Posted by Michael Rud Jakobsen View Post
    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.

    Name:  screenshot_CharacterArt_01.jpg
Views: 11818
Size:  373.2 KB

    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.
    Looks fantastic! Out of curiousity do you have a wireframe on that knight?

  17. #17
    0
    Hi, I am glad you like it.

    Here is a picture showing the wireframe, the low poly with baked maps (including shoulder pads ) and with texture maps (first iteration).

    Name:  screenshot_CharacterArt_Details.jpg
Views: 11009
Size:  179.9 KB

    Hope it helps.

  18. #18
    0
    Very impressive work!

  19. #19
    0
    I really like the idea here! The first art map ( coastline ) looks stunning to me.

    The concept on combining turn-based game with RTS seems really interesting, I would be very interested to hear more details about the gameplay regarding those aspects. Also I'd be interested to hear of the scale you are planning for the game. Is the player supposed to be commanding armies? With the current size of the map and units, it does not really convey the scale of whats happening, unless it is supposed to be very small scale.

    Nice work, I was honestly surprised by my own reaction to your concept.

  20. #20
    0

    The Game Rules

    The Game Rules

    We haven't talked much about the game rules of WARTILE yet, even though that is key.

    Name:  screenshot_DesignDocument.jpg
Views: 11481
Size:  476.7 KB

    Personally I am torn in the value of a game design document, since gameplay iterations happens so fast that the documentation is obsolete before the ink is even dry (or document saved).
    On the other hand, writing the rules and systems down on “paper” force you to mentally process every possible situation and hold mechanics up against each other.
    This step is very healthy and any programmer on the team would appreciate designers doing that exercise before requesting a system.

    Of course, it is a fine balance since blueprint in unreal 4, enable designers to make in-game iterations so fast, that test levels can become the Game design documentation.

    A Game design document also helped us understand the size and complexity of the game, and reminded us to keep it simple and doable.
    Last edited by Michael Rud Jakobsen; 03-24-2015 at 12:00 PM.

  21. #21
    0
    Really nice one i like it.
    And it's really good we an see the progretion of the game

  22. #22
    0

    Don’t stop Iterate

    Gameplay Gyms

    While making the design document, we also began setting up Gameplay Gyms, controlled environments where we could test the individual mechanics and try different level patterns.



    In some Gyms we take a specific mechanic and test it with different level patterns to verify the different possibilities…. And fun factor.

    Setting up these Gyms instead of a fully written design document is in my opinion a much stronger tool when trying to communicate the gameplay systems. They leave little to none room room for interpretation.

    Spending time making these Gyms, with no other purpose than to test the boundaries of your game systems and level patterns, will leave you with a lot of inspiration and a wide range of possibilities to make interesting gameplay for the users.
    Last edited by Michael Rud Jakobsen; 03-25-2015 at 04:08 PM.

  23. #23
    0

    Thanks

    Thanks for the positive feedback, it means a lot.

    I will during the next days and weeks, reveal more details about the game and not focus so much on our process and things in the past... but be patient, and stick around.

  24. #24
    0
    This is looking fantastic. I really like the lighting work you guys have done. Very clean. Can't wait to see more! Cheers,

    J^2

  25. #25
    0
    wow very nice, the environment looks great!

  26. #26
    0
    Infiltrator
    Join Date
    Feb 2015
    Posts
    15
    This is great, not my particular type of gameplay, but the things you have been sharing are awesome and because of that that game has been growing on me, i will definitively purchase it.

  27. #27
    0
    Nice going guys! Keep it up the ocean looks sick
    Twitter | tomlooman.com | Developer Support Engineer @ Epic Games - C++ Survival Game Series | Check out my Unreal Engine 4 Resource Collection

  28. #28
    0
    Infiltrator
    Join Date
    Mar 2015
    Posts
    20
    Love the concept, and the game is coming together very nicely.

    I'm just learning game dev, so seeing your progress is very interesting and inspiring.

    Can't wait to see more.

  29. #29
    0

    Animations

    Timing & communication before awesomeness.

    With WARTILE not being a fast phased RTS, the requirements for animations is bit different. Being partly a action and observation game,
    the animations had to look cool, but also communicate the state and outcome of the combat.

    What is shown in the video, is prototype iterations.

    We have tried out 3 versions -(and sorry for the mugshot of me, in the first sequence, best reference video I could find)



    1. The fast phased, with fast blows, hits and deflections, with moving idle. Result was a lively but hectic fell, and hard to read when units where fighting in groups.
    2. The Matrix inspired slow-mo, with a fast attack and long slow-mo on impact, to emphasize the outcome of the attack. Result was a "at times" cool effect in 1vs1,
      but clumsy and unreadable in group fights.
    3. The fast attack with medium speed, followed by a short pause on impact, and then back to ready stance, made it
      easy to read the outcome of the combat and will look good, when animations are done right and the attack variations are added.

  30. #30
    0

    Environment Art

    Figuring out the look & Feel

    So with Chris Whelan joining the team, we where ready to make an effort into nailing the look and feel of the environment art.

    Of curse we already had a clear idea of where we where going, but we needed it to be painted on "paper".

