What a great thread. Can't wait to release our game so I can post here. We've created some pretty dodgy concept and initial versions, so I think the difference is a dramatic as some of the others here.
Hi, Here's the evolution of Surfing Dude, my first game that will be released soon (we hope we'll submit it next week) First prototype with placeholders : First character (not cool enough ) Old compo : Current stuff : We're still adding a couple of nice elements, and we'll share as soon as possible a gameplay video.
I love this thread! I spent forever searching for it. Hopefully I will be able to add my piece really soon...
PLOP Master before and after I pretty much knew from the beggining what kind of look I wanted for PLOP Master. I changed the background graphics a bit and made the "plops" bigger (easier to touch). www.plopmaster.com Before: After:
Not sure if you know, but "plop" is basically a synonym for poop in English. I think you might consider renaming it...just sayin'!
Damn it. I should have used my first choice of name... Turd Master. Anyway... But seriously, is crapping the first you nativly english speakers think about when you read the word Plop? Or is it the combination of words that make it funny? I'm asking since there are other games, apps and stuff called plop something - and they're not all about visits to the bathroom.
Woolcraft Wow, I really like this thread. Hope that more "evolutions" will show up here! Here is Woolcrafts contribution:
This is our finalized design But before we got to where we are not, we started off with quite a few...very different mock ups LOL.
Tactical Warrior in first couple weeks: Tactical Warrior when submitted to Apple: When I get to the end of a game I do like looking back at the screen shots and seeing how it progressed.
Qbism & Hungry MonstR This is a great thread, loving seeing how games progress in quality and changes in artistic style. Here are a few screenshots from our two published games. Qbism has evolved over about 10 months and was a major learning curve for us. It all started with a Maya render from the artist, looks nice as a non-realtime render Then I had to figure out how to do the puzzle silhouette within the limitations of the graphics engine. Final version of Qbism Then about 6 months later we released the HD version and basically redid the whole look and feel (including menus). We did receive some "hate mail" for the change scheme, there are some passionate people out there The changes we made though had to be done to obtain respectable frame rates on the iPad. Now here are a few screenshots showing evolution of Hungry MonstR from first "fun test" prototype to final paint and renders. It's a shame that this game hasn't received much attention from the press, but again its a lesson learnt and we will continue on extending the game and its scheme. Oh and here is a sneak peak at one of our new games in dev, we are going back to 3D games... its an in-game screen capture, but very early in development.
Hip Hop Ninja before and after Cool thread. Here's before after screenshot of Hip Hop Ninja. It's our very first game and still in development. Before (early prototype): After (now)
BubbleSand - before and after I love this thread too. It's inspiring to see everyone's projects transormed into high quality apps. My next project is a game which I have some new ideas for, both technical and gameplay. For now, here's what we've just released, an Entertainment app called BubbleSand...I hope everyone is ok with us posting this here, the app is a lot of fun! I also hope it will inspire more new ideas for other developers...especially game makers. before - this was 1 of the many many prototypes after - v1.0 (currently in Apple review - for real this time lol)
Before and After - Cosmosis This is such an awesome thread. Nice idea! Here are before and afters of my game - Cosmosis (2D space shooter) - I taught myself programming for iOS and did this in my spare time (evenings) - I am actually an IT engineer as my day job! Before: After: Looking forward to seeing more in this thread!
Tix It's an abstract strategy board game that I'm making the iOS version of. The designer of the game himself made most of the artwork during development.
Our original iPhone mock from late 2009. And the final iPad game—Sideways Racing—which will be released tomorrow. We went though quite a few different methods for building things.
The Creeps! Got something drawing on the screen! YES! More than one thing on the screen... and they MOVE! First towers implemented (fire, ice and missile which eventually became flashlight, glue and boomerang) but using borrowed temp artwork. Still no idea what the game will be called or what the theme will be. Just making the basic mechanics... Finally chose the theme! Also, decided on landscape instead of portrait. More borrowed art since most of the real art hadn't been made yet. Lots of art is now done, and it's really starting to look like a real game! Accelerometer based super towers are functional, but using programmer art (woo hoo!). That lightning squiggle is what went on to become the UFO! The game was SOOO close to being done, just a couple more days to work out some tweaks and put in the rest of the art for some towers. No other good tower defense games were on the app store yet... and then Fieldrunners was released. F@!#@!! So yeah, that bit of menu is borrowed from them the day of this screenshot in my anger And here's what it looks like today: