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Currently: 131 Topics, 2726 Posts

New Antilia Development Video Series

Dusk
Jen: 18
Quote by Jeff Leigh:


As for the game's direction, is there something in particular you are interested in?

In the next episode, I'll also try to summarize my thoughts on pricing (obviously subject to change, but I can at least share my current thoughts).


From the perspective of someone who has played the beta while it was still an mmo, I was wondering what will be the same and what will be different. Even just little things like instead of clicking on something every now and then, items will now be things you permanently pick up from the world. (as a possible example) Just little details like that could create a better understanding of the way the game is going now. Thanks for the response by the way.
Tuesday, May 24, 2016 11:31pm
jeff
Lead Developer
Jen: M
Quote by Dusk:
From the perspective of someone who has played the beta while it was still an mmo, I was wondering what will be the same and what will be different. Even just little things like instead of clicking on something every now and then, items will now be things you permanently pick up from the world. (as a possible example) Just little details like that could create a better understanding of the way the game is going now. Thanks for the response by the way.

Ah, I'll go ahead and respond here as I may not have time to cover this in much detail in a video.

There will indeed be a lot of small changes to how interactions with the world work. For example dropping things will likely place that object in the 3D world now, as you'd expect from a Sandbox RPG. This will finally make it possible to exchange items between players/characters.

As I'm putting the world together again, this time based on the "Simulation Engine" instead of the MMO server, we will be improving and expanding each gameplay system along the way. My current next task is to get controllable characters into the world again and improve the movement system. As I do that, I'll be re-evaluating the way the camera works (making sure both first and third-person cameras are good for play) and introducing acrobatic skills that were supposed to be in the MMO but the server architecture made difficult. (I probably won't get the chance to improve the animation however until the animation tools are ported to Toi Studio and I look into motion capture.)

Each gameplay system after that will likewise be getting a second pass - I've already designed the new skill system, and that will change things rather significantly. I'd like to move to a more "equipment-oriented" system where simply equipping an item to the right or left hand is enough to use that item. (Simply equipping a fishing pole and bait is enough to start fishing, no need to drag jig/drag/cast skills from the skills menu onto the hotbar anymore). Instead of individual skills like "jig" or "strike" leveling, the character will earn xp for each discipline. These points can be 'spent' by the player to improve stats in that skill, unlock "techniques", or unlock passive effects/abilities. Techniques expand upon the behavior when using a tool/weapon so that it can do more elaborate things. For example a "critical strike" perk would make it so that clicking the button for that weapon again at the right time during a swing would cause a critical damage effect, while another perk may allow the player to go straight into another attack if timed right at the end of the move, creating attack chains. ((Note: Of course, this is all subject to change as we go to implement things, but that is a summary of the design plan right now.))

The various craft workstations will also see some changes. Originally I had some pretty radical plans for making the workstations fully interactive in the 3D scene (instead of using UI popups), but that's a tad too ambitious at this point in time. For now I'm content to keep the UI-based workstations provided we can expand them a bit where needed and make them more fun. Workstations will probably be changed so that they can only be used by a single character at a time, and skills like cooking will change a little to accommodate the way skills/disciplines have changed. As much as I hate the timers for things like cooking I may keep that as a way to encourage the hiring of NPCs to perform repetitive tasks. NPCs will behave much more robustly to be sure, having daily schedules, needs, tasks, etc.

That's probably enough for now. Some of this is still subject to change as the new design comes into focus more and the realities of "getting something out there" pressure us to drop the more ambitious ideas.

((Now that I've written all that out, I probably should make sure that information finds it's way into the next video or at least the accompanying blog post. It's too easy to miss things that get answered on the second page of a forum post.))
Wednesday, May 25, 2016 9:39am
Jeff Leigh - Lead Developer - Right Brain Games
Kris

Jen: 19
Considering the result of the Kickstarter, a small and episodic format sounds like a good idea. I'll be sure to tell my friends if you run one for a smaller-scale chapter of the game.
Saturday, June 11, 2016 1:04am
My science fiction novel "Thousand Tales": AI, griffins, transhumanism, transformation, and Fun*! http://www.amazon.com/Thousand-Tales-How-Won-Game-ebook/dp/B00Z2Y2AF2/
Nixon Waker
Jen: 12
I really cannot wait for the full game to release!!! I told a bunch of my friends bout it~ xD

I am so psyched!!!!!!!!! <3 <3 <3
Sunday, June 19, 2016 2:52am
Hippy Treehugger
Jen: 13
i'm happy about the game as well. a breath of fresh air in a sea of copy past dumpster fires
Wednesday, July 27, 2016 5:54pm
if i'm not killing off all the local wild life(because quests are boring) i'm exploring the world. i like to see all the stuff the art team has made.
jeff
Lead Developer
Jen: M
On the subject of this thread, I realize we're due for another video. I'm in the process of putting what I have together for another update, hopefully I can get some new content rendering this weekend.
Wednesday, July 27, 2016 6:57pm
Jeff Leigh - Lead Developer - Right Brain Games
crazybark
Jen: 10
as days turned to weeks, and weeks to months, he wondered if this once beloved project would ever return.
Wednesday, December 28, 2016 7:16am
jeff
Lead Developer
Jen: M
Quote by crazybark:
as days turned to weeks, and weeks to months, he wondered if this once beloved project would ever return.


Sorry crazybark. I realize the lack of updates in 2016 was a bit concerning, but progress continues to be made and I have plans to be more active in communicating the status of the project in 2017. This year got a bit too busy with work, but I've changed my work schedule and I've begun work on a blog post in which I will be setting specific project goals for 2017. The blog post will be posted on January 1st.
Wednesday, December 28, 2016 3:19pm
Jeff Leigh - Lead Developer - Right Brain Games
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