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Welcome to Antilia!
Antilia is a sandbox-style RPG which is currently in development. It features an open world, single and multiplayer modes, and customizable characters! Click on "Features" in the overhead menu to learn more!
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Latest Video Update
Here is Antilia's most recent video update. Be sure to scroll down for the latest weekly updates!
Dev Update - Maulei Beach, Craftable Swords and Clothing
In July and August I've been focusing on creating more content for Antilia, and I would say the results have been a little mixed. Some content projects worked out while others had to go back to the drawing board a few times. A part of me thought that by taking a break from programming (and the long compile times that are slowing development on that front) Antilia would see a bunch of new content get added. So far however I've focused primarily on a few large content projects which have required a lot of time.
Maulei Beach
The first content project I started work on was to find a better style for Maulei Beach. I ended up trying out a couple different styles, and I think I've found one I prefer. This is still a work in progress as I experiment with some new building, tree, and plant designs to go with the red crystals.
I prefer this red crystal style as it is distinct from other regions of the Isle of Kasau, and looks like a beach.
The red crystals really lend themselves well to platforming challenges, and the large bridge in front of the cave was replaced with a series of stepping stones.
Another style I tried for Maulei Beach involved large blue crystals, but as I thought about it the Isle of Kasau already has a region named the "Blue Coast" that needs another pass. I'll try the blue crystal theme in that region and see how that works out.
Craftable Weapons
Next I worked on more sword parts for Antilia's new crafting system, and started working on bow parts.
This dual-blade sword blade demonstrates multiple morphs and material selections.
The creative potential of Antilia's crafting system expands with each part and texture option I add.
Craftable Clothing
In the past month I've closed a few technical gaps so that Antilia can now have craftable clothing. The Taipii have been standing around in the same pants and shirts (often gray) for too long now, and I am very eager to see them in some new clothes. Along the way some programming work sneaked in that allows fabric selection to affect the color and sheen of the object (though that is not demonstrated in these screenshots).
The new clothes are still a work-in-progress, and I still have quite a bit more work to do before unveiling them. I've designed about 30 clothing parts in total so far, spread across pants, shirt, linauteifo, and robeapron.
New pants craftable with base and leg options. I plan to put some better texturing on these.
Linau worn over pants. The linau is equipped separately in the "waist" slot. Still working on some clipping issues and the linau is not textured in this shot.
Wranglers Guild Hall
I've added guild halls for the Taipii Lumberjack and Mason guilds recently, and this month I designed another for the Tapii Wranglers Guild. The new guild hall is located in the Jidou Grazelands where it can monitor the wild Jidou and allow domesticated jidou to graze.
Having the locations and a bit of lore established for each of the guild halls present on the Isle of Kasau makes it easier to write quests with confidence.
The new Wranglers Guild chapter in the Jidou Grazelands.
Storm and Weather Experiments
And finally I'd like to share some images of an experiment I did inspired by a story/game I occasionally post to on the Discord server. Antilia has weather spawners and small weather systems that are spawned in, but currently the only weather system is a small cluster of clouds that lazily moves across the sky. Recently I experimented with an alternate weather system - this time a dangerous whirlwind effect. This isn't ready for inclusion in the game yet, but it demonstrated that spawning in different weather effects and letting them move slowly across the map for a while before dissipating is a good fit for our engine and is easy to implement.
Before reaching the storm the sky starts to turn gray.
At mid-day and closer to the storm the sky turns a dusty brown.
I'm still deciding if the center of the storm should damage the player or throw them up into the air...
Next Steps
The content I need for craftable weapons an clothing are not done yet, so in September I will continue to work on those things. The end of the year (and presumably a new update video) are approaching fast, and I'm thinking a lot lately about what I'd like to have working for that video and what the plan will be in 2025.
That's all for this update. Thanks for reading!
Article Link: Dev Update - Maulei Beach, Craftable Swords and ClothingNews Article Page
Dev Update - Maulei Beach, Craftable Swords and Clothing
In July and August I focused on creating more content on Antilia.
Dev Update - Crafting, Content Month in July!
In this update I present the new design workstation, recipe trays, and crafting workstations. In the month of July I plan to have a "Content Month" where I focus on creating more content for our newly added game systems.
Dev Update - Digging, Panning, and Smelting!