    Name:  Wartile_LevelConcepts_A.jpg
Views: 10513
Size:  585.9 KB

    With screenshots from the levels we had made in the engine, Chris was able to make a lot of fast environment pain over iterations, that could inspires us in the right direction.

  31. #31
    0

    Environment Art

    The Mood board

    We where working with the first two of three environment themes at this stage. The coastline and Grass-field. Each theme should give the user a unique experience not only visually, but also in gameplay and level design.

    Name:  Wartile_LevelConcepts_B.jpg
Views: 10371
Size:  772.2 KB

    Where the grass field was calm & beautiful with many open spaces, the Coastline would be wild and rough, with more narrow pathways.

    We also aimed to make the environments like a small miniature model, a goal we have not yet fully reached.

  32. #32
    0

    Character Concepts

    A hard hitting Viking

    With a good idea of how our character art style should be, we started doing a few character art concepts. Also in a effort to get solid reference material for our 3d character modeller.

    Name:  screenshot_CharacterArt_04.jpg
Views: 12347
Size:  551.8 KB

    One of the campaign themes in Wartile is going to be Vikings, where you take part of their internal conflicts and embark on adventurous raid campaigns across the oceans.

    In Wartile there is different classes and types of figures that you as a player control. One of the classes is the "heavy soldier" with high armor/ health and strength, the vikings name him a Brute.

    During the game its possible to collect and unlock equipment (Armor) to the characters, that both change the looks and stats of the figure.
    Attached Images Attached Images  

  33. #33
    0

    3D Character

    A miniature model

    With character concepts that we believed in, our 3D modeller started creating our first Viking character.

    Name:  screenshot_CharacterArt_03.jpg
Views: 10679
Size:  445.4 KB

    The end result came out really well, with maybe the detail level and poly count being a bit in the high end considering that mostly the characters will be seen from above with some distance.

    The goal of catching the miniature model look, was pretty successful, in my opinion. Now keeping this look when importing into the Unreal 4 engine, rigged and with animations without loosing this miniature feel,
    was and still is one of the greater challenges.

  34. #34
    0

    Environment Art

    Taste the sea salt

    Hi everyone, it have been some time since last update, but we are more busy then ever.

    I have been working on two environment Themes the Hillside and Coastline. Today I will show our progress on the Coastline. (Everything is Work in progress and not final artwork)

    Name:  screenshot_artmap_2.jpg
Views: 10056
Size:  535.5 KB

    The goal is still to create an environment with a miniature model feeling to it. The Coastline is a bit desaturated compared to the Grass-field theme that will have strong and warm colors. The Cross in the background is a holy relic, that the Vikings can convert into a reward.

    Name:  screenshot_artmap_3.jpg
Views: 10088
Size:  666.8 KB

    The Viking brute breaking the knight into pieces. Something I just got in for testing. The characters in WARTILE are supposed to be small miniature figures brought to life, and I thought that if they shatter into pieces when they die... it really fits the concept.

  35. #35
    0
    Luminary

    Join Date
    Mar 2014
    Posts
    1,829
    Oh, I'm simply in love with map design. Very unique and cool approach!
    Reminds me this stuff, but in 3d and better.
    Definitely looking forward to this

  36. #36
    0
    Niceee!!!!! The maps looks amazing!!! Can't wait to see more!

  37. #37
    0
    These are just beautiful. I assume the maps are statically laid out and not procedural in order to get that excellent lighting yes? And are you using a DOF post effect for that blurred background? It all looks very good. Keep it up! Cheers,
    This is a thing that is cool: Zeustiak's Map Generator 3.0

    Everyone should be using: Rama's Epic Blueprint Plugin Package!

  38. #38
    0
    Hi everyone

    Thanks for the nice words and the link, with the 3D- hex maps.

    I remember this tiled board game, and it was an early inspiration (and still is). Today we have the art rule, that everywhere you can go, it will be a defined tile, and if you cant it will be much a much more organic and realistic part of the environment.

    The levels are not procedural made, we might leave that for a certain game mode.. in the future.

    The light setting and post filter will be key elements to create the effect of looking at a miniature landscape.
    Last edited by Michael Rud Jakobsen; 04-23-2015 at 05:32 PM.

  39. #39
    0
    This looks really cool! Don't know how to do it, but for the miniature feel, maybe there is a way with post processing effects to put everything out of focus besides the center on the screen. Kind of like when you see photographs of small stuff like the attached image. Might be cool to try. Name:  image6.jpg
Views: 9687
Size:  90.6 KB
    2D/3D designer. Now working on arch viz in VR too. https://www.youtube.com/channel/UC4s...jLfy_w5DHdl03g

  40. #40
    0
    This is an amazing thread. Very good thought process through the whole project. I love turn based strategy games and can't wait to try this out. Keep up the amazing work, it is really coming along nicely!
    David Hache aka Mortusnyte - Twitch, Youtube
    Content Creator
    -Match-3 Blueprint
    -Simple Checkpoint System
    -2D Character Engine - WIP

    "Give me your best shot... If you're prepared for the void!" -Magus, 600 A.D.

Page 1 of 2 12 LastLast

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •