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New Antilia Screenshots and Toi Landscape Tool

Thursday, October 12, 2017 1:46pm
Lead Developer
Greetings everyone, it's time for another update on Antilia! I am not the kind of person that is content with talking about or merely dreaming up ideas, I also enjoy the process of making ideas into reality. For this blog post I had decided some time ago that it needed to include new screenshots of Antilia itself and not just our editing tools. It is very exciting to see the hard work put into the development tools begin to yield results that we can view directly in Antilia’s game client. We have not presented new screenshots of Antilia since the MMO, and for the development team this is an exciting milestone.

I’m extremely encouraged by the progress we’ve made in several past months and it is still our goal to resume alpha-testing in 2018.

New screenshots of Antilia

It was surprising how much effort it took to reassemble the pieces required to produce these screenshots. While many of these pieces are familiar or similar to their counterparts in the Antilia MMO, we are taking the opportunity to give many of these systems the second pass they had long been in need of.

((Full-resolution version available here:

In order for the new screenshots to really convey that they were screenshots of Antilia (and not just a landscape demo) we set a couple goals. The first of those goals was that the scene would be loaded and controlled by the Simulation Engine. Secondly the new screenshots had to include an animated Antilia character.

Antilia’s characters from the MMO had grown quite complex - a collection of partial meshes and textures that must be carefully combined in order to render a character. To achieve this some time had to be spent rebuilding and improving our systems that composite Antilia’s unique characters.

((A brief excerpt from a game data file that describes to the engine how to build Antilia's characters.))

Once our tools were able to produce new landscapes, the next challenge was to begin assembling new content in the game and walk around in the environment to get a sense of what is and isn’t working well. Scale is surprisingly complex, as it affects not just the overall size of the gameworld that can be explored, but also how frequently the game engine must load in new scene data.

((Full-resolution version available here:

Having a moving character helps significantly in understanding the sense of scale from the player’s perspective, and gave us the opportunity to begin work improving Antilia’s movement system.

((I also spent some time improving the ocean shaders. Full-resolution version available here:

Toi Studio Landscape Tool

In order to create the world of Antilia with the sense of scale we are aiming for, we realized early in the year that we would need a much better tool for creating Antilia’s diverse landscapes. Our new Toi Landscape tool allows us to create detailed terrain with the ease of drawing a map. While I don’t want Antilia to be a procedurally generated world, I see great potential in using controlled procedural generation as an artistic tool.

((Full-resolution version available here:

The new tools and screenshots have energized the development team, and everyone is excited to begin creating the world of Forra with the new tool.

There are more exciting updates planned for the upcoming months, including a video in which we will use the Landscape Tool to collaboratively design the landmass of Forra, and screenshots of a new gameplay system.

Stay Tuned!

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An Impromptu Antilia Q&A via Discord

Saturday, June 10, 2017 9:03am
Lead Developer
With so many things being worked on and also so many things yet to build for Antilia, it has become difficult writing a good summary each month of Antilia's development. Delaying these posts only makes matters worse, as it is difficult to recall and convey the excitement we have for a particular task weeks later. Yesterday I had an impromptu meeting with Lokosicek in our Discord channel, and allowed chat members to listen in and provide live questions and feedback. The following conversation covered a variety of topics, and ultimately provided a better update on the state of the project than a blog post could have.

Download Audio Recording: MP3

In the first half of the conversation we discuss blog posts and various ways we could make better use of social media. In the second half I answer general questions from chat while providing updates on the Toi Engine, our tools, and future plans for Antilia.

I can appreciate that not everyone has time to listen through an hour of audio (although I would recommend it for anyone interested in the world's lore), here's a brief summary of the key discussion points:

Social Media and Blog Updates

  • I would like to stop writing lengthy blog posts that try to summarize a month or more of updates, and instead provide shorter, more regular updates that only touch on a single topic each time.
  • As work on Antilia content development starts picking up in the second half of the year, we will return to providing video updates and live streams.
  • I would like to share more of the images and artwork we as developers take inspiration from in designing Antilia.

