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Next Development Milestone for AntiliaThis time I'd like to start with an update on Antilia's next development milestones, and then we'll look at what's recently been added to Antilia. With farming, fishing, and cooking all working together, along with crafting and a few others - Antilia finally has multiple gameplay systems working together that need play testing and community feedback. For the past month I've shifted my focus away from adding gameplay systems and instead I am prioritizing tasks to prepare Antilia for testing. There is still content I plan to add in the form of quests and future game systems (magic being high on that list), but I believe there is enough working now that testing and receiving feedback would benefit the project. To that end I have a list of items that need attention before that can happen: It can be a bit challenging to write updates following technical work like refactoring existing systems or cleaning up resources, but I'll do my best. Now a look at what's been added to Antilia over the past few months. Integrating Fishing with CookingFor the past few months I have been revisiting Antilia's fishing system, with a focus of integrating the fishing and cooking systems together. Fishing was among the very first gameplay systems added after basic movement, and thus one of the first things I had to do was bring it up-to-date with improvements to the CreatureState system. This involved taking apart the older logic and re-implementing it through the newer CreatureStates system. (CreatureStates are synchronized across server and clients, meaning that if an NPC or player is aiming or casting on the server, all the other players see it.) The fishing system has been updated to use CreatureStates, and now NPCs and other players can be seen aiming and casting their fishing poles. After refactoring the fishing system the next set of goals involved reworking how fish were caught and become cooking ingredients. Catching Live FishThe next change is to how fish behave in the inventory after being caught. When a fish is caught it now starts out alive in the inventory, but will begin to die. Fish can be used in more ways and are more valuable alive. Once a fish dies it will begin to spoil. Fish are now alive when caught, but will soon start to die. The player can transfer the fish into a suitable container or a Water Tray to keep the fish alive. Butchering WorkstationBefore a fish can be used in cooking it must be processed into meat at a Butchering Workstation or Drying Rack. The Butchering Station processes fish and koura parts into cooking ingredients. There are "common" cuts of fish that most fish will produce, as well as special cuts that are only produced by specific fish. The larger the fish is in length the more cuts it will produced when butchered or dried. The new Butchering Workstation is used to process fish and koura parts into meat that can be used in cooking. Iichii and Jidou will now drop limbs and parts when defeated. These can also be processed at a Butchering Workstation. Drying WorkstationThe Drying Rack is another workstation that can process fish and koura limbs into cooking ingredients. The ingredients produced by the drying rack tend to be salty but don't spoil. The new Drying Rack can convert fish and koura parts into preserved meat. New Cooking IngredientsWith the refactoring and new workstations complete fishing feels very well connected to the cooking system now. Fish, rays, and eel can now be refined into a variety of new ingredients. The new fish ingredients are fully integrated with cooking and the Design Workstation. Composting WorkstationBoth the Butchering Workstation and the Drying Rack use the same game logic under the hood, as well as a new Composting Workstation which can be used to produce fertilizer for use in planters for farming. The composting workstation can be used to recycle spoiled food and other items into fertilizer for growing plants and crops. That's all for this update, thanks for reading! Read Comments for “Latest News Posts”
More Recent News PostsDev Update - Cooking and FarmingIn this update we take a look at Antilia's Cooking and Farming systems. Dev Update - Creature States, Combat, Video DelayedRecently I've been working on improvements to Creature States and Combat. The video update will be delayed until I have what I need to demonstrate the quest system, including a bit of combat. Dev Update - Craftable Clothing!In the months of September through November I added more craftable clothing parts, expanded the crafting system, and worked more on quests. Dev Update - Maulei Beach, Craftable Swords and ClothingIn 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 ConversationsIn 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 ImprovementsFor 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 SystemsDevelopment of Antilia's combat systems continue to move along with new status effects, "aggro" and factions systems, projectile damage, and more! |
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