29 March

Production Update: A Sense of Identity - Part II

By Vye

Hail and well met, Elyrians!

Time sure is flying these days and I'm excited to share the progress we're making on our current Adventure! Since we've been releasing a lot more content a lot more frequently, I'll just jump right in!

The Quest for Inventory Management

With the initial character creator out of the way, the majority of the team has turned their attention to inventory management and equipment. As expected, the feature tech is coming together very quickly and Sekmu had the ability to pick up and transfer items between available containers implemented in less than two days. The bulk of the work is all about presentation, by which I mean UI/UX! We have deliberated about all the different ways and places a character will be able to wear or carry things, be it a a bag or a breastplate. We've taken a look at some of our favorite inventory systems, be it for usability reasons or for features and flexibility.

We are aiming for a relatively realistic feel to equipment and inventory. You can only carry what you can realistically carry, so no wearing eight backpacks or putting great swords in a belt pouch. That said, the type and number of bags or containers you have are quite flexible. Most articles of clothing can have pockets sewn into them - great for quick access to smaller, frequently-accessed items such as keys, coins, or maps. The goal is to even be able to have hidden pockets on the inside of your cloak or a small knife sheathed in your boot. Pockets won't always be immediately visible so if, say, you've incapacitated someone and only have precious few moments before the guards come back around on their patrol, you'll have to decide if it's worth it to rifle through every square inch of the person's equipment or to just snatch some easy-to-see things and be on your way with time to spare.

Always-visible inventory containers include pouches, purses, satchels, and rucksacks. Pouches and purses can be assigned to certain attachment points on a belt or placed inside of a larger bag. Belts will have a few points where things can be sewn on, such as pouches or scabbards. Satchels and rucksacks and larger bags like that can also have pockets or smaller pouches sewn on, allowing players to create a simple, single-compartment knapsack or a customized, multi-compartment bag to keep everything organized. A good example might be that an explorer may want some exterior pockets sewn on to keep rations or cartography equipment handy, as well as a scabbard for a shovel or axe, in addition to the main compartment for their extra clothes and camping equipment. There will be a limit to the number of pockets or pouches a bag or piece of clothing can have that will depend on the original pattern, but not everything must be sewn on at the time of creation. Any competent tailor can sew on these additions after the fact.

While your immediate inventory is a function of the things you can realistically carry, you can always store additional items in your home, at a player-run storage service, or with your family, so the items you own are not limited to what you can carry. There is no universal vault or bank frequently found in other games. Chronicles of Elyria is taking item ownership much farther so, for most players, their home will be their vault and they will own it, its contents, and maybe even the land it is on - much like in real-life. I don't know many people who carry all their belongings with them at all times and Chronicles of Elyria will be no different!

Death is putting together some wireframes that incorporate all the functionality we want players to have. His mantra is to make the "right information available at the right time" so, while these wireframes may seem like there is a lot of information, in practice many of the different elements you see illustrated below would only be displayed when you need them.

Though wireframes don't have to be pretty, they tell the placement and usage of elements. A beautification pass is in the works!

Wearable equipment in many MMOs has become a stat-fest with no regard to realism; where wearing a certain helmet can make a character smarter, stronger, or somehow better able to parry. Where rubbing the armor can cast a levitation spell or taunt a monster. These things are silly and that's not what equipment will be in Chronicles of Elyria. Instead, hearken your memory back to scouring the equipment section in your favorite table-top RPG and thinking to yourself, "This is a tough choice, I can't afford the chain shirt and the masterwork shortsword with +1 to damage and attack. I guess I'll take the normal short sword for now. Hmm, I chose a small race so I'll need to get the small size sword, which only does 1d4 instead of 1d6..." This is a lot closer to Chronicles of Elyria, where equipment you use must be suited to your size and do not provide significant, inexplicable bonuses to your skills. Instead, your skill as a character and a player will be the source of your skill. Crazy, I know!

