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New Weapon Crafting System Complete!

Jeff Leigh
Lead Developer

Before we get into the new weapon crafting system - I have a bit of a teaser video to share we created as a bit of an exercise/experiment:



Weapon Crafting


It's no secret one of the features to be included when testing resumes is combat - which, itself, is comprised of several smaller parts. The first part of these to tackle was getting some weapons into the game, and as with all items of this sort in the game, I prefer to make weaponry a crafting skill rather than just something you buy or get as a quest reward. I have previously stated that I would like Antilia to feature a lot of non-combat gameplay to broaden the ways the game can be played. Smithing and combat are two skill areas that compliment one another, and it didn't make sense for me to add one without its compliment.



To really understand and appreciate how the system works, I think it has to be seen in action - so, I've recorded a second video today, which demonstrates the new system:



((EDIT: I would recommend viewing this video on youtube at 720 or 1080p - it's a little difficult to see me using the GUI at the standard or embedded resolutions.))

For the sake of those who cannot currently watch the video, I'll provide a brief summary:
  • The crafting window has been expanded to include a preview of what you are making (hovering your mouse over the preview shows the crafted item's stats), and a set of customization options unique to each crafting skill.
  • Weapons can be crafted with a variety of woods and metals, which affect the look, durability, and value of the crafted item.
  • Weapons are constructed out of separate components - such as hilt and blade. These components can be mixed and matched in different ways to create an array of weapons. An axe head can be placed on a handle or pole... short blades can be placed on hilts or poles, etc.
  • The customization options include a set of sliders for things like blade length, width, and curve, etc.
  • There is a new 'Assemble/Customize' window that can be accessed on a base (such as a hilt or pole) that allows you to combine components.
We have been quite surprised with the amount of variety in appearances you can get via the customization sliders - from simple, straight blades, to blades with various decorative flairs and curves - all based on just one crafting skill. I seem to create something new each time I test with it, and I can't wait to see what players come up with!

Future Additions


Beyond what the crafting system is already doing, I think it has some amazing potential down the road - I'm planning to add rare, more exotic (and colorful) metals - as well as a hard semi-transparent glass-like material. The assembly system has likewise been designed with the the future in mind - and will later allow weapons to be enhanced with magical crystals and enchantments.

The Development


I won't go into too many technical details - suffice it to say, creating this system for morphing shapes, and making it possible to quickly swap out colors, textures, and patterns involved it's share of technical challenges - from adding a tab on the Mesh Editor to allow meshes to be morphed, to the addition of equip points - allowing one object to be attached to a moving point on another object or even animated character. Now that we have this all working, there is a lot of future application for it.

Naturally, the morph system will be used in the upcoming character creation overhaul - allowing players to customize their character's appearance to great detail. Beyond just weapons, the new assembly system can be used for customizing magical apparatuses, and possibly other equipment like armor. With the attachment/equip point system, we can now place items in players hands that contain lights, sounds, particle effects, and even their own animations.

Meanwhile, progress continues on other efforts for the upcoming release - completing the new character meshes, expanding the lore, and designing some basic quests for players to learn skills through, rather than just getting them immediately from NPCs. Some effort has been put into improving our use of color in the game - improving and designing color palettes, as well as fixing various visual glitches and performance issues - such as the halos around characters when standing in front of water, and clutter appearing through particle streams.

All-in-all, a very busy month!

Next Steps


Now that players can craft and properly equip weapons, the next task is giving NPCs and monsters a proper AI system. I don't anticipate this should take nearly as long as the crafting system, as there isn't near as much content development involved. As usual, however, I will be putting my own touches into it's design - and I can't wait to see our currently static NPCs begin interacting with players and the environment in more dynamic, potentially surprising ways. We are one step closer to combat now, with only 2 steps remaining... and certainly this is shaping up to be the most exciting release of Antilia since the first alpha test!

Tuesday, May 15, 2012 2:52pm
Jeff Leigh - Lead Developer - Right Brain Games
In-Game: Tait da'Ariiel, Ziliia da'Lynnar
blueslyster

Malletmalletmalletmalletmalletmalletmalletmallet... >:3

I'm seriously blown away! For many years I have LONGED for a MMO to have THIS customizing. For many years... now, for once, i can make a weapon just for me instead of crafting fixed weapons that others will have.

