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AniTower. Fast paced Fantasy Tower Defence with strong RPG elements.

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I finally finished first location which will set the mood for first world.

After finishing concept art, main objective was to add more variety to the ground texture. Simple 'dot' flowers and color variance in texture helped a lot to make scene more natural looking.

Second objective/problem was selecting initial camera angle and lighting. I'm struggling between two options. Frist one with top-left lighting, and second one with bottom-right. Top-right seems to produce more neutral looking scene. On the other hand bottom-left allows for more dramatic look.

Ok, so this are two camera angles of the same scene. Which one seems better to you guys as default camera ?

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Additional closeup shot:

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Anitower Update #5 Tower Levels

Anitower Update #5 Tower Levels

2 years ago News 3 comments

This time around I want to present set of towers with their upgrade levels.

AniTower: Asset Update

AniTower: Asset Update

2 years ago News 2 comments

New batch of assets that will be used for creating maps belonging to first world.

Anitower Update #3 Interface

Anitower Update #3 Interface

3 years ago News 0 comments

Weekly update on AniTower progress. Finaly i've finished logo design. I'm not fully happy with result but it will do for now.

Anitower Update #2 Campfire

Anitower Update #2 Campfire

3 years ago News 3 comments

Time for summar of progress from whole week of work. Sadly steam sale affected my efficiency drasticly. Damn games!

Post comment Comments  (0 - 10 of 22)
RedeemerEngaged Oct 14 2015 says:

What happened to this project? Seemed like it had potential.

+1 vote     reply to comment
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Giamme Jul 15 2013 says:

So sexy!

+1 vote     reply to comment
ArcadiaxDev Jul 14 2013 says:

You're graphical style is really unique, it's got a certain level of realism while sporting a slightly cartoony look, I'd buy this game for it's style alone, but I'm sure the game play will be amazing, looks good!

+2 votes     reply to comment
michax Creator
michax Jul 15 2013 replied:


+1 vote   reply to comment
Black_Stormy Jul 13 2013 says:

I love the shadows in this, it looks like you're sampling the sky colour to colour the shadows. They look blue and it's really effective. Is this a feature of the engine you're using or is it something you've put in yourself?

+1 vote     reply to comment
michax Creator
michax Jul 13 2013 replied:

Lighting is baked to texture using Vray rendering engine. Color palete is selected by me, but effects like Global illumination and shadow volumes are generated by rendering engine and baked into static texture which is then put over albedo in game engine.

Allows for nice lighting that works even on mobile devices.

+1 vote   reply to comment
Giamme Jun 12 2013 says:

Models looks so nice!

+1 vote     reply to comment
kassu27 Jun 9 2013 says:

I loove the artstyle!!

+4 votes     reply to comment
Backdraft_3.5 Jun 9 2013 says:

You Can Sent These Features On This And You Will Greed Me :D Michax


Added Multiplayer Mode (Sent Monster And Build Towers Then Beat Your Opponent)
Added Player Levels (Only In Multiplayer And Earn XP Level Up Then Unlock Next Tower In Game)
Added Immune Stats To Monsters (Immune To Slow And Poison)
Added Reversed Mode (Smiliar To Normal Mode But You Can Sent Monster To Get Through Required Number Of Monster To Beat Level)

Misc Additions

You Can See Your Opponent In Opponent's Map (Only Multiplayer Mode)

+1 vote     reply to comment
michax Creator
michax Jun 9 2013 replied:

Thanks for suggestions!

Multiplayer is on my mind all the time but unfortunetly i'm not sure if i can manage to finish it for first release.

Currently main objective is to create fast paced TD. Short but demanding maps. Your towers will gain experience by "doing", so ones more productive with killing enemies will level up faster.

At the and of every map you have possibility to add towers with higher levels to your "party" which will be persistant across all maps.

That's general plan, which will be spiced up with custom skills and perks.

As for Reverse Mode. In Anomaly Warzone it works great. Will play with this idea.

+1 vote   reply to comment
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Latest tweets from @mkanimuj

Aug 30 2014

@AmazingThew Beautiful particle effects!

Jun 30 2014

@OTOY @Redronka Looking forward to it as well!

Jun 15 2014

@frogshark @reddit Swordy looks so good!

May 11 2014

RT @ShiVaEngine: ShiVa made @developonline's Top Engines for 2014 list! T.co also happy May Day!

May 11 2014

RT @ShiVaEngine: Learn how easy it will be to export your ShiVa game to HTML5 in the upcoming ShiVa 2.0! T.co #tutorialt

May 5 2014

@Wolfire Awesome Talk! Loved step by step progression of Overgrowth rabbit character movement.

Feb 2 2014

@6XIXGAMES Somewhere over the rainbow! :) But i hope to bring it to the surface this year.

Jul 14 2013

AniTower Update #6 First location news T.co via @IndieDB

Jun 9 2013

Anitower Update #5 Tower Levels news T.co via @IndieDB

May 21 2013

AniTower: Asset Update news T.co via @IndieDB

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2 years ago
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