That's not to say your gear isn't important. It is! It just serves a different function. Instead of making you stronger or more skilled, it keeps you from dying in a whole lot of ways - so it's got that going for it, which is nice. Equipment is more about survival than anything. There are a couple different layers you can wear. Layer 1 will typically be your clothing and will be the primary barrier against exposure. If you're in the frozen north, you'll want to choose heavy, thick materials that will keep you warm. If you're in the desert, silk or light linen will serve you much better.

Layer 2 will be a lot more dependent on the activity you are performing or the role you serve. Adventurers will use this to don their primary protective layer such as armor or additional traveling clothes. Those involved with crafting and trade will likely prefer things such as aprons or other profession-based garb that protect from the heat of the forge, getting flour everywhere, or otherwise serve their work. For the politicians among you, your armor is looking respectable and trustworthy, so fine clothes with marks of your station will be the best protection in this layer.

A couple areas of the body will have a layer 3 option that will depend a lot on what else you are wearing. These are the chest and cloak slots. The layer 3 chest slot can house a breastplate, pauldrons, overcoat, or tabard, but may not be compatible with wearing a robe or cloak at the same time. There is also a belt slot which is layer 3 because in can be worn over everything. Belts are pretty handy and can have scabbards, sheaths, pouches, or pockets sewn in to various attach points.

There are also equipment slots for jewelry and some other cosmetic items but these would be hidden below other equipment if you were wearing it. So you might be wearing a cool ring but it won't be visible under your gloves (if you are wearing any). It's not necessary to wear equipment in every slot at all times since it is so dependent upon your activity. In that sense, a noble may choose not to wear gloves in court so that all those in attendance can see their signet ring. A hat might not be worn indoors due to local custom. And armor certainly should not be worn to bed - you'll have a bad night!

A variety of equipment that can be mixed and matched and worn at different equipment layers

Though there is a lot of thought put into the equipment and layering system that will provide characters endless ways to express themselves through form and equip themselves for function, really all we want to do at this stage is be able to don and doff a couple different options in each slot! So while Snipehunter and the design team are up to their elbows in the gameplay implications, Irreverent is making sure we've got a few options to try on and Racronos is making sure that there's some feedback, in the form of animation, when you change equipment. Donning and doffing equipment will take some time, depending on the item. For example, putting on a shirt is pretty easy and won't take long...unless you have to first take off your breastplate and padded tunic to reach it and then put those back on after you're done!

This feature provides a couple things to the dramatic realism of Chronicles of Elyria. First, it means that swapping equipment during an active melee is impossible and even taking a moment on the battlefield to raid and equip a fallen enemy's gear is a dangerous undertaking. And really, you should think twice about taking off your clothes or armor in the middle of a battle! If you're camping in the wilds, you'll need to decide whether you'd rather suffer a poor night's sleep in your armor or enjoy a restful night's sleep unarmored but run the risk of being set upon by bandits or monsters with no protection. For a spy in a noble court, where the danger is less tangible, it also means you won't be changing your disguise without first adjourning to a secluded alcove or empty chamber. But it's not so restrictive that the average citizen can't easily don their gloves and hat when they go out or enshroud themselves in a hooded cloak when they don't want to be recognized. It just means you will need to think about your activities before you go out and prepare appropriately.

Second, this feature provides one of the several reasons to build and own structures. If changing what you are wearing leaves you more vulnerable - to predators, thieves, or even blackmail - it'd be nice to do that in private, wouldn't it? From tents to townhomes, being inside a structure provides more than relief from the elements, it provides safety and privacy as well!

All that being said, you can play dress-up on your character's paper doll without confirming an equipment change. Only when you're satisfied with the selections and you confirm your changes will your character perform the equipment change, so there's danger but not unnecessary tedium. It's never our plan to introduce tedious activities without a dramatic reason that adds to your gameplay experience by introducing conflict or meaningful choices.

Exploration of tribal clothing styles is also well underway!

So progress on this quest is going great. Once we settle on the look and feel for the UI/UX, it'll be easy to hook it up to the functionality. Once the interface is working, we will have a bunch of equipment in our inventory to play around with. Once that's done, this quest is also done!

