3 May

Adventure Completion: Sense of Identity

By Vye

Hail and well met, Elyrians!

We've completed our latest adventure and are heading back into town to regroup and plan our next one. Let me show you the rewards we got for completing our quests!

The first iteration of the inventory UI is in and functioning! While this is not the final UI (anyone who has ever followed an MMO prior to launch knows that UI gets iterated a few times along the way, and we're no different) it satisfies our current needs. Namely, to test and evaluate our inventory management system. This includes:

  • Limits to container weight and volume
  • Distributing items between multiple bags or containers
  • Visualization of available capacity
  • Representation of individual items in inventory


Being able to swap equipment was another key element to this quest, so we've got a variety of gear that characters can don and doff to customize their look. Different pieces are on different layers, so to don or doff an item can sometimes mean removing multiple other pieces of equipment in order to get at it. As you can see, all our functionality is in and Scarlet made sure it was not just programmer art! Thank goodness! Some of the animations haven't been smoothed out yet so, if you noticed a couple jerky animations, that's just because they're still a work-in-progress, not a frame rate issue.


There was also the matter of the basic character attributes. We'll rework this screen as needed, and include HUD elements where it makes sense (a little indicator that comes up when you're starving, for example) but this is the stage where we are focusing on making it work - and it does!

If you watch closely, you can see this character becoming hungrier and thirstier.

There is continued work in generating the world maps. In service of that, another biome terrarium has come together. Behold, the Freshwater Wetlands!







What's Next?

Release 0.3.0 is up next and we have some very important quests lined up for that adventure. Details on that will be posted Soon™.

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

Vye

Discuss

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Higuy333 - 1 week ago

Oh gosh 3 layers of armor with 12 pieces each... that's a little over whelming, but im glad progress is being made :)

randys22 - 2 weeks ago

Man the equipment section looks sweet.

Kodry - 2 weeks ago

Thank you guys for the great effort. I know I am not the most active person here, I think everything is in a very early stage but I would like to give feedback in some aspects.

1- I know you are going for the realistic kind of game, but try to keep it more simple. There is a fine line between realistic / fun and Tedious. There are 8 survival mechanics... Seems a bit too much. there might be a way to simplify them.

2- Hope the UI considering weight and volume id not too restrictive. I mean, I know thats a way to promote the use of wagons and such but dont lose the fun factor.

3- Male characters need bulges. We are supposed to mate and this is going for a realistic aproach, women have breast, why are males so flat down there, come on. I would even put a slider on character creation for that, oh and for butt also.

4- The layers can be fun, but having to don off several stuff to get to the deeper layers might be getting a bit tedious if you consider you also need to worry about your inventory volume and weight and 8 survival mechanics, keep it simple.

5- I have to say the clothes look....ugly. Could you make something flashy-er. I know you are going for the adventure type of look, but you can camp in style.

6- I am a bit worried about the low fantasy thing here, I mean, dont make it too realistic, if so, whats the point of having a life emulator? you could add some fantasy elements. maybe in the fighting mechanics? like shadow walk, wall climbing, speed bursts, a fan with blades, matador style fighting ( I am thinking Vega from street fighter, or maybe some cool fighting styled, fighting game like.

7- Please let magic be cool.

I know some stuff are out of topic but I could not help myself. Keep up the good work

Nitek - 1 week ago
@Kodry:
  1. I disagree, there are many games that water down aspects of their games and have continued to become more and more streamlined, to the point that it has become kind of boring to really get into them. Not saying it has to be complex, but the 8 systems seems simple enough. Especially when you consider some contradict each other. Like moisture vs sunExposure. And the other 5 are all conditionals, and might not even be relevant based on biome.

  2. The more you carry slows you down, and you won't be carrying furniture in your backpack that wouldn't fit in your backpack. You'll carry what you can, and haul the rest. They said "adventuring" wouldn't be a hugely common practice, and its not "unfun" to be limited in supplies, especially in a game where PvP is possible.

