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Roadmap to the Fishing Alpha

Lead Developer
Jen: M
Hello everyone!

It's been too long since I posted a news update here, so this week I'm going to be giving Antilia's website and social media accounts some extra attention. For any who are not aware, currently our YouTube channel and Discord server are the best places to get the latest development news for Antilia. (See the home page for a link to the Discord server.)

One thing that is difficult to convey through the videos are the long-term plans for Antilia. Video is good for displaying new features recently added to the game, but I've found the website works better for bullet lists of tasks and future features. Things will likely change along the way, but here is a roadmap of development I expect to do in 2019:

Current Tasks

The next set of tasks I'd like to take on revolve around improvements to coordination and testing within the development team.
  • Antilia Launcher - I'd like to update/adapt the launcher we built for the MMO so that we can use it to distribute the game again. This will make it easier to keep everyone on the latest version and avoid the large file packages that are becoming a bit painful to upload.

  • Task & Bug Repository - We don't have a good process right now for tracking tasks and known bugs, so setting up a bug tracker would help organize development and communication as we move forward to more testing.

  • Lore Tracker - While working on the website I'd also like to set up a wiki (or something similar) to better organize and share the world's lore.

Next Game Play Tasks

Once we are better set up for testing within the development I will begin working on the "featured" activities for the upcoming alpha - the fishing. This will include fishing with a rod and reel, character progression in those skills, and some new mechanics in the form of trap fishing.

Beyond that we will be nearing the end of the list of game systems I plan to include in this alpha. I'd like to see a few NPC interactions in place - such as a fishing shop NPC and having Torliila keep track of the day's best catches.

((Recently I've been working on creating core game mechanics that are responsive to the game's environment and have an affect on the world.))

Adding More Game Content

Quite some time ago before the launch of the MMO I set aside one month where i would create and upload new meshes and content for Antilia every day as part of "30 Days of World Building". Before launching the Fishing Alpha I'd like to do something similar, although this time I expect we may need more than 30 days. We have quite a bit of existing content to update or import into the game, and several of the islands still need detail passes in the Landscape Tool.

Additional content should include:
  • Day/Night Cycle - The time of day will be relevant to when some fish are available, so we'll need to have the sky animated again.

  • Basic Weathers - Similar to Day/Night, I'd like to have a few fish that respond to the weather as an extra challenge.

  • Lots of Fish - For the fishing alpha I plan to include as many fish and sea creatures as we have time for.

  • NPC Characters & Temporary Villages - The Northern Isles includes several small villages, which I'd like to indicate with the buildings and/or tents we have already.

  • NPC Transport Between Islands - As we won't have boats in the game yet we'll need a few NPCs that can teleport the player between the islands.

  • Wildlife - I insist on getting iconic creatures including the Jidou simulated in the game once again!

This is by no means an exhaustive list. We will continue adding scenery details, plants, and creatures throughout development.

((Last month's challenges were in getting equipment to work and adding some graphical features.))

The Transition to Alpha Testing

As the items above are completed I'd like to begin the move toward testing with the aid of Antilia's community again. This will be a gradual process - starting with the developers and moderators and inviting more of the community to download the alpha demo as we gain confidence that there aren't any major issues.

Like the MMO I expect the early versions to contain bugs and suffer from some performance bottlenecks and un-optimized code. I have a plan for improving performance that I'll put into action as needed.

The Antilia Fishing Alpha Release

I may be getting a tad ahead of myself in announcing this now - so I'll add a disclaimer that this may change as we get closer to testing. These are our current plans for how Antilia will be distributed.

There will be two "distributions" of Antilia - the demo and the full game. The primary distinction between these two is that the demo will be free, but will not include mod support or multiplayer, and won't include all of the content from the full game.

As we near the release of the Fishing alpha I'll confirm more details as I can, including how we will test each of these distributions and how we'll set up test servers for multiplayer. As we're no longer targeting an MMO there will be a limited amount of space on the test servers.

Beyond the Fishing Alpha

There is of course a very long list of features we'd like to add to Antilia as we continue to expand it, but as this post has gotten a bit lengthy. So I will just reiterate what's already been announced: Once the Fishing Alpha is stable we continue working on Antilia with improvements to the character meshes, options, and animations, and we are planning the introduction of a crafting system for clothing.

I expect this to be an exciting year for Antilia's development, so I hope you'll stay tuned as we continue to make progress!
Saturday, March 23, 2019 5:37pm
Jeff Leigh - Lead Developer - Right Brain Games
Noxious Skunk

Jen: 120
This all sounds so exciting. Getting to play Antilia once again is something I bet quite a few of us former MMO players long for. I just can hardly wait for the alpha testing to start up again!

Best of wishes that everything goes smoothly.
Saturday, March 23, 2019 6:49pm
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