Quest for World Interaction

The Quest for World Interaction has taken a slight detour and also a leap ahead. If you hang around in the official Discord then you might have heard that Soulbound Studios had itself a little, internal game jam - or hackathon, if you'd rather. During that brief intermission, a simple NPC was added who would go around planting things. Johnny Appleseed, we call him. Also, world interaction was added to VoxElyria along with some plants to gather food from, like apple trees and stalks of wheat. So the only piece left is to make sure that the Unreal UI/UX is where we want it, which is tied in with the wireframes that Death is working on for Inventory. So, again, once we settle on the look and feel of the Inventory UI/UX and hook it up to the functionality, this quest will be done too!

But that's not all! We're also generating the world with which to interact. We've been continuing to develop the different biomes and Caspian himself is creating the algorithm that will generate the world maps for each server. As you've seen before, the world is made up of a bunch of different biomes. The starting continent will always have the eight home regions for the eight launch tribes, as well as some transition biomes to glue them together in a natural way. This will represent roughly 30% of the total land mass of the world.

While Caspian is hard-at-work building a system to generate the landmass, Raevantiel and Souzou have been continuing to build out the inventory of plants, soils, and other environmental assets that will be used by the generator. The latest biome they've been working on is the Freshwater Wetlands, home biome of the To'resk. So far we've got the topology looking quite nice and have begun to populate the area with plants. The flower is a hyacinth and the tree is a papyrus, two key species in this biome. The soil texture is coming along as well, appearing very saturated and almost clay-like. As with the other biomes we've shown progress on in previous posts, we build the topology first, then the soil, then some key plants including ground cover, low brush, and trees (if applicable). So it's still very much a work-in-progress and we'll be excited to show you more at the end of the adventure!

Even with just a couple plants, the difference between these wetlands and the Dras's swamps should be obvious.

Protectors of the Web

There continues to be activity on our website, forums, and official Discord server as a result of the resolute warriors on our front lines. Whether it is tracking down trolls or bugs, adding new features big or small, or providing new and better knowledge for the community to sink their teeth into, the Protectors of the Web will never stop! Over the last few weeks, some notable achievements include:

Account Merging

Account Merging was a prerequisite for a great many features, including Surname Reservation, Server Selection, Settlement & Domain Selection, and anything that actually takes advantage of the contents of your pledge package or your total Influence. Now that this feature has come and gone, the number and size of starting domains is set and this will allow player-run groups to better plan their approach to domain selection. We won't be bringing this feature back ever, as it is exclusively something we promised to early backers and has no benefit past pre-alpha, so those who needed it, got it! Enjoy!

Surname Reservation

With that out of the way, Surname Reservation began on March 1st. During March, reservation was gated on Influence so that those with higher influence would be able to choose first. After March, any remaining surname reservations will not be gated so anyone new to the community can submit a name as soon as they have the item in their inventory. Approved surnames will be available to their progenitors for all characters they make on the server they reserved it on and there will be ways to invite others into your family before launch as well. This means each server has already begun to diverge! After launch, over generations, and with more marriages and offspring, surnames will spread as a result of player activity, which will be interesting and exciting to see! Which great houses will become renowned or infamous? Which families will proliferate or be wiped out? Only time will tell!

The Surname Reservation tool will cease to exist after Exposition completes, so the only way to guarantee a surname exists on a server is to A) hope or B) reserve it! See the announcement post for more details.

Love and Lore

The Protectors of the Web have spearheaded some recent promotions for our glowing community as well. In February we had the Elyria & Chill promotion which introduced - among other things - some special items into the store (and therefore the game) including some jewelry to show your affection for another, a few cooking recipes, a pair of songbirds, and a certain fantasy costume that is better for the bedroom than the battlefield.

In March, lore from the Second Age revealed the story of the Cardinal Bees and the Pilgrimage of Renewal, as well as some religious observations. In addition, we further celebrate this time of growth and renewal with some farm-themed goodies, including the adorable Foxcelot!