I'm eager to play again now! =D Now if only I could make the color of the hammer head dark blue... oh well, the handle will do. :3 (however the mace head on the pole just looks silly, need a chain on it, and a shorter pole).
Tuesday, May 15, 2012 3:03pm
OMNOMNOM and MINEMINEMINE! If I don't respond in-game, I probably dozed off because of the music. Contact me again in about an hour or two.

Sly da'Talikus
Tangaloor

Wow, this is above and beyond what I expected. The degree of customization on the weapons is very impressive. I'm so excited for all of these improvements. Well done, Jeff. *applause*
Tuesday, May 15, 2012 4:36pm
Drakowolf

looks awesome to me, now all you need is to get cracking on the armor and clothing crafting.
Tuesday, May 15, 2012 5:37pm
blueslyster

Quote by Drakowolf:
looks awesome to me, now all you need is to get cracking on the armor and clothing crafting.

No rush though... summer is coming. :3
Tuesday, May 15, 2012 5:43pm
OMNOMNOM and MINEMINEMINE! If I don't respond in-game, I probably dozed off because of the music. Contact me again in about an hour or two.

Sly da'Talikus
WWWWWWWW

Oh WOAAHHH Custom weapons like never before!
Tuesday, May 15, 2012 5:50pm
Jeremii da`Ariiel
Moderator

As far as I know, this is the first time I've seen this level of customization on weapons in an MMO. It makes a lot of sense. Instead of having models for every single weapon type, you just simply distill weapons down to the component parts, which are basically three types of handles (hilt/short/long) and then stick heads on them, like axe, sword, hammer, and mace. Suddenly, with sliders, you have created an arsenal of hundreds of weapons, some combinations of which the likes no game or even reality has seen. This is the amazing thing that I was privy to all these weeks, and I'm glad it's finally come out public.
Tuesday, May 15, 2012 6:31pm
Aureus Vulpes

This is probably by far the most intelligent and comprehensive weapon crafting system I have ever seen in a game, and I have been gaming since the early 90's. I have wished many times for a system like this. Many times I have been disappointed by my new weapon's appearance or its weapon type, but was forced to use it because I needed its stats. Now, that is all out the window. One of my biggest gripes in online RPGs is non-existent in this game. My only other gripe was armor appearance, and by the looks of things, that won't be an issue either. Best of all, everything is done on a slider-quantitative basis, making additional server load almost NIL, even in a heavily populated area with fully-customizable weapon schemes. BRAVO, Gentlemen (and any Ladies who may be working on the project). BRAVO.
Tuesday, May 15, 2012 7:46pm
Was Aureus Vulpes in Earth Eternal. Is Aureus da'Chalei in-game.
Lv20 L-Blade/Lv12 Hilt
Lv45 Chop Wood/Lv41 S-Pole/Lv41 S-Blade
blueslyster

Quote by Aureus Vulpes:
This is probably by far the most intelligent and comprehensive weapon crafting system I have ever seen in a game, and I have been gaming since the early 90's. I have wished many times for a system like this. Many times I have been disappointed by my new weapon's appearance or its weapon type, but was forced to use it because I needed its stats. Now, that is all out the window. One of my biggest gripes in online RPGs is non-existent in this game. My only other gripe was armor appearance, and by the looks of things, that won't be an issue either.

Yeah I've been playing games since 90's too, I think at age 3 on the first gen of gameboy. I've also been disappointed lately in other MMO's on their weapon designs. I've always dreamed of making my own weapon just for me that no one else would get.

Now would it be possible to hold weapons (some) under handed? Just a bit of a thought there for ya. And maybe some sort of holster for swords? (if possible).
Tuesday, May 15, 2012 8:00pm
OMNOMNOM and MINEMINEMINE! If I don't respond in-game, I probably dozed off because of the music. Contact me again in about an hour or two.

Sly da'Talikus
Greymyst


Swear to god my jaw dropped and I couldnt stop smiling :3

Now I know what you were talking about Jeremii! And damn were you right!
Tuesday, May 15, 2012 8:21pm
All good worlds start with a good story. A good World is worth a thousand stories.
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