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An Impromptu Antilia Q&A via Discord

jeff
Lead Developer
Jen: M
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!
Saturday, June 10, 2017 9:10am
Jeff Leigh - Lead Developer - Right Brain Games
NuclearFlapjacks
Jen: 53
I found time to listen and think about it!

QUESTION:

Separately, I've been reading that Toi Engine is becoming open source, that work on Toi Canvas is momentarily complete, and now in the recording I've heard Toi engine is being built to be modular. Do you have a rough idea of if or when Toi Canvas might be available? For example, whether or not it would be available sooner than Toi Engine? If it was sooner, I imagine it could technically be playable content and give folks time to start testing it and making things with it. I know I've been excited about it since that news post showing off the different brush mechanics, despite the fact I'm not much of an artist.

(Edit: I'm not much of an artist, but have had more success with things that allow micromanagement of details, and the brush mechanics looked like they would accommodate me if I have patience)

OTHER STUFF, mainly regarding updates:

The idea of either short-and-sweet updates or low preparation updates sounds like a good idea for the moment. Right now you're handling many roles at once and simpler updates might help you use your time more efficiently while giving hungry nerds something to think about on a more frequent basis, in addition to properly conveying that enthusiasm like you mentioned.

Random thought: maybe some of the news preparation tasks could be delegated to someone. I'm not informed enough to know if there's anyone else close enough to the inner workings AND willing to do that though. I know I'm not that close or very available to commit right now, so it would probably have to be someone else.

I can say I'm not a fan of twitter and I figure it has a limited lifespan, but it would probably be handy for adding a simple, less formal form of updates. I THINK the terminology I have in mind is "Embedding Timelines" but I'm not certain. I think I've seen it used reasonably well on Starbound's wiki page, and to a lesser degree (due to clutter) on Warframe's main page. I would also point to twitter accounts like that of Warframe's dev Steve Sinclair; the small things he would write would often either reassure people that he's still alive or convey some of the important or juicier tidbits of information when they arise.

If not something like Twitter, maybe another message list on the main page a bit like the one for community messages, except it's just messages from you and still visible to visitors that are not logged in. As a plus, something hosted on and built into the site would probably have less drama and require less management.
Thursday, June 15, 2017 4:53am
Currently playing "Rusty" while in-game.
jeff
Lead Developer
Jen: M
Quote by NuclearFlapjacks:
QUESTION:

Separately, I've been reading that Toi Engine is becoming open source, that work on Toi Canvas is momentarily complete, and now in the recording I've heard Toi engine is being built to be modular. Do you have a rough idea of if or when Toi Canvas might be available? For example, whether or not it would be available sooner than Toi Engine? If it was sooner, I imagine it could technically be playable content and give folks time to start testing it and making things with it. I know I've been excited about it since that news post showing off the different brush mechanics, despite the fact I'm not much of an artist.

Currently I'm focusing my open-source efforts on the core portions of the Toi Engine, and I expect it to be a while before we get to the tools. Shortly after Antilia resumes alpha testing (after the first few alpha versions) in I'd like to make the Toi Studio tools available in a pre-built state. This way the mod features and tools can grow along side Antilia rather than being an afterthought.
Thursday, June 15, 2017 12:04pm
Jeff Leigh - Lead Developer - Right Brain Games
Page: 1

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