These things are going away tomorrow, so don't miss out!

Game Guide Refresh

As part of our continued work on the website, we've been updating the game guide. Our first goal is to make the information there accessible to newcomers since we've all seen the memes about explaining Chronicles of Elyria to a friend.

To date, we've updated the Game Guide's landing page and filled out the Overview and World sections and their children, as well as provided an initial landing page for the Guide, Lore, and Getting Started sections. We'll continue to add additional and more detailed information - especially to the Game and Lore sections - as we continue to develop and release design journals and lore pieces.

So expect to see more goodies there, as well as around our forums and official Discord server. Things are really shaping up!

Pledged to Your Continued Adventures in Life, Both Actual and Fantasy,



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Salvador - 1 year ago

looks great! Much encouragement and good work!

Hieronymus - 1 year ago

Yes I think they did a fantastic job! It was such a pleasant surprise. The images they published prior to the live stream unfortunately did a disservice to the flexibility of the system. But now you know ... and you can be happy!

Hieronymus - 1 year ago

Hi Odell,

Many of the 3D renders SBS has showcased, notably of the Dras, were intended to highlight the extremes possible with the character creator. You will get a better sense of what's possible by watching the live stream on character creation which I've linked for you here:

Link: Character Creator Live Stream

Here's an example of the extremes with the Dras:

Hope that helps.

Odell - 1 year ago

Amazing. im almost halfway into the stream all the tribes look wonderful in their own way wow. Thanks for the link! Yup, I''m watching the whole thing :D

Teland - 1 year ago

Posted By Odell at 6:33 PM - Tue Apr 24 2018

Out of topic. If that is a female dras on the left, i cant tell. Maybe make her look a bit more feminine? The male dras face looks smoother and prettier than the female one. I usually play female characters because I am one myself but in this case, I'd play the dras male since I feel he's more feminine based on the photo which isn't much to go by. I don't know how to explain what i mean by feminine xD Since it's still in development i thought i'd give my opinion. It's just my opinion. I wonder what others think about the dras female. It's all looking amazing though :D

The image in Vye's post isn't in-game footage. It's the lead artist's take on what Dras clothing will possibly look like, not a male/female comparative piece. If you'd like to take a look at what a Dras female might look like, here's some footage of Caspian and Vye using an early version of the character creation tool. I set the timer in the link to the Dras example, but would recommend watching the whole thing.

Odell - 1 year ago

Out of topic. If that is a female dras on the left, i cant tell. Maybe make her look a bit more feminine? The male dras face looks smoother and prettier than the female one. I usually play female characters because I am one myself but in this case, I'd play the dras male since I feel he's more feminine based on the photo which isn't much to go by. I don't know how to explain what i mean by feminine xD Since it's still in development i thought i'd give my opinion. It's just my opinion. I wonder what others think about the dras female. It's all looking amazing though :D

ImbuedGreen - 1 year ago

Will it be possible to expedite putting clothing/equipment on? Perhaps at the risk of equipment durability, or making extra noise?

Leonim - 1 year ago

Posted By Vye

Death is putting together some wireframes that incorporate all the functionality we want players to have. His mantra is to make the "right information available at the right time" so, while these wireframes may seem like there is a lot of information, in practice many of the different elements you see illustrated below would only be displayed when you need them.

Hi, I really like where our inventory system is going. So I thought I would also throw my own two cents this time. I generaly express my views through analogies and my lengthy ways, so bear with me for a while or simply zoom on the highlighted conclusions. :)

.. Natural order of things : Being creatures of the technological type, most players are used to have "folders" (read containers) first then "files" right after. Which would mean : containers before items (stacked and single) in the listing.

.. Logical point of view (POV) : Items with higher volumes tend to be found first and that tinby keyset has probably slipped way down (literally, you should have to scroll down to find them in a crowded backpack). My point is : descending volume should be the default order (from big to tiny).