Antilia Development

In the second half of 2017 I'd like to turn more of my attention to developing Antilia itself, while work on the Toi Engine and content tools continues as we need those features.
  • In May we began work on the terrain engine, specifically we've been experimenting with different world scales and terrain sizes to determine how large Antilia will be.
  • The Isle of Kasau has been used as a sort of 'measuring stick', at the scale we currently favor, the Isle of Kasau has roughly 80% the area as it did in the MMO.
  • In the second half of the year my priority will be to build a good foundation for Antilia with terrain rendering, landscape features such as trees and rocks, and character movement.
  • In 2018 I would like to resume alpha testing, with a regular schedule of content updates as we continue to build the world.

((We have been experimenting with different terrain scales, using the Isle of Kasau as a measuring stick. Smaller scales mean less area to space to fill with content and shorter travel distances, while larger scales are more difficult to coordinate between developers and risk giving an "empty" impression.))

((Here we are experimenting with different shading and texture styles.))

Toi Engine

  • Progress is being made toward open-sourcing the Toi Engine.
  • Work on Toi Canvas is complete for now, with additional features being added in the future as we need them.
  • Work has begun on the Terrain editor, which we will use to build Antilia's terrain and generate procedural forests and landscaping with.

((A few samples of brush styles that can easily be created and used the canvas tool.))

Throughout the event I was also responding to questions from Discord chat, so I would certainly recommend giving it a listen!

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Toi Milestone Reached and Work Begins on the Reisuii

Monday, April 3, 2017 6:16pm
Lead Developer
Greetings everyone!

It is no exaggeration to say it has been a busy couple of months for Antilia. My take-away from January was "set goals, create lists, and cross something off the list every day." In February and March I extended that to include the rhythm of a regular release schedule. Antilia is a marathon, and I aim to do better than stepping forward on occasion some months. There is still progress to be made in finding our best stride, but I am looking for it (not to be confused with our fastest stride, which would quickly burn us out).

As the Canvas tool becomes more functional, I can start planning the next tool - the terrain tool. I believe this will also be a good time to think critically about how movement and camera control works in Antilia - I’ll need those working to test the appearance and scale of the terrain in-game.

Lore: The Reisuii

Many of the most exciting developments in the past month have been on the topic of the Reisuii, and I want to thank Mataata for her interest and effort in pursuing final decisions on the topic. Without her questions, suggestions, and excitement we wouldn't be making nearly so much progress on the Reisuii’s development.

While the names of the Reisuii bloodlines are still being decided, the animal species we are currently taking inspiration from include: mice, squirrels, rabbits, raccoons, otters, and sheep. In a future post I will begin to reveal more details about the Reisuii, their culture, and gameplay - much is still waiting to be discovered.

Lore: Map of Antilia

In addition to writing on the Reisuii and their culture, Lokosicek and I have been adding new details to the map of Antilia. Previously this map only contained basic landscape features such as mountains and the Taipii cities. In our improvements thus far we have been improving landscape features, adding new Taipii villages, and describing points of interest across Antilia. Later this week we plan to continue developing the map with our focus shifting underground: caverns, mineral locations, underground water, and possibly the Reisuii mines and cities.

((This map is still a work in progress. Full version is available here.))

Toi Studio: The First Internal Releases of Toi Studio

A major milestone was reached this month with the first internal development release of Toi Studio. Along the way some significant engineering challenges had to be approached, a few failures were encountered, and functioning solutions were found. These aren't the kind of engineering challenges I can read about in a blog or find solutions to in a Google search. In cases like this invention is required.

With the initial release of Toi Studio, version 0.1.0, I focused on getting things in order so that the other developers could start providing feedback. Since then I've been trying to create a new version each week. In version 0.1.1 I worked on completing Toi Studio's synchronized data storage system, such that we can now observe each other making changes in real time. The most recent improvements have focused on the various modes for drawing and editing shapes in the Canvas tool.

((In late March I added support for different control handle styles on the same spline, offering artists more options for controlling shapes.))

