Sari la conținut

[Brawl Stars] The Genesis of Brawl Stars: The 2017 "Portrait" Era


Postări Recomandate

Postat

Brawl Stars, developed by the Finnish giant Supercell, had one of the most interesting development cycles in mobile gaming history. Before it became the global 3D success it is today, it spent over 500 days in "Beta" and looked completely different.

1. The First Build (June 2017 Launch)

When Brawl Stars was first soft-launched in Canada (June 15, 2017), it had several features that would surprise today's players:

Portrait Mode: The game was originally played vertically (holding the phone with one hand).

Tap-to-Move: The original control scheme wasn't a "Joystick" but a "Tap-to-move" system, similar to MOBA games like League of Legends.

2.5D Graphics: The environment and characters were much flatter, using a 2.5D perspective rather than the fully realized 3D models used today.

2. Technical Architecture & CS Insights

As a Computer Science student, here is what makes the first version of Brawl Stars technically significant:

A. The Titan Engine

Supercell uses their proprietary internal engine called "Titan." Unlike Unity or Unreal, Titan is written in C++ and is highly optimized for low-latency mobile performance.

Memory Management: The first version was designed to run smoothly on older devices (like the iPhone 5s), requiring strict memory allocation and efficient asset loading.

B. Networking: Latency and Prediction

Brawl Stars is a fast-paced, real-time multiplayer game. The 2017 version struggled with "Lag" because it used a Client-Server model with heavy Input Prediction.

Technical Fact: To make the game feel "snappy," the client (your phone) predicts your movement before the server confirms it. If the server disagrees, you experience "rubber-banding."

C. UI/UX Refactoring

The transition from Portrait to Landscape (which happened in March 2018) was a massive technical undertaking. It required the developers to rewrite the entire UI system and change the Field of View (FOV) in the game engine to ensure players on the left/right didn't have a tactical advantage.

3. Key Features of the Original Release

Brawlers: There were only 15 Brawlers (compared to 70+ now).

Upgrade System: Instead of "Power Points," players used "Elixir" to upgrade Health, Attack, and Super individually.

Game Modes: The original modes were Smash & Grab (now Gem Grab), Bounty, Heist, and Showdown.

4. References and Sources

Supercell's "Making of Brawl Stars" (Official Blog/YouTube): A documentary-style video where the devs explain why they almost cancelled the game during the Beta.

PocketGamer.biz: Look for their "Deconstructing Brawl Stars" articles from 2017, which analyze the economy and technical soft-launch.

Brawl Stars Wiki (History Section): Detailed changelogs for version 1.1714 (the very first public build).

The "Titan Engine" Technical Talks: Search for GDC (Game Developers Conference) talks by Supercell engineers discussing C++ optimization for mobile.

 

Sources 

https://www.google.com/search?q=https://supercell.com/en/news/brawl-stars-story/

https://www.google.com/search?q=https://www.gdcvault.com/search.php%3Fkeyword%3Dsupercell

  • Like 5
  • Mersi 2
Vizitator
Acest topic este acum închis pentru alte răspunsuri.
  • Navigare recentă   0 membri

    • Nici un utilizator înregistrat nu vede această pagină.
×
×
  • Creează nouă...

Informații Importante

Termeni de Utilizare & Politică Intimitate