.. About liquids : In the aforementionned case of milk (obviously true for any other mixture or beverage), the detail line should mention the container of the liquid (naming convention), then the "pocketed info" would give us the info on remaining volume in that liquid container (probably a small bottle of milk in our case).

What about spilling? : A natural question following a point about "unsealeable" liquid containers (or "always-open" like for instance a mug). It could be dismissed, but it is also true of a barrel containing powders (like spices or flour) or even a bunch of swords... or eggs. Could/should you lose the content bit by bit?

I answer my own question by no when speaking about "made for" containers (way further in the post, containers crafted with specific category(ies) of items in mind), but I'm not against generic containers unable to retain "special" or fragile items undamaged (and/or unwhole in case of stacked numbers, durability or volume).

.. About counters (josūshi) : In asian languages (I have only passing experience in japanese, but it is also true for chinese and korean as far as I know), there are "counter words" to convey the ideas of shape/nature behind the numerals; be it "small-animal" or "sphere-like". It opens a can of its own problems, so I won't forage further in, except to mention than shape is really important in item categorization.

.. About stacking : probably the same concerns/proposals as spilling (as brushed upon above). It was stated in one of the dev journal that "automatic stacking" is one way to ease the UI/UX for players, and I concur widly. :p

It seems there are no use cases about stacked items so far, will they present their numerical count in the ill-spoken "pocketed" column?

.. About "sizes", or rather "shape" : in the 1st concept screen, a bit counter-intuitive (and maybe a typo) is to find in the left pocket, an apple (xs) smaller than a ring (s).

Anyway, in the grand scheme of things, since we have volume and weight, shape become more important than "size", yet you can only compare what is comparable (let me exlaborate a bit, feel free to fly to the next checkpoint).

We are used to be able to compare t-shirt sizes that way (from XS to impressive size like 4XL, hopefully I won't even speak of kid clothes), yet it mixes both length and width which is far from optimal and cause many people literal headaches on the shopping block (pun intended).

And that is only with one "tribe" (the human sapiens), while in Elyria, there are many different lengths and widths that are considered "standard" for a M size... depending on which tribe is was made for.

It will/has probably be/en simplified with S, M, L for the small, medium and larges tribes of Elyria despite their emphased differences in skeletal proportions.

.. Nevermind, leading to my point about the importance of a common referential to "ponder" each category of items : meaning that in the domain of "weapon" "edged", a XS blade would be the size of a concealable dagger, and a zweihander would probably deemed XL, while the longsword would be M-sized.

Why is it relevant? When commonly speaking about a "piece of cloth" for instance, you certainly expect to buy a pullover made for humans... not tiny dogs (oh wait...). Same goes with "tools", "weapons" and even "consumables" (the dose within would have been made standard for an adult).

The relevance is the destination the crafter had in mind when "producing" the item that we want to store in one of our containers.

Obviously no decent "2H weapon" would fit into a character's "pocket" : since a "pocket" is made for things hand-sized (palm, fist or full-extent, or even a bit more but not by much) something that fit into one hand "completely". Which means if you can hide it with your hand, you're good to go (hail to David Copperfield!).

If inventory slots could speak, they would probably tell you that they "know" what type, class and size of items can fit in any of them (when in "deployed" state though). Just maybe they would want to share with containers... after all, they are family-related.

.. Weapon, furniture... and house!? in kit : ahem, I mean components (raw materials and the likes). After all, not only we will want to carry finished (useable) products, but also their tidbit parts. I'm all for better handles and specific containers (one for ore, the other for sand, etc.) so my mule would carry "moar" on the way back of a harsh undergound trip... and somehow I think that those ambushing thieves around the corner wouldn't be against that as well.

.. Presentoirs and the need of "show-off" containers (the cosmetic exceptions I was writing about an hour ago) : be it a shiny new armor, your last field harvest or whatever you want to trade, you'll need to show in plain sight their (in)glorious state to the world (at least gods and the occasional passerby).

