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.

Craftable Clothing

In September and October my focus was on creating new clothing parts and designs for the Taipii. For these first few clothing articles I've been juggling things a bit figuring out how the parts will fit together, what the capabilities of the crafting system are, and how options will be presented. As I add parts I hope to continue refining and improving how I design clothing parts and approach texturing.

I'm still not entirely satisfied with the part and texture selections for clothing - I hope those will both see more improvements and options added in 2025. There are still Taipii guilds for which I can't create clothing or uniforms for the way I imagine them with these existing options.



A pair of characters equipped with crafted clothing.


The crafting editor still needs some refinement on how the options are presented, but is mostly functional. Currently the editor immediately crafts the part, but will provide a recipe tray instead soon.


Craftable clothing types currently includes pants, shirt, robe (dress), apron, dance pants, tasiiama top, teifo, linau, and shoes.

Material Selections

While working on the clothing craftables I expanded Antilia's material system so that materials can specify one or more texture options. When crafting clothes the player is now presented with the option to select materials for different regions, and the material selected will apply an additional texturing pattern.



Cloth, Metal, and Wood materials can now be selected which add color and texture effects to the object.


Material selection can also affect the specular effect on regions of clothing.

Tree Felling Improvements

In November I worked on improving a few gameplay systems, starting with tree felling. The way tree felling was implemented previously was causing problems the way wood spawned into the world then fell - cluttering the world with a lot of game objects around the Lumberjacks Guild. Trees now use the Rewards system which I implemented earlier this year and behave in a way more consistent with other game objects. The changes also include the option for a two-tiered felling mode for the largest trees. In this mode the tree has to be "felled" first before resources begin to drop from it.



The tree changes include a two-tiered felling mode, but in practice this will only work for the largest of trees unless we want trees blocking roads and bridges.

NPC Behavior Improvements

The "Clean Inventory/Container" AI behavior has been updated to work as intended. This allows NPCs can now clear containers of spoiled fish and food, which has been stacking up a bit lately preventing the cooking and fishing NPCs from performing their tasks.

Quests

Near the end of November I spent a little time building a working Defenders Guild quest. In the process I added a few more Lua functions for use in scripts and NPC conversations, improved some of the emotion animations, and added new features that allow quest objectives to involve searching an area for clues.


Notice the quest indicator in the mini-map highlighting an area to search for clues.

In the month of December I plan to continue improving the new content and game systems in preparation for a video update early next year.

That's all for this update, thanks for reading!