  3. The muscles and fat of men will come with their profession/skill/appetite. I haven't seen any neck vein buldging mass of muscle yet, but with how fat players can get I can only assume their will be the opposite.

  4. This I can agree with, but at the same time it likely won't be common for you to need to be "fully stacked up", and its been said the environment might even make that extremely taxing to do so.

  5. They have dev journals on the possiblity of clothing, like your own patterns and embroidering, its much more in depth than washed-out-green. Just look at one of the armored up male in red. Thats pretty good looking imo.

  6. Not much on combat has been released in terms of multiple styles, however wall climbing and other parkour elements have been confirmed. We'll see about this in "fighting relevancy" later, but I assume you can get a good jump on somebody from above :).

  7. Magic will be extremely rare and from the default experience "shunned" by the public, but apparently players will be able to form their own social opinions on magic. I doubt it will be like most other games though. They can be devastatingly unbalanced, just like many "unique" encounters can be, like 1vX PvP. I've only read about liches in a dev journal, so thats pretty interesting.

Polite - 2 weeks ago

Very lovely, it's great to see the game springing to life before us. Thank you for your hard work as always Soulbound team.

Shayden - 2 weeks ago

Thank you for the wonderful updates! Just remember, you can never give us too much information. ;)

Adult_Brian - 2 weeks ago

I was originally so excited for this game but honestly I am really starting to question if this will ever get off the ground. I have only seen bare bones mechanics and very little actual gameplay. Everything is always discussed but very little is shown. Not even the Elyria Mud has begun. If the mud isn't started by the end of the summer I am going to give up. I truly believe the devs are trying their best but it just does not seem to be happening. The further they go into production the less they seem to be showing. There does not seem to be very much transparency compared to other kickstarter games (especially the two other mmo kickstarter games that are in the works right now). I am not trying to be super negative and if the game happens I will support it one hundred percent but I'm having my doubts. Until updates become more than still images and conversation I can't see how anyone can be happy with the progress thus far. I wish they spent half the time on discussing lore and actually made some game play to see. Thanks for listening.

Kastivi - 1 day ago
@Adult_Brian:

I understand what you're saying and I agree with some of the things you pointed out. But we have to remember that they have a limited budget, with no support from investors or publishers. What the team is trying to do as of right now, is to get people's attention, to make the game well-known and thus attract more supporters. My only concern is how expensive the store itens and packs are, compared to how little of the game they have shown us. Anyway, the launch is expected to be in more than a year from now, and most of the feedback will be gathered from the alphas and beta tests.

Daynen - 2 weeks ago

I get what we're going for with the clothing layers and all, but...

Well, as mentioned, this is a first iteration.

Please don't let it be the last. With all the options available in Elyria, an elegant and intuitive UI will be absolutely paramount...and this one still feels very menu heavy.

Kastivi - 1 day ago
@Daynen:

Well, they'll have time later to make everything beautiful, clean and intuitive... the most important thing is that it works.

Oracle - 2 weeks ago

Looks superb. Beautiful :)

Isamu - 2 weeks ago

wow...

Lofi - 2 weeks ago

Absolutely magnificent video.

I love how the container have weight and volume properties.

KearaLoar - 2 weeks ago

I just re-watched the equipment video again (and again). I am very pleased with the large number of slots and equipment animation. Seeing game after game where the equipment just magically appears on your character has gotten so tiring!

I also have a ton of new questions: 1. You can search the containers by search bar, but can you also 'collapse' the item list within a container when it's one you don't really use atm? To reduce scrolling? Or can you change the order of containers displayed on the screen?

Context: Imagine I'm harvest all the herbs I can find (long list) to sell a few towns down the road. These items are stored in my backpack (first in list) because there's a lot of them. But before reaching town I need to regularly access my pouch (under backpack), which means I'd need to scroll through a long list of herbs every time.

  1. Will the inventory stay text-based or is that temporary for the demo? I'm a visual person, so I'd prefer images (but it's not like text will kill me, so...).