Unlike what I said about a certain scabbard, putting peaches into that particularly daring "night robe" presentoir may help with selling the product. But lets not go that way, better pester the devs to make sure we get to have decent armor "containers" (zodiac knights anyone? arrgh, deriding again, nevermind) like those we've seen in previous screenshots and short vids while strolling in New Haven.

Or else, I'm certain there will be a certain black market started by "entrepreneurs" by using the gentry's statues for their own agendas! ;)

.. A container should also have a clear "made for" (naming convention and restriction on contents) about their intended use.

But why would the devs "need" or would "want" to bother with category (class+type of an item, or a more descriptive system)... simply because putting your vegetables in your scabbard fills kinda weird, I mean really ankward-like (no offense intended to any tribe with a close-sounding name :p).

Our "inventory" has highly restrictive slots (no gloves on the left foot for ya), containers should also have similar "limitations" of their own. Some simple examples of containers showing typically "expected" restrictions : generic pouches for "small-weighted, small-volume" stuff, medicinal bottle for pills and liquids, herbal pouches for plants, etc...

The bottom (haha, sorry) of the affair is in my opinion to dedicate container (during the crafting/revamping process) to what category of items they should be able to contain... AND give them bonuses (in volume and/or weight allowance) compared to generic ones.

.. Designing containers : the more specific, the better would be the benefits to the crafted container (quality, protection, allowance, etc.) or mishaps in the production (maybe leading to teared or unusable states, just have to recycle and restart the process, yet time = money).

On the development side, the generic model would do fine except for a few cosmetic exceptions, just because everybody loves large chests or so I read somewhere else ( an interesting novel by the way, not for the faint of heart though). ^^

For instance, a crate full of coins or full of decaying cabages would generally look the same to the non-curious before taking a peek inside (with the current UI, you actually don't visually show the stuff "while inside"), but you are nonetheless made painfully aware that the green stuff won't pay the bill after "peeking". But again what type of "precious" reward were you expecting adventuring in the swamplands?

And that's for the best... not the green stuff, the way the UI alleviate on dev time and still maintain full coherence fo its avid users.

.. [Edited] Almost forgot, two tiny things (mostly) : the detail table show columns in a certain order : "weight" before "volume", while the pocketed and barcharts are in the opposite orders. I think it should be coherent for readability sake.

Second detail, more of a question that I probably overlook the answer from a dev journal somewhere, will units in game be available in the international system (SI) or will some of us players have to do conversions on their own?

.. Pattern on containers to identify their designed content... truthful or not, depending on your intent as a potentially dishonest contrabandier... (after all those marked ones may really not be the stolen crates we are looking for, rrrigght?).

Matriarch - 1 year ago

Maybe it's just me but i can't see a necklass slot?

Halvgrim - 1 year ago

Can you wear clothes that hasn't been adjusted to the size of your character?

It looks like Janoa clothes is "one size fits all" with room to grow, whereas Draz trousers need to be size adjusted to fit tightly on the characters legs. (Yes, I know that this is over-engineering, but it just occured to me)

VanHarsen - 1 year ago

Nice !

Arkyon - 1 year ago

Really nice update

Rojinn - 1 year ago

Everything I'm seeing just makes me excited to be part of this game and community! Early on, I stated that this all seemed too good to be true. It seems the game will have a level of realism and immersion which will not also be monotonous. Love the update...especially the information about gear. I am overjoyed that this will not be WOW-like. I am thrilled that the gear system will not be purely stat driven. Perhaps this will keep the gank-fest lovers at bay. I know that we will be attacked, and I know we will choose to attack. Also, I know that there will be the mindless murderers roaming that we see in other games, but maybe death and combat will be a bit more of a risk than a run from the graveyard. I really liked the immersion idea of a blacksmith having to have a leather apron for instance. I plan to play a blacksmith at some point. I can see him spending his little life in a town by the mountains, making the finest tools and battle axes around. Awesome Stuff!!!

Mhaura - 1 year ago

This was a triumph! HUGE success. It's hard to overstate my satisfaction!

