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Hello everyone! My apologies for the lack of updates on the website and on Patreon. Although I've been a bit quieter, work on Antilia has continued along. The focus currently is on finishing the cooking and farming systems, as part of a "Cooking, Fishing, and Farming" test build. Cooking and Food CraftablesAntilia now has a cooking system, built upon the same crafting system used for clothing and weapons. Food in Antilia will still be used to recharge health and energy - without food the health bar will not slowly refill, and energy will only charge very slowly. Initially a new character might start by gathering wild ingredients and eating those - but raw ingredients are limited in strength and won't last long. I'm planning on a couple NPCs that'll teach the player a few basic recipes using local wild ingredients. These won't unlock any food "craftables", they only provide a recipe tray which can be used to craft the local foods. A selection of crafted foods. Food CraftablesAs a character performs quests for the The food craftables that can currently be designed and crafted in-game include:
Current list of food craftables as presented in the game. Designing FoodsBy visiting a design workstation a character can design a custom food from their unlocked food craftables. After selecting a food craftable the player is presented with a list of options for plating options, ingredient selection, and naming their recipe. As the player selects ingredients a preview of their food design is displayed. Flavor ProfilesAlongside the visual preview of the crafted food the crafting interface displays statistics for the crafted item. While designing foods selecting ingredients may affect the health or energy recharging amounts, the shelf life of the food, and how long the food lasts after consumed. Different ingredients will also change the flavor profile of the food. In the future NPCs may request foods of a specific type that contain a specific ingredient or flavor profile as a crafting challenge. The selection of ingredients determines the flavor profile and effects of the food. Food SpoilageOf course most foods and ingredients will spoil, and I've reworked the way food spoilage occurs to Antilia. I've added a generic system for "inventory item transformations" and a "container environment" system. These new systems work together and allow me to set up rules for transforming one item type into another. For example food and ingredients are configured to spoil only when "frost" energy is absent. Another example of "inventory item transformations" are eggs - which incubate and hatch only when "flame" energy is present. Currently I plan for "spoiled food" to be an ingredient for fertilizer. Food and ingredients now spoil into a "spoiled food" item that can be used for farming. Food Status EffectsWhen a character's stomach is empty they will now receive a status effect to remind them. (Have I mentioned that Antilia now has a status effect system?) If a character does not have food in their stomach they will acquire the 'Hungry' status effect. HydrationHydration is now implemented as an optional character gameplay mechanism. The hydration meter in the food panel shows current hydration. FarmingBefore a character can cook they need ingredients, and to get those they'll need to gather, farm, or purchase them. I've set up an ingredient vendor in Tasii Garden, but there's not much profit in cooking when paying shop prices for ingredients. For farming a character will first need to own property to build planters upon. Once a character has access to a planter they will also need some seeds. Simply place the seeds into the planter and provide fertilizer.
For most plants to grow they need the following things:
So long as a plant has these three environmental requirements met they will grow, and once fully grown they will start to produce fruits. A work-in-progress view of the crop planter. Notice the requirement for fertilizer to grow plants. Sickle and HarvestingSome plants can be harvested by simply clicking on them, while others now require the use of a sickle tool to gather from. A sickle is now required to gather some ingredients. Miiraun Inventory TraysAs I alluded to above on the topics of spoilage and farming, containers now have an "environment" for item transformations. For example when Flame energy is present in a container eggs will be incubated and hatch. I've added a new system whereby characters trained in A selection of Miiraun enhanced inventory trays. Items placed in these trays will receive energy from the tray. As I mentioned at the start of the Farming section plants require water, light, and stone energies. By using miiraun trays mages can "cheat" one of those requirements away.
As more item transformations are added to the game the opportunities to use these trays will grow. When placed in an open container such as a table or planter a Miiraun Inventory Tray is rendered with an effect. These tables have flame and shadow trays in them. A water tray placed into a crop planter. That's all for this update, thanks for reading! |
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