As I started adding quests to Antilia it quickly became apparent that I'm going to need a wider variety of things to do as quest objectives. I've been working on a quest/story for the Lumberjack and Mason Guilds, and that lead to digging, panning, and firing bricks in kilns.
Weekly Update - Quest System, NPC Conversations
In this update we take a look at a new work-in-progress Quest System and improvements to the NPC conversation system.
Weekly Update - Combat Behaviors, Server Architecture Improvements
For the past few weeks I've been working on combat-related behaviors and improvements to the Simulation Server, and I'm now starting to polish things up a bit for a video update near the end of the year.
Weekly Update - Status Effects, Aggro and Faction Systems
Development of Antilia's combat systems continue to move along with new status effects, "aggro" and factions systems, projectile damage, and more!
Weekly Update - Archery, Game Over Screen, and IK
For the past few weeks I've continued work on combat focusing on archery and projectiles, and work on the Animation Editor continues with the addition of inverse kinematics.
Weekly Update - Animation Retargeting and Editor
For the past few weeks I've been trying to find a way to "retarget" motion capture animations onto the 3D skeleton the Taipii characters use. Unfortunately both approaches I tried hit a roadblock, and in my frustration I turned to solving my animation woes the only other way I know.
Weekly Update - Content Pipeline Work
For the past couple weeks I've been working on the Mesh Importer and making improvements to ToiEngine's Skeletal Animation System.
Weekly Update - Targeting, Animation Woes, Lore Writing
This week I implemented a targeting system for combat but then encountered a bit of a roadblock trying to make headway with Antilia's old combat animations. I have since been doing a bit of lore writing while pondering my path forward.
Weekly Update - Skills, Special FX, Projectiles
Over the past few weeks I've been working on the Skills, Client Special Effects, and Projectile systems - and those systems are finally starting to work well in concert together.
Weekly Update - Combat Decisions
Work on creature AI and the Behavior Editor continues to march along. Hostile creatures are attacking the player now, but I have some decision to make as to what style of player control is the best fit for Antilia and its server.
Weekly Update - Eggs are Hatching, Clothing
This week I finished up work on the creature nests with eggs now incubating, and hatching. Jidou and iichii now hatch, grow, and then die. I also spent a little time on the side working on clothing and equipment.
Weekly Update - Creature Nests, Eggs, and Spawning
Last week my attention shifted from the AI Behavior Editor to the creatures themselves. While my intent was to start building a nice behavior tree for the jidou and iichii, I first needed to get them spawning and de-spawning from the world in a well-tracked manner.
Weekly Update - AI Behavior Editor is Functioning!
For the past few weeks I've been working on the AI behavior editor, and this week I am happy to report that it is now functional!
Weekly Update - Character Switching, Behavior Editor
This week I started work on an editor for AI Behaviors, with as many questions rising from the work as solutions. I also spent some time working on the user interfaces and restored the switch characters function.
Weekly Update - Combat, Server Improvements
Last week I started planning and working on Antilia's combat system, including enemy detection, an AI behavior to follow/chase another creature, and made some server improvements.
Weekly Update - Teleporting, Floating Islands
With the video update having stalled, here are a few things I've been working on in the meantime and an update on what I'll be working on next.
Weekly Update - Plans for 2023
In this week's update I'd like to present my plans for 2023 and what's next for Antilia.
Weekly Update - NPC Conversations, Stylized Text Rendering, Bug Fixes
This week I continued work on the NPC conversation system, stylized text rendering, and fixed some bugs that were in the way of the next test build.
Weekly Update - NPC Conversations, More Fishing Poles
Last week I resumed working on Antilia, adding in some new fishing poles and starting on the NPC conversation system.
Weekly Update - AMD Radeon Support, Development Pause
Last week I solved a variety of bugs and glitches when running Antilia on an AMD Radeon card, but now need to place Antilia development on a temporary pause.
Weekly Update - Cave Improvements!
This week I took a little break from bug fixes and optimizations while waiting for a new GPU for testing to arrive. Instead I worked on improving the terrain engine when used to create caves so I can complete a rough pass across the entirety of the Isle of Kasau.
Weekly Update - Reducing FPS Drops, Optimizing, and Terrain Changes
Last week I focused primarily on reducing FPS drops when crossing terrain page boundaries and making a few optimizations. I also started on some improvements to the terrain system that'll finally allow for collisions with the cave walls and ceiling, and placing clutter on it.
