[Libgdx][Akka] TAnima- mmo rogue-like

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After long time of TAnima alpha version development, it is open for testing now:
http://tanima-online.com/

Now I am starting to work with content (quests, enemies, graphics, audio etc)
Let me know if you find any bugs or you see something that could be done better.

I will be glad for your comments :slight_smile:

1 Like

Great graphics, I like the slightly hazy look. Also the way the character moves looks very nice.
Thereā€™s a hint in the conversation to open the inventory. I did, and the conversation continued underneath the inventory screen, so I missed a part.
It took me a while to figure out how to put items in the proper hand from the inventory, but maybe thatā€™s just me.
I died very quickly, even after putting the knife in the correct hand (my health was already lowered, is that from banging your head against walls?).
About the light coneā€¦ canā€™t you make it more like how a real light would shine (more or less circular) and create shadows? The flashy black surface made me dizzy (again, that might be just me, VR also makes me motionsick, soā€¦).
Is there a possibility for an option to swap the way the keys behave? Iā€™d rather use the arrows for movement and awsd for looking around.
When Iā€™ve got some more time to spare, Iā€™ll try TAnima again. Good luck with further development!

Thank you @beeaware :smiley:

I will think about better tutorial script. I know itā€™s not that easy to understand :slight_smile: Iā€™ve even put some hints in bookshelves but I donā€™t know if anyone will check it. This one is a human factor study for me now :slight_smile:

If you hit the wall, there is a chance that you will lose some part of hp (but you canā€™t die because of it).

I will take a look at this light when I get more responses. You are not the first person that said something similar but I need more comments about how it would look like :slight_smile:

For now there is no key binding configuration. I hate how GUI behaves in Libgdx and Iā€™ve postponed utilities for now. Maybe I will make some config file with keybindings after a while.

Thank you again :slight_smile: Iā€™ll be glad for more of your feedback :slight_smile:

I did read the bookshelf :slight_smile: (on my second try, got the hint about the knife in the correct hand) Good hint system, if I were you Iā€™d keep it that way. It will make players want to explore, which definitely adds to the fun.

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Gloomy Towers world. Home of MadHatters :slight_smile:

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New Features:
Essences, modifiers, artifacts, essence extraction

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TAnima OST: Crystal Heart

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Check video description for shortcuts :slight_smile:

How is this project going? Long time no update :frowning:

TAnima is still going on but much slower :slight_smile: I have few things that I have to care of outside game development :slight_smile:

Also TAnimaā€™s concept is evolving and changing right now. Many things have been removed/changed and new ones added.

For now I am working on internationalization, plot and introduction (tutorial, hints etc). Iā€™ve decided to create text resources in my native language (PL) instead of English (much faster). Ofc it will be available in other languages as well later.

Major changes:
-character classes removed -> skills can be aquired by items
-resources gathering + crafting (via recipes found in the dungeon)
-hotkeys removed -> character building will be based mostly on passive items
-blackbox removed -> player is losing equipped items when die
-ā€œmetroidvaniaā€ elements added -> some of the routes are blocked by lack of certain skills that can be aquired later.
-new enemies (3) + ā€œpredator spawnā€ -> spawns enemy near player from time to time (instead of room spawn)

New OST:

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Plot will be one of the most important things in this game but itā€™s hard to show it (also avoiding spoilers) :slight_smile:

Hi,

I am a father right now so I donā€™t have that much time to work on the game as beforeā€¦ but itā€™s still going forward somehow :smiley:

Main thing that I am working on is an external API that can be used by non-programmers to add resources to the game. Itā€™s designed as Scala based DSL (with hot-swapping). Check my preview

I was also working on musicā€¦ Example of TAnima adaptive music engine

and tilemap editor

I donā€™t want to spam so if you are interested- check my yt channel :slight_smile:


Iā€™ll be glad for your comments :slight_smile:

3 Likes

I like how the adaptive music engine is able to move so smoothly into battle music! That seems to me to work perfectly in every instance where it occurs. Mostly the battles transition back after the fighting ends, but that seems like it is not as completely solved. For example at 3:45 has a jump-cut in the music that Iā€™m wondering if a bit more attention can be given to as something to avoid?

Thereā€™s a repeated note figure you sometimes use (5:52) that is effective climax music. I wonder if it is also a good bridge to the end-of-fight moment. Iā€™m guessing a held (final) note/chord could be brought in at almost any point in the musical phrase when playing that music? Impressive job.

Iā€™m wondering how you handle the transitions programmatically. Is the music rendered procedurally or from samples that are cross-faded or spliced? Did you write the handler yourself or are you using a library or tool? Iā€™ve been working on ideas that involve live mixing from a score, using mostly FM synths and effects. I wish I could find more time to work on it.

Thank you for your feedback :slight_smile: I am not using any libraries other than Libgdx. Adaptive music engine part Iā€™ve made by myself. Itā€™s using short samples (8-16s) with transitions based on schema described in my API (DSL in Scala). Example (from this video):

Samples definition:


Transitions:

Long time ago I was trying to make procedural music (and it worked somehow) but I think that itā€™s much easier to do this part manually :slight_smile:

1 Like

So, like E1-E8 is same as F1-F8, but the F8 instruments are deeper, louder, have more distortion? Quite effective and well done.

Thanks :slight_smile: Answering the question- yes. ā€œEā€- exploration (calm), ā€œFā€- fight (heavy with metal drums and guitars), ā€œ_PREā€, ā€œ_ENDā€- bridges. Each next of F sample is heavier and more elevated.

Engine is event based so transitions between states are described with operators:
ā€œ>>ā€ - sample end
ā€œ>!>ā€ - fight started
ā€œ>^^>ā€ - fight ended
ā€œ>|*|>ā€ - death

1 Like

New trailer: https://www.youtube.com/watch?v=fF0yzCvwGd4&ab_channel=ByerNiX

and Steam page :slight_smile:

Iā€™ve created a new yt channel (TAnima devlog). What do you think about the content?