The closures, trim, cod pieces, dropped armhole seams, raglan sleeves, tunics, modified harem pants, 3/4 sleeves, cap sleeves, bishop sleeves, the hem lines are fucking awesome and not boring! I'm so happy :') Though will we be able to create a-symmetrical garments? All of these are symmetrical.

Also, the SHOES! Ok, so I'm freaking out over the sandals. Will we be able to create transparent fabrics?!

Bluebelle - 1 year ago

This may be one of my favorite updates so far! That freshwater wetland biome is absolutely gorgeous and I love love love those trees in the last shot they're almost like palm trees topped with really green marsh grass and yea I'm just a huge fan of that tree really all the biome flora and fauna have just been amazing and so thanks to this the team and this game! you guys provide endless inspiration

PRIMEXXX - 1 year ago

Well I have to admit, Now I feel much better and have confidence in the game once again. I feel we are getting closer to an actual game. Keep up the Awesome Work. I am sure many of us are looking forward to investing more into this game again.

Happy Heretic - 1 year ago

Awesome update! Can't wait for the Kypiq clothes. :)

And sleeping in armor is not THAT bad, I had some nice naps in my chainmail when I wore it regulary. :P

SirApetus - 1 year ago

Fantastic update as usual :) Really love the clothing, and I love the whole Johnny Appleseed NPC!

Costanius - 1 year ago

Thank You for this update and writing it all up!

Oracle - 1 year ago

Superb work as always :) The wetlands are beautiful.

Lady Grace - 1 year ago

Love it - that biome exploration, oh my! Amazing work :)

The inventory looks like a huge amount of fun as well, although I rather hope we can wear a tabbard over breastplate (as distinguishing who is who in a battle is kinda the point), even if perhaps mechanically we actually add the tabbard to the breastplate the same way we add a pocket so that it is a single item with no show-though issues.

I love the progress - and the focus on gameplay. Bravo!

Ravenlute - 1 year ago
@Lady Grace:

Posted By Lady Grace at 12:06 AM - Fri Mar 30 2018

Love it - that biome exploration, oh my! Amazing work :)

The inventory looks like a huge amount of fun as well, although I rather hope we can wear a tabbard over breastplate (as distinguishing who is who in a battle is kinda the point), even if perhaps mechanically we actually add the tabbard to the breastplate the same way we add a pocket so that it is a single item with no show-though issues.

I love the progress - and the focus on gameplay. Bravo!

Even a single band of cloth around an arm would be useful for that. Agreed, it's very important to tell who is on your side.

Tonchek - 1 year ago

Dras looks like fully fledged hardened EMO.

Nice update Wye. Thank you.

Sagan - 1 year ago

This is some amazing work you guys are pulling off.

Lefu - 1 year ago

Some great progress!!

Augustus_Aquila - 1 year ago

Fabulous. I am speachless.

Augustus_Aquila - 1 year ago

Fabulous. I am speachless.

Sabina - 1 year ago

Loving that wetland, it is going to be so hard to chose where I want to start

Prof_Griz - 1 year ago

Oh boy, I can't wait to get my hands on the inventory. Management 4 dayz!

Zakarus - 1 year ago

Busting out with happiness with how you guys are coming along with the game progression. The way you need time to put on your gear to secret pockets hidden in your clothes, belt, Armour and boots. Keep it going your doing great but don't let it over take your life just to please us seagulls. Surprise us as always in New ways you can take this game to new heights. Also love the Wetlands pics.

Vuulk - 1 year ago

Wonderful progress!

leone - 1 year ago

grande trabalho estão de parabéns, aguardo ansioso pelo jogo

Eurickdm - 1 year ago

Posted By leone at 10:35 PM - Thu Mar 29 2018

grande trabalho estão de parabéns, aguardo ansioso pelo jogo

Como tem gente de vários lugares aqui e muitos não falam português, tenta postar sempre em inglês.

Se quiser encontrar mais gente interessada no jogo que fala português, tem esse Discord.

"Since there's people from many places here and many of these people don't speak portuguese, try to always post in english.

