Published screenshots always look the best they can. They are used for marketing the game, so that’s hardly surprising. However, when you are making a game from the ground up like we made Tiny Troopers, most of the time the game does not look like it does in those glossy marketing screenshots.

That’s a shame because marketing screenshots only depict the pinnacle of the development, but there’s been a ton of interesting stuff before that. Any marketing person would scream bloody murder if you wanted to send out screenshots of those.

But here we go, four screenshots from Tiny Troopers development, from preproduction to final product.





August 8th 2011 - From the very first week of the whole production. The cylinder in the middle is an enemy soldier. The other two are the player’s troops. Obvious, isn’t it? :-) During this time we tried out line drawing as a control mechanic. We thought it would be a perfect fit but soon realized it wasn’t.





September 13th 2011 - Here you can see debug buttons for different control mechanics we experimented with. There’s even a virtual thumb stick. Our artists got the first actual assets done in early September and it immediately looked much more like a proper game.





October 24th 2011 - We continued with placeholder graphical assets for quite a long while. It was more important to get all the different mechanics in than making it look pretty. In the upper right corner you can see the frame rate. It wasn’t too high, some 25 fps here, as we didn’t concentrate on optimizing at this point.





May 14th 2012 - And here we are some 10 months after start of the development. This is from the PC beta. It looks quite different from that first photo but it’s basically the same game :-)

Stay tuned, we’re releasing iOS version in a week at E3!

(Source: kukouri.com)

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