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TIGSource ForumsCommunityDevLogsTAnima - action + roguelite + storytelling
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Author Topic: TAnima - action + roguelite + storytelling  (Read 6606 times)
ByerN
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« on: April 20, 2018, 02:57:16 PM »

Hi Smiley It is my first post here. I would like to show you game that I am working on now :D

TAnima what is this game like?


Goal
S-F MMO rogue-like with dynamic action, unforgettable experience, satisfying cooperation and big dose of humor and...


Gameplay
  • Player is starting the game in Hub (town) at the first floor of tower (TAnima)
  • Hubs are safe places where player can meet other players, NPCs, refill backpack, party up with others before going for the adventure. PVP/PVE is prohibited here.
  • Player's goal is to move through all floors of the tower, collecting items, getting experience, fighting monsters along with other players divided into parties
  • Dungeon party size is limited (or dungeon is scaling along with party size- to decide)
  • Player collects titles and glory points along with major achievements (killing boss, clearing dungeon)
  • If player dies, his character is reseted and spawned again in the starting hub
  • Titles and glory points are not lost after death
  • If player (alone or with team) finishes dungeon, he is able to go to the hub of the next floor
  • Glory points can be exchanged for vip content (skins for example)
  • Player can buy glory points
  • Game is preety hard and fast. It's easy to die and play again. Player skills and knowledge are important for being the best in this game



Technology
Client - Libgdx/Java/Scala
Server - Akka/Scala/Java/Libgdx-AI




Dev Vlog
I am documenting progress on youtube. For now i am trying to fit daily basis :D
If you are interested in watching TAnima development progress, please check devvlog below and/or share/subscribe my YT channel! Smiley



VIDEO: First runnable dev-version


VIDEO: Weapon effects added
https://www.youtube.com/watch?v=A7_CXT0eGqI VIDEO: Basic AI (state machine) added
https://www.youtube.com/watch?v=TfxsZTbbdtQ VIDEO: Basic game-feel hacks
https://www.youtube.com/watch?v=pJEPyfKXWl8 VIDEO: Shield for defending aganst attacks
https://www.youtube.com/watch?v=dK9li90ZMyY VIDEO: Level decorators and walls contour added
https://www.youtube.com/watch?v=6l2JESLQxBQ VIDEO: Attacks stamina usage
https://www.youtube.com/watch?v=-sO6fpFKpac VIDEO: Pathfinding, room patterns
https://www.youtube.com/watch?v=CasO6CkBdHU VIDEO: AI Behavioral Tree
https://www.youtube.com/watch?v=SNdl7ngevng VIDEO: First boss added
https://www.youtube.com/watch?v=qiGblDDQXD4 VIDEO: Lighting
https://www.youtube.com/watch?v=-U0Ht_ahWEQ VIDEO: Shop and EQ
https://www.youtube.com/watch?v=j_567iE_eNg VIDEO: NPC and texting
https://www.youtube.com/watch?v=d4xHcWSGkHE VIDEO: Jumping and falling
https://www.youtube.com/watch?v=zZpcU7lNyRs VIDEO: Client-Server
https://www.youtube.com/watch?v=h3CvI0WfpHE VIDEO: Action puzzle
https://www.youtube.com/watch?v=m1ayZuCdfOs VIDEO: Local objectives
https://www.youtube.com/watch?v=Ikh-4BxH16s VIDEO: Dungeon instances
https://www.youtube.com/watch?v=DWus-03xi4c VIDEO: Making of TAnima logo
https://www.youtube.com/watch?v=k0ua5YeQ5WU VIDEO: In-game tutorial (scripting)



I'll be really thankful for your comments and support in development. It will be really helpful! After 2-3 weeks I should be able to release demo for testing. :D



You can find me at:
https://twitter.com/byerndev
https://www.youtube.com/channel/UCqMz7ieoV3BIoT7oyC7H1ZA

« Last Edit: December 17, 2021, 11:14:42 AM by ByerN » Logged
ByerN
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« Reply #1 on: April 22, 2018, 02:01:01 PM »


I've started making town (per floor hub for all players). Today:
-shop- shopkeeper filling empty item slots in his shop according to actual item pool
-junkyard- where you can sell your items and donate for better items in the shopkeeper's pool

Video:




What do you think? Smiley
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ByerN
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« Reply #2 on: April 26, 2018, 02:00:14 PM »

Player's progress system:




Player's room:


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afilionComposer
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« Reply #3 on: April 26, 2018, 04:19:05 PM »

Love the art aesthetic! Reminds of those classic flash games and especially Super Meat Boy! Smiley
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ByerN
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« Reply #4 on: April 28, 2018, 01:57:25 AM »

Thank you Smiley Simple vector graphic style is what makes you reminding flash games :D I am not an artist, but this kind of design is easy enough for me to develop and it's not that bad to look at Smiley

Yesterday I was creating weapon tiers functionality and applied some visual changes. Now we can better see what is character holding in it's hands Smiley









Making of graphics timelapse:




About TAnima game design:


« Last Edit: April 28, 2018, 07:26:07 AM by ByerN » Logged
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« Reply #5 on: April 30, 2018, 07:53:32 AM »



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ByerN
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« Reply #6 on: May 01, 2018, 03:26:19 PM »



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ByerN
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« Reply #7 on: May 02, 2018, 03:37:16 PM »



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ByerN
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« Reply #8 on: May 03, 2018, 10:44:48 AM »



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ByerN
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« Reply #9 on: May 05, 2018, 03:03:02 PM »

I was working for two days on procedural generation of the dungeons in the TAnima. When I was thinking about the best abstraction for dungeon description, I've found the player's emotions and goals are the best method of doing it.

VIDEO (SHORT):




VIDEO (LONG)




What do you think? Smiley
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ByerN
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« Reply #10 on: May 08, 2018, 01:50:57 PM »



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ByerN
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« Reply #11 on: May 09, 2018, 03:17:53 PM »

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ByerN
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« Reply #12 on: May 13, 2018, 12:01:09 PM »

Update:
Item categories in eq:


Balancing enemies:


Balancing economy:


Game balancing needs much more work but it is a good start Smiley
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indominator
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« Reply #13 on: May 13, 2018, 12:23:24 PM »

your game looks really interesting. i look forward to it
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ByerN
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« Reply #14 on: May 13, 2018, 01:12:13 PM »

Thank you Smiley I hope to create first demo before the end of May Smiley
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ByerN
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« Reply #15 on: May 14, 2018, 12:04:47 PM »



Dungeon ticket- save-continue mechanism Smiley
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ByerN
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« Reply #16 on: May 15, 2018, 10:36:12 AM »





Balance and new features Smiley
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ByerN
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« Reply #17 on: May 17, 2018, 07:56:42 AM »















I've created the fury mode.
In fight, player is gaining fury points when attacking enemies. It's decreasing in time. If it reaches some level, it can be used the enter the fury mode for a limited time.

In fury, character is not loosing stamina and hp and not gaining fury points.

Each of weapon has got it's own fury:
-sword- knockback enemy
-dagger- sliding through enemy
-wand- increased speed

What do you think? Smiley

« Last Edit: May 17, 2018, 09:41:05 AM by ByerN » Logged
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« Reply #18 on: May 19, 2018, 08:05:37 AM »


Scaling levels along with number of players (up to 4)
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ByerN
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« Reply #19 on: May 19, 2018, 11:31:01 AM »

I need your help! I was thinking about adding post processing effects after damage (second part of video). Which one is better?




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