If you wanna find more people intressed in the game that speak portuguese, there's this Discord"

LapantinoPT - 1 year ago

I love this game and its team more and more.

JCWisp - 1 year ago

Awesome! The more I catch on news and dev journals, the more excited I get about the release!

Sagan - 1 year ago

Excellent read, thanks SBS, can't wait!

Cynn - 1 year ago

Awesome! Love the way gear is being done, especially the belts and pockets.

RegisHammer - 1 year ago

Love it, thank's for the continue updates.

Iccubus - 1 year ago

thanks Vye for the Production Update, very nice.

Eurickdm - 1 year ago

Great update!

Love the way inventory will work, had forgot about it.

Also, Janoans concept clothes are looking cool.

From the description i got that using a plate will lock any cloack slot, is that right?

Lethality - 1 year ago


It's amazing how such a simple thing like inventory and UI can get the hype flowing! This stuff is where the rubber meets the road and makes it feel all the more real. :)

Speaking of UI... one trend I was never a fan of but really have grown fond of especially on mobile devices over the years, is fixed UI panels.

Current examples I can think of... Kingdom Come, Albion. heck even Diablo III.... the panels slide in from the left and right, and you can't rearrange them.

I know this sounds limiting but it's totally better for usability in my opinion!

From the wires above, it sorta looks like the approach you guys are taking, but of course they are just wireframes so I'm not sure.

Anyway... keep up the awesome progress!

Jedzea - 1 year ago

Where is the sugar cane?????

Rheika - 1 year ago

Loving those outfit concepts! I look forward to learning more about inventory management and storage.

Raykonx - 1 year ago

I hope we get info on the crafting redesign soon :) Keep up the good work!

cedness - 1 year ago

thanks sbs for actually making me Google, where Papyrus and hyacinths grow! :D you learn new stuff every day

Sanguinesh Eviscerator - 1 year ago

Good info. typo first line of first paragraph after wire frame pics:

Wearable equipment in many MMOs has became a stat-fest

Hieronymus - 1 year ago

Oh Jeeee-zus! You guys are outdoing yourselves on a weekly basis now.

Thank you for the screen shots. Amazing work!

Zachariah_Ardent - 1 year ago

Speaking of the complexity of features. I got around to making a full document detailing all the features that we currently know about.... 64 pages long (Not including info on individual tribes, made that a separate one).

Overall, it's been really helpful when I'm trying to explain the game. I learn a bit about them, what they like in an MMO, then select a few points to talk about to really get them into it. It's a lot of help!

Vladius_Glacius - 1 year ago

Great Job!!!! I love the look of the Wetlands with the 1 Layer of trees.

KelvinRiley - 1 year ago

Always brightens my day to get a bit of news. :P

Karik - 1 year ago

I like the thought process behind the paperdoll functionality, letting a preview of your look before taking the time to actually change out of your clothes and back into new ones. I like that we have to change and be vulnerable, but without having to have tedious clothes changes just to mentally picture what it all will look like.

Continue that thought process throughout and A+

BookHockey - 1 year ago

Looking Great!

promise - 1 year ago

A fantastic update, I really enjoyed it! The inventory system is coming along so well and I love the imagery of the different example tribe clothing. The tropical wetlands look FANTASTIC as well.

Sharasapasta - 1 year ago

Yes, but where do I what inventory container can I keep tolens in?

Kranot - 1 year ago

that armour in the inventory makes my privates tingely

TheCoz - 1 year ago


Satine_Gentay - 1 year ago

Wonderful progress!

Esoba - 1 year ago

Great information, and loving the look of that biome.

Lord_Brisingr - 1 year ago

That's Crazy... how is all this intricacy gonna work I wonder... yikes.

Soulbrandt - 1 year ago


JohnnyViscerate - 1 year ago


markof - 1 year ago

Amazing the tropical wetland is fabulous.

Johan Housel - 1 year ago

YAAAAAS, dem details tho <3

Athorias - 1 year ago

nice! <3