  2. Around 0:45 you switch layers before equipping a kettle hat. If I'm interpreting it correctly, you 'cannot' equip a kettle hat on layer 1. Will, in the game, the slots visible change when you switch layer? That is, I imagine some slots only have one layer, others have two and a few have three. Slots unavailable in a layer don't need to appear in that layer. To clean up the UI.

  3. Can you remove items from the 'pending' list?

Context: You equipped gauntlets, boots, shirt, hat and when you're about to click the 'commit' button you realize you selected the wrong shirt. Will you need to cancel and start over again? Can you remove the shirt from the list? Or can you drag in the shirt you really wanted and the other shirt gets removed from the list automatically?

  1. "What you see is what you get". Is the same true for the biomes? I love the new biome screen shots and I'd love to harvest those flowers. For a dye, or maybe they're edible. I don't know. Can I harvest everything I see? Warning: if the answer is yes you might end up with flower-less grasslands.

  2. Can the attributes change in short time spans or am I reading too much into the GIF image?

  3. And I can't resist asking: who's the guy in the suit in the video?

Isamu - 2 weeks ago

Nice work BUT I do hope eventually the survival UI would be less cramped up. Possibly integrated into one vitality bar.

You could show moisture exposure/sun exposure as different colours of the bar. You become too moist, the vitality bar turns blue slowly. Maybe if you're freezing it can turn icy blue/white. You get exposed to the sun too much... then the normally red vitality bar turns brown/dry. It's up to the player to realise what those colours mean and how dangerous they are...

As you get more hungry, the thickness of the vitality bar could reduce becoming thinner and thinner until you pass out of hunger. Things like hunger shouldn't be an absolutely calculable value, I never know if im 23% hungry in real life :D. Neither do I know if I'm 13% wet/freezing, or that I can take exactly 13.5 mins of more water exposure before I get pneumonia.

Breath/holding breath could be shown as a watery meter increasing inside the vitality bar until it reaches its full length, after it reached the full length vitality could get sapped away slowly drowning you.

Fatigue could reduce/cap the length of the vitality bar since the more fatigued you are the less you are able to do other stuff like holding breath.

I would love a less overwhelming/info-overload system and a more intuitive system like this... cuz I'd rather worry less about numbers/text and more about gameplay. but great work! for pre-alpha. The biomes look awesome and putting on/taking off equipment, kneeling to see your backpack looks great for now.

RavenMocker - 2 weeks ago

The Biomes look amazing and I like the way the character info screen is coming along. Keep up the good work guys!

ScarletteTaygen - 2 weeks ago

Fantastic work!!!! Keep it coming :)

atophite - 2 weeks ago

Damn, this is good! :D

Zelcovian - 2 weeks ago

Very nice, yes.

Freshwater wetlands, nice addition... was wondering where I'd find some hemlock :)

Varhukan - 2 weeks ago

Lots of love for that no-one thanks

Eurickdm - 2 weeks ago

I like how the imersion and complexity tought into the inventory system may impact the gameplay. Nice

Also: character atributes reminding me of the New World of Darkness by White Wolf, cool.

Oracle - 2 weeks ago

So beautiful. It's cool being able to watch it all come together like this. How often do we get to do that with such superb titles? :)

Xarkfleur - 2 weeks ago

Sweet wetlands! Thanks for sharing!!

Ravenlute - 2 weeks ago

Just how much of that vegetation will we be able to interact with?

Odsbodikins - 2 weeks ago

ERMEHGERD UPDERTS!!!

Looks great guys!

RedDoggybone - 2 weeks ago

Love seeing all this. Great work.

TheeLucy - 2 weeks ago

Posted By *Atlas Forgiven * at 10:33 AM - Thu May 03 2018

Just a thought but the "fatigue" indicator looks a little... Crude? Maybe that's not the best word but fatigue definitely wasn't the first thing that came to mind when I saw the image, even if after it did make sense.

Posted By Vye at

The first iteration of the inventory UI is in and functioning! While this is not the final UI (anyone who has ever followed an MMO prior to launch knows that UI gets iterated a few times along the way, and we're no different) it satisfies our current needs. Namely, to test and evaluate our inventory management system.

