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[Sticky] Pre-Alpha Testing has officially begun!

Hail and well met, Elyrians!

Soulbound Studios has been hard at work on gameplay features and technology that will deliver Chronicles of Elyria to our backers and beyond! Over the last year, extensive work has been laid in the following areas:

  • Basic and advanced traversal mechanics and animations
  • Combat, NPC Combat AI, and animations
  • Combat combo system and combo management
  • Basic Survival mechanics (food, water, shelter)
  • NPC personalities and AI routines (go to work, sleep, hang out with friends, etc)
  • NPC interaction and animations
  • NPCs giving the player contracts
  • Events unfolding by the Story Engine
  • Giving and receiving information using the Knowledge System
  • Procedural dungeon generation
  • Character attributes as they apply to survival, combat, etc
  • Equipment, Inventory, and management of both
  • Environment exploration for the Tropical Wetlands, Semi-Arid Desert, and Lower Montane Forest
  • Creature models, animations, and AI
  • Interacting with objects and stations in the world for contracts, stories, etc
  • Character skills a they relate to all of the above activities

We've plucked out one set of experiences, and the features that make them up, to include in our first playtest, named: Trial of the Tested!

Trial of the Tested

This playable is focused on traversal and procedural dungeon generation. Alpha 1 backers will play through a Waerdic obstacle course as either Neran, To'resk, or The Waerd. Different traversal types that players will encounter include:

  • Climbing across walls and jumping between them
  • Jumping across platforms or gaps
  • Climbing poles and jumping between them
  • Climbing and swinging on ropes
  • Ziplining
  • Balancing on beams and jumping over gaps
  • Sliding through small gaps
  • Dive rolling over small barriers
  • Running along walls and jumping between them

A variety of obstacles are assembled together by our procedural dungeon generator, and testers can select the difficulty of the obstacles in the course they want to play. Some are quite easy and most players should be able to get the hang of them with a little practice. Some are quite challenging and will take timing and precision to succeed! In Chronicles of Elyria, some characters will pursue advanced traversal skills to explore caves, dungeons, ruins, or scale fortifications, so it is important that there exists a wide range of skill levels that characters can learn, in game! The procedurally generated world will allow there to be varied challenges for these skills just about anywhere.

The test client includes ample telemetry to help us gain insights about player experiences. This objective data, along with player ratings and write-in feedback, will help us improve the gameplay for future pre-alpha playables and beyond. We believe strongly in getting feedback early and often. The entire Soulbound Studios team is excited to have our work in the hands of players, and look forward to learning what we can improve to make the game even better as we continue development.

This test period is expected to last for three weeks, with some downtime expected for maintenance.

NDA Is In Effect

As a reminder, the participants in this test are bound by NDA and cannot share screenshots, video, or other materials. They are permitted to let Discord display their Game Activity, so don't be surprised if you see folks playing Chronicles of Elyria!

More playable experiences are planned as we build up speed with our test cohort. Stay tuned for more exciting things throughout 2020!

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

Vye


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3/23/2020 8:37:59 AM #61

Wonder if Vye's list is actual sequence of play tests.... hmmm


3/23/2020 5:04:00 PM #62

Excited to see progress into the timeline! I was wandering though.. most of the moves (wall-running, etc) are quite acrobatic. Do we know if everyone will be able to do that from the get-go? I was hopping to have a player skill based system where you have to develop this capacities. It would seem farfetched if your average blacksmith could do these surreals acrobatic moves.

Anyone got info on that?


3/23/2020 5:39:47 PM #63

Posted By YHess at 10:04 AM - Mon Mar 23 2020

Excited to see progress into the timeline! I was wandering though.. most of the moves (wall-running, etc) are quite acrobatic. Do we know if everyone will be able to do that from the get-go? I was hopping to have a player skill based system where you have to develop this capacities. It would seem farfetched if your average blacksmith could do these surreals acrobatic moves.

Anyone got info on that?

Good question. :) In fact, the reason we call them "advanced traversal mechanics" is because the vast majority of these moves will require some amount of training and character skill before they are open for players to use on their characters. While running, ladder climbing, and jumping are open to pretty much anyone, with a range of performance based on size and attributes, pretty much everything else will require a player to seek out someone who has knowledge of those techniques to teach them.