Weekly Update - Detail Settings, NPC Conversations
This week I focused on issues that came out of last weeks test, a settings window, and a system for NPC conversations.
Weekly Update - Setting up a Test Server
Last week I wrapped up the remaining tasks and set up our initial test server!
Weekly Update - More Bug Fixes, Merchant Shops
My focus this week was to resolve the remaining issues that would prevent us from testing, and then I also added a system to buy things from merchants and worked on the Isle of Kasau some.
Weekly Update - Bug Fixes, Request Batches, Merchant NPCs
My priority continues to be preparing Antilia for initial multiplayer testing, but along the way I took the time to add merchants you can sell excess items to.
Weekly Update - Testing Preparations, Crossbows, and Blunderbusses
This week I've been debugging and preparing Antilia for initial testing, reworked the item selection code, and added decorative crossbows and blunderbusses!
Weekly Update - Testing Plans, Respawn Character, Polearms
This week's update includes some details about our first upcoming test phase, development work on character respawning, improvements to the scene object editor, and some new polearm weapons!
Weekly Update - Mushroom Forest, Caves, Hammers & Staves
This week I worked on the Mushroom Forest area (Moivalau Forest), the caves under Gajoi's Claw, and added decorative Hammers, Maces, and Staves
Weekly Update - The Columns, Maulei Beach, Decorative Daggers
Last week I was inspired to do quite a lot of world design, with a new design for Maulei Beach and new regions for the western side of the Isle of Kasau.
Weekly Update - Server Login Changes, Decorative Weapons
More work on the network code with a focus on the login system, and I've added some temporary decorative weapons to the game.
Weekly Update - More Networking, Character Creation, Taipii Guilds
This week I continued my work refactoring the network code, debugged tine character creation process, and spent some time working on the Taipii Guilds.
Weekly Update - Wei Garden, Interface Fixes, Networking
This week I (mostly) finished up Wei Garden, started some needed optimizations to the networking code, and fixed some user interface issues. I focused primarily on refactoring and UI fixes this week, so this update will be brief.
Weekly Update - Chat Window, Takadynns, The List
This week I tried to wrap up work on the Chat Window, made improvements to the games teleport/respawn points, and started on a list of everything that needs to be done to get back into alpha testing.
Weekly Update - More Chat, Scripting, Desert Ruins
This week I continued working on that chat system and added a new set of ruins to the Burning Sands
Weekly Update - Chat Window, Bug Fixes
This week I started work on the chat system, and continued general preparations for multiplayer testing.
Weekly Update - Multiplayer Progress, World Scale
This week I started work on Antilia v0.12, with a focus on multiplayer and preparations for alpha.
Weekly Update - More Web Content and Fixes
This was the second week of my c++ programming break, and as a change of pace I continued work on the lexicon and website!
Weekly Update - Website Fixes, Lexicon Content
This week I made improvements to the website, and roughed in more pages to the lexicon!
Video Update - 0.11.0 Pathfinding and AI Behaviors
I just posted a new update video with a look at Antilia's new pathfinding and AI behavior systems. Characters and creatures are moving around on the Isle of Kasau now, and the Taipii are starting to work together as a simulated community!
Weekly Update - Tree Fade, Bug Fixes
Last week I focused on testing and fixing bugs in preparation for the upcoming video, and managed to implement a few small improvements I've been wanting.
Weekly Update - AI Cooking and Deliveries
As the mid-year point closes in I spent time this week trying to wrap up the foundational NPC behaviors and get a few new behaviors in place. As I transition to working on a video update over the next few weeks these updates will likely look a little different - with tasks related more to debugging and video production and less world building.
Weekly Update - AI Tasks, Southern Kasau Design Pass
This week I worked on a new "Task" system to compliment AI Behaviors, gave the southern side of the Isle of Kasau some preliminary layout passes, and improved the sea rendering.
Weekly Update - Burning Sands, Treasure Chests, Topo Map
This week I added two new regions to the game and improved a third, added treasure chests to make exploration more fun, and experimented with a new topographic style map.
Weekly Update - Fell Trees Behavior, Logging Camp, Bamboo Ponds
This week I implemented a new AI Behavior for felling trees, improved the area around the logging camp, and added a new "Bamboo Ponds" area nearby.
New Antilia Website Now Live!
The new Antilia website is now (mostly) live!