Tile World is a multiplayer (2+) turn-based tactical strategy game you can play with your friends, or against enemies online. The game starts with each player picking a limited number of units from a selection of various different types. The type of game selected will decide if the players place their units blind to each other or in a turn based fashion. From that point, the players take turns performing a single action with each unit on their turn. Each unit types vary in their stats (health, armor, damage,range, etc) as well as actions they can preform. The goal of the game is to eliminate all of the other players units, with the win condition still open to change at this point. Additionally, future updates might include: player score in the form of points which can be spent to upgrade or unlock units, different races with alternative unit types, defensive structures and siege units, a range of AI difficulties and much more!

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0 comments by lancer611 on Nov 7th, 2012

After some down time due to busy schedules, we've been hard at work on Tile World. Take a look at our progress:

  • As we're nearing the Alpha stage, the game finally has fully functional multiplayer support. Each battle's map, units, and actions are validated and stored on a cloud based server. Also, measures have been taken to protect against hacking and cheating.
  • Unit ownership and combat have been implemented, meaning you can only preform actions with your own units and attack only enemy units. Along with this, a basic game mode has been added to the game, where each player is limited to 3 actions (create unit/move/attack) per turn, though currently without a win condition, which we will add at a later point.
  • Since Moai, the framework used for the game, does not have a native Android keyboard implemented as of yet, we've had to create our own! Even though it's fully working, this custom keyboard is just a temporary solution until Moai releases an official keyboard.
  • Floating combat text has been added to the game, displaying the amount of damage done in each attack.
  • A sandbox version of the game designed specifically for testing has been implemented. It doesn't connect to the server but has all the other functions.
  • A minor animation bug, where the character was seen sliding in it's initial direction until it got to the tile border - has been resolved.

We also have a lot of planned features in the works. Here are some things you can expect in future updates:

  • Free, 2 finger zooming. Right now, there is only a button which toggles between 2 predetermined zoom level, which aren't exactly optimal. Free zooming allows the players to choose their own preference, and change it depending on the situation. Zoom levels can also appear differently on different devices, so it's hard to define a zoom level which would be good for everyone.
  • Win condition. We're still open on this issue, so for now the plan is to simply declare the winner when all enemy units are dead or the enemy surrenders.
  • The user interface and heads up display will be revamped with stylish and informative text and images. The current UI and HUD are simply placeholders while we are getting other important features in place.
  • A recap of the other players previous actions.
  • Game notifications. Once you've started a game, your phone will alert you when it's your turn to make a move. This might be quite a challenge since Moai doesn't yet have this feature; it's in the works but showing no progress. This means Lance might have quite a lot of work to do to before we get this feature.
  • Connecting tiles. As you can see the tiles don't work that well together, and it will be an even bigger mess when all the new tiles are added in their forms and variations. To counter this we're thinking of making tiles of a kind connect to each other when bordering, so that you'd have whole areas of ice or forest and not isolated, random looking, patches.
  • Pixel art characters and different colors for players. The current characters we have in game are only free basic models used as placeholders, which will be replaced as soon as we have some character concepts completed. For this role we're still LOOKING FOR A SPRITER, so contact us if you might be interested.
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Niteshade Feb 8 2013, 4:14am says:

I'm waiting for an art update :)
Also curious about your unit/hero system, abilities and so on... There's a lot of "duelling" TBS-games out there after all so the competition is strong!

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lancer611 Creator
lancer611 Mar 1 2013, 2:37pm replied:

Actually we have stopped working on this project. In the middle of last November, I landed a paid freelance job to make a 2d game. At the time I thought I would just set Tile World on the shelf until I finished the job. However, when the job was done (about 1.5 months later) I realized that while making a 2d game is fun (and a great learning experience), I am now ready to move onto 3d.
I have some ideas about incorporating features of Tile World into a 3d game in the future, but for now I am focusing on creating a very simple mobile 3d game.

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drewp Nov 24 2012, 2:30pm says:

So you still need some sprites? Do you need any other concept art for the game? I can provide all the 2D art you need, in any format (I do traditional painting and digital art, including sprites). I'm trying to build a portfolio up, so I'd do everything for free. I'd like to start immediately. Please contact me at drew@dangodesign.net so we can talk further!

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Niteshade Dec 31 2012, 11:42am replied:

This isn't my project but shoudln't you be posting a link to a portfolio or something?

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Fully-Metal Nov 7 2012, 2:04pm says:

nice job guys :) dig the pixel art

+1 vote     reply to comment
lancer611 Creator
lancer611 Nov 7 2012, 2:08pm replied:

Thanks, I'm really looking forward to Perky's pixel art characters. Pretty tired of using those opengameart.org ones.

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Project Tile World
iPhone, iPad, Android, AndroidTab
Developer & Publisher
Fazed Games
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Released Mar 31, 2013
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Turn Based Strategy
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