Hope that helps! :)


  • Snipehunter
3/23/2020 5:46:44 PM #64

This is pre-Alpha... Meaning, it's before Alpha... Meaning... Alpha 1 has not even started. It took them 4 years to get to pre-alpha.. Dont hold your breath.


3/23/2020 8:46:51 PM #65

Posted By Byon at 6:46 PM - Mon Mar 23 2020

This is pre-Alpha... Meaning, it's before Alpha... Meaning... Alpha 1 has not even started. It took them 4 years to get to pre-alpha.. Dont hold your breath.

C´mon, its been three years and that is very normal for a small indie MMO developer.

If this was easy and quick everyone would make thier own MMO.


3/23/2020 9:08:52 PM #66

Posted By Daarco at 4:46 PM - Mon Mar 23 2020

Posted By Byon at 6:46 PM - Mon Mar 23 2020

This is pre-Alpha... Meaning, it's before Alpha... Meaning... Alpha 1 has not even started. It took them 4 years to get to pre-alpha.. Dont hold your breath.

C´mon, its been three years and that is very normal for a small indie MMO developer.

If this was easy and quick everyone would make thier own MMO.

Actually its been more like two years since the "reset" at the beginning of 2018 when they tossed SpatialOS, laid off 1/3 of the team and began work on their own back end systems.

All work before that date including the extensive preproduction code work dating back to early 2015 was largely scrapped.

Even now they realize they've still got much more work to do on the backend as some of the languages and tools aren't scaling up well as evidenced by the regression of the parkour graphics, all had to be redone as off the shelf solutions proved unviable.


You must all be quick to listen, slow to speak and slow to get angry. JAMES 1:19 NLT

3/23/2020 9:20:50 PM #67

Posted By Kyleran at 5:08 PM - Mon Mar 23 2020

All work before that date including the extensive preproduction code work dating back to early 2015 was largely scrapped.

Do you have a source for that?


3/23/2020 10:09:49 PM #68

Posted By Drudge at 5:20 PM - Mon Mar 23 2020

Posted By Kyleran at 5:08 PM - Mon Mar 23 2020

All work before that date including the extensive preproduction code work dating back to early 2015 was largely scrapped.

Do you have a source for that?

Of course I don't, I'm a 😈 not Google. Besides, they don't let me post links here in the forums.

But if they didn't, then you would have to accept the argument the game has been under development for about 5 years now, not 3 or less as some claim.

Can't have it both ways you know.

Besides, I invite you to carefully read Caspians detailed reply on the March 11th Parkour demo thread regarding why out of the box code (which is what most of the preproduction coding consisted of) proved to be non usuable due to scaling issues.

It's a great read and I really appeciated him sharing it with us here.


You must all be quick to listen, slow to speak and slow to get angry. JAMES 1:19 NLT

3/24/2020 2:00:28 AM #69

Good question. Acrobatics skill of 75 minimum needed to perform feats, I kid, thats elder scrolls I would also like to know.


~Vanic~ ~Count of Blackheart- Dutchy of Baxteria~ County Windhaven ~NA-WEST~ ~Neran~ Friend Code: C4D3F0

3/24/2020 5:08:23 PM #70

cool beans


3/24/2020 5:21:32 PM #71

I got no idea if im in I got 1,000 influence but nothing else.


3/24/2020 5:24:03 PM #72

When will Alpha II get access you think?


Proprietor pledged to Countess Mystichaze

3/24/2020 6:18:54 PM #73

Posted By Molpadia at 6:24 PM - Tue Mar 24 2020

When will Alpha II get access you think?

Remember, this is just Pre-Alpha Testing.


3/25/2020 1:27:25 AM #74

I’m alpha II so will just have wait my time for something playable.

I am curious however, if the client\server architecture is representative of what is planned for release?

Yes, it may be running on nothing more than a souped up workstation in your office. But the whole software stack is your answer to what SpatialOS was going bring?

Or is this client using a simpler server in order to just test the traversal mexhanics?

Final question to the team and feel free not to answer this one, what is the peak concurrent players that have been on the server at one time? I know they’ll each be in their own instanced dungeon, but still, it’s one box supporting them right? Or have you Docker Swarm\Kubernetes going on in a wee pod for this?

Thanks and a tremendous well done whatever the answers to the above are.


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