KearaLoar - 2 weeks ago

Looks amazing :).

Dmoney0322 - 2 weeks ago

Nice job! The wetlands look amazing :)

Mhaura - 2 weeks ago

Looks great! I'm loving the wetlands! Flowers are beautiful.'

All the items in the are labeled food and consumable though. Need someone for data entry? :)

Augustus_Aquila - 2 weeks ago

Very nice, I love the Biome.

Maulvorn - 2 weeks ago

Awesome!

Tadakatsu - 2 weeks ago

My future home looks so beautiful. Thank you for showcasing some images from the home of the To'resk! This update has me excited!

Zakarus - 2 weeks ago

OMG! what beautiful pictures 😘. Outstanding I do like the way I see the Armour bei g put on and off neat.

Deftly - 2 weeks ago

I'm glad you can tell what piece of armor they are putting on..I've been tired of armor just suddenly appearing. The kneeling animation, I assume that the bag is suppose to be off of their back and in front of them?

Vye - 2 weeks ago
@Deftly:

Posted By Deftly at 11:00 AM - Thu May 03 2018

I'm glad you can tell what piece of armor they are putting on..I've been tired of armor just suddenly appearing. The kneeling animation, I assume that the bag is suppose to be off of their back and in front of them?

Yep, that's exactly the plan!

LudwigvonBullgardt - 2 weeks ago

Every step forward is gold :D

SirApetus - 2 weeks ago

Looking excellent guys! I love seeing everything coming together! That biome looks amazing

TheEvilBassist - 2 weeks ago

My sweet, precious customization. drools over the keyboard

Looking good, fellas. Keep it up!

Boratto - 2 weeks ago

nice job! loved the animation while changing piece of equipments!

Grim_ - 2 weeks ago

<3

Atlas Forgiven - 2 weeks ago

Just a thought but the "fatigue" indicator looks a little... Crude? Maybe that's not the best word but fatigue definitely wasn't the first thing that came to mind when I saw the image, even if after it did make sense.

Protey - 2 weeks ago
@Atlas Forgiven :

Posted By *Atlas Forgiven * at 10:33 AM - Thu May 03 2018

Just a thought but the "fatigue" indicator looks a little... Crude? Maybe that's not the best word but fatigue definitely wasn't the first thing that came to mind when I saw the image, even if after it did make sense.

Yeah, with the background design, it looks like the character is vacating waste. I'm sure they will fix it.

Gorawyn - 2 weeks ago

I love that you queue up things to put on and then have to actually wait for your character to put them on. There is not going to be any quick changes mid-combat and I like that.

Congrats on finishing this adventure!

Ilyria - 2 weeks ago

Not bad, not bad at all. Are we there yet? I can't wait.

SeakerBoss - 2 weeks ago

Suddenly I want to live in the wetlands :)

Myrlin98 - 2 weeks ago

thanks for the info!

Gaeleath - 2 weeks ago

"if you noticed a couple jerky animations, that's just because they're still a work-in-progress, not a frame rate issue."

I was wondering what was causing it :)

Lucasdb - 2 weeks ago

Very Nice! Thank you

rockias00 - 2 weeks ago

You're just pumping out posts like there was no tomorrow! Great job!

Esoba - 2 weeks ago

Excellent update. Can't wait to see what up next.

West - 2 weeks ago

Omg this is great!

KalTheo - 2 weeks ago

Great update, thanks for the video!

LuciferFymbulwinter - 2 weeks ago

For being a prototype it looks pretty nice

Athorias - 2 weeks ago

looks good!!

Bombastus - 2 weeks ago

Beautiful!

Jaidic - 2 weeks ago

Awesome Vye!! Tyty,

Salvador - 2 weeks ago

very good!!

Raziel - 2 weeks ago

😘

Vester - 2 weeks ago

These are the updates I live for.

JohnnyViscerate - 2 weeks ago

Nice! Love the new biome.