In the upcoming months I would like to resume creating videos as we begin to use Toi Studio to create game assets for Antilia. The Toi Engine and Toi Studio have gained some great momentum early on this year. I must be careful not to get ahead of myself, but it would be great to see some of Toi’s momentum begin to be shared with the Antilia game.

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A Tool for Textures

Wednesday, February 1, 2017 4:29pm
Lead Developer
Greetings everyone, it's the start of a new month and time for an update on Antilia. Progress in January was good, and I am excited to share what I believe to be a promising start toward reaching my yearly goals.


After making the announcement on December 31st my first task was to wrap up several major interface overhauls that had been in progress throughout 2016. Previously, Toi Studio was using the original Antilia MMO server to synchronize data between users, but I had already built a simpler server for Antilia itself. Late last year, I had started moving Toi Studio to use that simpler design as well, and so the first two weeks of January I doubled my efforts to complete that migration. I also began changes that would allow Toi Studio to work on locally stored projects without the server at all, something that will be of use especially to mod creators. There is still more work to do on these “behind the scenes” systems, but working on them any more last month would not get me closer to my goals.

The Canvas Tool

In the latter half of January, I started on the first of the new content creation tools I outlined in my yearly goals, the Canvas Tool. We'll be using the Canvas Tool to create mesh textures and user interface elements in Antilia. To avoid confusion it should be noted that this is not the same tool that was demonstrated in a live stream back in February 2014. This new tool is vector based, but can use pixel-based brush styles to generate similar results as pixel-based tools. This opens the door to numerous procedural effects that would be difficult to achieve using pixel-based operations.

((This image was an early test of the tool's "stroke rendering" system, demonstrating a variety of natural and stylistic ways to render a simple curve. Changes to rendering style can be made non-destructively long after the original shapes and brush strokes are drawn. Full Image))

It is still early in the development of the Canvas Tool, but in the past week I have moved past basic rendering features and onto the painting and editing tools. With the "Pen" tool I can draw out curves and lines in a manner familiar to those that have used other image creation tools. There is also a "Select" tool for selecting shapes and manipulating them, as well as an "Edit" mode in which the control points of a shape can be moved and manipulated.

((The most recent version of the Canvas Tool includes modes for drawing and editing shapes, as well as basic navigation features such as panning, zooming, and rotating the canvas.))

In February, I'll continue work on the Canvas Tool with the aim of completing an initial version near the end of the month. Once the tool is more complete I would like to create a few videos on how to use it, as well as some new Antilia content creation videos.

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New Project Goals for 2017

Saturday, December 31, 2016 5:46pm
Lead Developer
Greetings everyone! The new year is almost here and an update on Antilia is well overdue. In years past it had become my custom to begin each year by announcing new project goals as well as reflect on progress that had been made over the course of the year. This year I would like to rekindle that tradition, but first I would like to apologize again for the extended periods of developer silence in 2016. Over the course of the year I allowed too many other things to demand my time, limiting progress on Antilia to brainstorming, design, and a bit of engine programming. Even still, it was never my intention for things to become as slow as they did, and so over the past two months I have been working hard to get the project moving forward again.

The State of the Project

Before I announce the goals I have set for this year, I'd like to discuss the project's status and the challenges that the project faces. I would like to approach this in as positive a manner as I can - so please bare with me while I outline a few challenges, even if they seem a bit negative.

1. Antilia has a Large Scope - Even after changing the overall design of the project from an MMORPG to a sandbox-style RPG, the scope of Antilia is still quite large. I've spent many hours considering the project's current design, and I have identified a few elements that will have to be put aside for now. One proposal that has come up several times before would be to switch to using one of the commercially available game engines. Having spent some time using two of the most popular engines I can now say with experience that changing engines would not save a significant amount of time. While the other engines provide a few of the tools we are currently in need of, they also lack features that are well implemented in Toi (such as intrinsic support for a large open gameworld and customizable characters).

