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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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Fullscreen version
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Additional closeup shot:

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Anitower Update #5 Tower Levels

Anitower Update #5 Tower Levels

News 2 comments

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

AniTower: Asset Update

AniTower: Asset Update

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

News

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

News 3 comments

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

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RedeemerEngaged
RedeemerEngaged

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

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Giamme
Giamme

So sexy!

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ArcadiaxDev
ArcadiaxDev

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!

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michax Creator
michax

Thanks!

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DA_Stormy
DA_Stormy

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?

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michax Creator
michax

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.

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Giamme
Giamme

Models looks so nice!

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kassu27
kassu27

I loove the artstyle!!

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Backdraft_3.5
Backdraft_3.5

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

Additions

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)

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michax Creator
michax

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.

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