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Welcome to Antilia!
Antilia is a sandbox-style RPG which is currently in development. It features an open world, single and multiplayer modes, and customizable characters! Click on "Features" in the overhead menu to learn more!
Latest Video Update
Here is Antilia's most recent video update. Be sure to scroll down for the latest weekly updates!
Weekly Update - AMD Radeon Support, Development Pause
AMD Radeon Fixes
Last week I installed an AMD Radeon 580 card to debug some issues that were reported on it. For one Antilia was consistently crashing approximately 15 seconds after entering the game, and secondly there were a number of graphical bugs related to the deferred shading pipeline on Radeon cards. Some objects were rendering black, shadows weren't working correctly (which meant atmospheric rays weren't either), and some objects were rendering at full brightness all the time.
The crash and most of the other graphical glitches have now been resolved, and along the way I made some long-planned improvements to the deferred shading pipeline that improve lighting on both AMD and NVIDIA cards.
These images were rendered using the Deferred Shading Pipeline on an AMD Radeon 580.
There is still one glitch remaining where in certain locations and at certain angles strange patterns will appear on the terrain. I'm not sure what is causing that one yet, I'll have to continue to study it more to figure out what is happening there.
This strange pattern will occasionally appear on the terrain from specific positions and angles - I'm still trying to determine what is causing this.
I need to place Antilia on a temporary development pause while I tend to some family needs for a while. The situation requires a lot of energy and I don't want to burn myself out trying to do too much. There won't be any weekly updates during the pause and Patreon billing will be paused as well. The year-end video will likely be delayed. I know this isn't the news anyone wants to hear considering how slow Antilia's development is already, but I need to do this and it is only temporary.
That's all for this week. Thanks for reading, and I will look forward to resuming work on Antilia Soon (tm).
Weekly Update - AMD Radeon Support, Development Pause
Last week I solved a variety of bugs and glitches when running Antilia on an AMD Radeon card, but now need to place Antilia development on a temporary pause.
Weekly Update - Cave Improvements!
This week I took a little break from bug fixes and optimizations while waiting for a new GPU for testing to arrive. Instead I worked on improving the terrain engine when used to create caves so I can complete a rough pass across the entirety of the Isle of Kasau.
Weekly Update - Reducing FPS Drops, Optimizing, and Terrain Changes
Last week I focused primarily on reducing FPS drops when crossing terrain page boundaries and making a few optimizations. I also started on some improvements to the terrain system that'll finally allow for collisions with the cave walls and ceiling, and placing clutter on it.
Weekly Update - Detail Settings, NPC Conversations
This week I focused on issues that came out of last weeks test, a settings window, and a system for NPC conversations.
Weekly Update - Setting up a Test Server
Last week I wrapped up the remaining tasks and set up our initial test server!
Weekly Update - More Bug Fixes, Merchant Shops
My focus this week was to resolve the remaining issues that would prevent us from testing, and then I also added a system to buy things from merchants and worked on the Isle of Kasau some.
Weekly Update - Bug Fixes, Request Batches, Merchant NPCs
My priority continues to be preparing Antilia for initial multiplayer testing, but along the way I took the time to add merchants you can sell excess items to.
Weekly Update - Testing Preparations, Crossbows, and Blunderbusses
This week I've been debugging and preparing Antilia for initial testing, reworked the item selection code, and added decorative crossbows and blunderbusses!
Weekly Update - Testing Plans, Respawn Character, Polearms
This week's update includes some details about our first upcoming test phase, development work on character respawning, improvements to the scene object editor, and some new polearm weapons!
Weekly Update - Mushroom Forest, Caves, Hammers & Staves
This week I worked on the Mushroom Forest area (Moivalau Forest), the caves under Gajoi's Claw, and added decorative Hammers, Maces, and Staves
Weekly Update - The Columns, Maulei Beach, Decorative Daggers
Last week I was inspired to do quite a lot of world design, with a new design for Maulei Beach and new regions for the western side of the Isle of Kasau.
Weekly Update - Server Login Changes, Decorative Weapons
More work on the network code with a focus on the login system, and I've added some temporary decorative weapons to the game.
Weekly Update - More Networking, Character Creation, Taipii Guilds
This week I continued my work refactoring the network code, debugged tine character creation process, and spent some time working on the Taipii Guilds.
Weekly Update - Wei Garden, Interface Fixes, Networking
This week I (mostly) finished up Wei Garden, started some needed optimizations to the networking code, and fixed some user interface issues. I focused primarily on refactoring and UI fixes this week, so this update will be brief.
Weekly Update - Chat Window, Takadynns, The List
This week I tried to wrap up work on the Chat Window, made improvements to the games teleport/respawn points, and started on a list of everything that needs to be done to get back into alpha testing.
Weekly Update - More Chat, Scripting, Desert Ruins
This week I continued working on that chat system and added a new set of ruins to the Burning Sands
Weekly Update - Chat Window, Bug Fixes
This week I started work on the chat system, and continued general preparations for multiplayer testing.
Weekly Update - Multiplayer Progress, World Scale
This week I started work on Antilia v0.12, with a focus on multiplayer and preparations for alpha.
Weekly Update - More Web Content and Fixes
This was the second week of my c++ programming break, and as a change of pace I continued work on the lexicon and website!
Weekly Update - Website Fixes, Lexicon Content
This week I made improvements to the website, and roughed in more pages to the lexicon!
Video Update - 0.11.0 Pathfinding and AI Behaviors
I just posted a new update video with a look at Antilia's new pathfinding and AI behavior systems. Characters and creatures are moving around on the Isle of Kasau now, and the Taipii are starting to work together as a simulated community!
Weekly Update - Tree Fade, Bug Fixes
Last week I focused on testing and fixing bugs in preparation for the upcoming video, and managed to implement a few small improvements I've been wanting.
Weekly Update - AI Cooking and Deliveries
As the mid-year point closes in I spent time this week trying to wrap up the foundational NPC behaviors and get a few new behaviors in place. As I transition to working on a video update over the next few weeks these updates will likely look a little different - with tasks related more to debugging and video production and less world building.
Weekly Update - AI Tasks, Southern Kasau Design Pass
This week I worked on a new "Task" system to compliment AI Behaviors, gave the southern side of the Isle of Kasau some preliminary layout passes, and improved the sea rendering.
Weekly Update - Burning Sands, Treasure Chests, Topo Map
This week I added two new regions to the game and improved a third, added treasure chests to make exploration more fun, and experimented with a new topographic style map.
Weekly Update - Fell Trees Behavior, Logging Camp, Bamboo Ponds
This week I implemented a new AI Behavior for felling trees, improved the area around the logging camp, and added a new "Bamboo Ponds" area nearby.
New Antilia Website Now Live!
The new Antilia website is now (mostly) live!