With a game engine change off the table, the next things that expand Antilia's scope are the large gameworld (which directly affects the amount of content we need to create), and our plan for multiple game modes. After discussing things within the development team we have decided to take "Story Mode" out of the planned list of features. While I still hope to one day explore the world of Antilia through the eyes of it's characters, a controlled "Story Mode" does not fit well with the open-ended nature of our simulation engine. We will instead focus exclusively on the single/multi-player sandbox mode.

2. Antilia has a Small Development Team - Let's face it, the development team behind Antilia is very small. While I am grateful that a good many people have expressed interest in helping the project in any way they can, these offers are from enthusiastic gamers and community members rather than seasoned game developers. Including more people on the project means more communication and coordination, as well as an investment of my time getting people set up and training them in our development tools. Doing this one-on-one has not led to much success.

Moving forward I aim to spend more time making our content tools stable and easy-to-use, and to produce more videos on how to use them. As the Toi tools become more functional I would like to make them public so that anyone interested in contributing to Antilia can download them and start learning how to create content.

Furthermore, after discussing the matter with the other artists that contribute to Antilia I have concluded that we can make better use of procedural generation when creating new content. Antilia will not be a procedurally generated world, but I would like to make better use of procedural techniques to eliminate repetitive editing tasks. Rather than placing each individual tree, world builders will instead be able to paint out entire forest regions, and then hand-edit where needed.

3. Progress in 2016 was very limited. This is just something that needs to be acknowledged. There wasn't really much in the way of 'secret progress' that I'm not showing. For most of the year my time on Antilia was limited to a few evenings and maybe one day each weekend. After a full week of programming work its difficult to then do more programming work. (There was still some progress on Antilia's simulation engine, AI systems, and general world building, as well as foundation improvements to the Toi engine, but not nearly enough.)

To address this I have reduced my regular work hours back to what they were in years past. I have freed up a full 3-4 days per week to work exclusively on Toi and Antilia this year.

There are without doubt additional changes that will be made to the project as we get back into the swing of development and continue to evaluate what is and isn't the right fit for the project.

Project Goals for 2017

I'm sure the question on everyone's mind is "Will we be playing Antilia again in 2017?" If I can reach the goals outlined below, then yes. I am making the production of a new (alpha) game client the primary goal for the year.

Here are my goals for Antilia in 2017:
  • Create a Minimal Set of Content Creation Tools - As a minimum, we need the mesh editor, game object editor, world editor, and a texture editor created or ported over to Toi Studio. We rarely used the tree and particle system editors, so I'm OK using the old tools if we have to for now. A few additional editors are planned, such as a GUI editor, but those can wait until we are making regular updates on Antilia again.
  • Build an Optimized DirectX 11 Renderer - I can't put off the move away from DirectX 9 to 11 much longer. I've been doing quite a bit of research and already begun work on the new rendering system. This doesn't have to be done immediately, but I want to complete this and sort out as many performance-limiting systems in the engine while it makes good sense to do so. One thing I learned from the MMO is that "we'll optimize later" is simply not a good development strategy.
  • Build the New Antilia Game Systems - There are a few things we can borrow directly from the Antilia MMO, but almost all of those game systems really needed a second pass. When the basic game foundation is ready, we'll begin a new series of alpha tests. I am aiming for a more organized system of testing this time with regular updates.

Right Brain Games has a New Office

To demonstrate my commitment to Antilia in 2017, over the course of the past two months I have been putting together a new location from which I can focus on development with fewer distractions. While the past few years I have enjoyed working primarily from home, a few weeks of crunch time at an office this year reminded me how productive it can be to have a quiet place to focus only on work.

Of course it wouldn't be affordable to use this space exclusively for developing Antilia, so I will also be using the space for my usual contract work in interactive media. However this will be my new office from which I will be developing Toi and Antilia, and if things to go plan, new live streams and videos.

((Almost everything that goes into Antilia starts as an idea on this whiteboard.))

When starting this post I had planned on including a section on this year's plans to make better, more active use of the website and social media, but I think it will have to wait for next time. I appreciate everyone who showed patience in spite of the lack of updates, and I hope it goes without saying that I am very excited to have the opportunity to work on Antilia again!

((Note: A few corrections and clarifications have been made to the original post.))

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