COMMUNITY - FORUMS - DEVELOPER JOURNALS
The Sprint to PAX East
+12

Hail and well met, Elyrians!

The last couple weeks have been productive! The team is in good spirits preparing for GDC and PAX East, and we've been putting in some extra hours. We don't tolerate a crunch-culture - which plagues many-a-studio - but the team is committed to delivering something that we are proud of and that players will enjoy. Occasionally this might mean putting in a few late nights - and that's okay as long as is it's voluntary and occasional. Even though you are all as anxious for the game to be finished as we are, it means a lot that you all are understanding that we are just people, with families and lives. That said, we're doing our utmost and might work some overtime to impress you. Keep us in check so we don't burn out, okay? :)

Production Update

We are still assembling all the things for the PAX East demo. In service to this endeavor are many little things that add up to a lot. There will be combat and we're adding in a bunch of combat improvements...
A bunch of animations for various drawing and sheathing


When you get hurt, you'll know it!


Punching! She's totally about to clock this guy...

There will be some jumping and climbing, so we've been adding more animations and locomotion states...


Falling looks like falling, and the ponytail even reacts correctly


Climbing to the top of a cliff should feel heroic, shouldn't it?

Not to mention the environment that the demo will take place in: the Silver Run Mines...


The Silver Run mines started as natural caves carved out by the river


Looks like the bridge is out...


Look at how pretty the underwater shader is!

The female will be playable in the demo, so we've been making sure all the equipment works with her...


Rilehya is pretty sure it's late enough in the day start drinking


Lem takes a break to have a snack and admire the view. Full disclosure: I was crouching in front of a rock to take a cool screenshot - actual rock-sitting not confirmed!


Current fashion trend in New Haven: skirt and pants

And, of course, there are our favorite screenshots from our latest playthrough...


Andry really cares for his citizens and goes above and beyond giving back scratches in the market (note: this is actually a bug, but it looks funny)


Rilehya skips out on her tavern bill and makes a run for it!


Rilehya checks to make sure she's in the clear


Sephryana takes her hammers for a walk in Silver Run

Tech Art Lead: Dennis "Wiz" Price

We've got a new soul bound to our cause! Dennis has 19 years of experience in creating digital art for print, web, multimedia, videos games, commercials, television, and film. Formerly of Blizzard Entertainment, Microsoft, and Digital Domain, his work can be seen in cinematics for World of Warcraft, Diablo III, Starcraft 2 and Starcraft Ghost as well as visual effects for various commercials and the films such as Supernova, and Rules of Engagement. Dennis was art leadership for the development of the video games Forza Motorsport 3, and Murdered: Soul Suspect. Dennis will occasionally sharpen his leather crafting skills if he’s not furiously playing some shooter FPS in his spare time. You can find him lurking around the forums with the handle “wiz”.

Sittin' In a Tree

It's no secret that Improbable and Soulbound Studios are, like, bestest friends. Caspian and I will be headed to GDC next week to talk about what we are doing with their SpatialOS technology. Caspian and Improbable CEO, Herman Narula, will be sharing the stage during Building Worlds with SpatialOS to tell other developers about our mutual goal to bring Elyria alive in SpatialOS! We also got our project page up on Improbable's website recently. I can feel the love - can you?

Preparations Are In Order

We have been busy getting ready for PAX East both digitally (as mentioned above) and physically. Boxes upon boxes of things needed for the booth have arrived and are stacked up, ready to be shipped out.

We've also got several PCs to build for the show floor. Last year's computers got turned into development machines, so we had to order some new ones. Check out these scrumptious PC components!

There's also the matter of getting all this stuff to Boston. Last year we naively took things on the plane with us or ordered things off Amazon and had them shipped directly to the show. This got everything there but, unfortunately, our boxes got recycled and packing everything up to ship back was an ordeal. But never again! Now we have a crate! Four-hundred pounds of shipping mastery - too big to lose, too permanent to recycle. You may take our lives, but you will never take our crate!

Alpha Experiences Q&A Reminder

The next public Q&A is tomorrow and the topic is Alpha Experiences, which includes the offline Prologue, ElyriaMUD, and Kingdoms of Elyria. It will be held on Thursday, February 23rd at 3PM PST / 6PM EST / 11PM GMT. Questions will be taken primarily from this reddit thread so upvote for your favorite questions. Then bring your eyes and ears to our Twitch.tv channel tomorrow to feast upon delicious knowledge about these experiences!

For those who miss it, the recording will be watchable on Twitch.tv for a limited time afterward and on our YouTube channel forever. So even if you can’t make the live session, your question from reddit may still be answered.

Please follow these rules when posting questions for the Q&A.

RULES

  1. Please limit questions to 1 question per post, so it can be easily up-voted/down-voted
  2. Please limit yourself to 3 posts for a maximum of three questions per community member
  3. Keep your question brief. That makes it easier to read, and quicker to answer
  4. Make sure to upvote the posts of others you're most interested in hearing the answers to

Don't forget, many of the most common questions about CoE can be answered by reading over our design journals. If you're new to CoE, there is a wealth of information to begin with there.

We hope to see you Thursday, February 23rd at 3PM PST / 6PM EST / 11PM GMT!

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

Vye


2/23/2017 5:27:58 AM #1
+0

Oh man I'm glad we hit mines goal. I am so glad. Soooo so glad.


2/23/2017 5:32:14 AM #2
+1

The crate pun killed me


2/23/2017 5:32:29 AM #3
+0

Dual weilding seriously


2/23/2017 5:36:05 AM #4
+0

Those sheathing and unsheathing animations look awesome! I love the conservation of movement. Can't wait to get my hands on some daggers.

Also, for anyone reading: Are name or freeform engraving on weapons and armor going to be a thing?


2/23/2017 6:09:06 AM #5
+0

I was most pleased with the merchant stall picture and it had nothing to do with the back scratching lol. I really am hoping for in depth merchanting!


2/23/2017 6:28:23 AM #6
+2

Nice pics, i also love the little story behind each of them. However, concerning the ponytail girl, I suppose that she didn't had a happy end with that well...

Welcome to Wiz, good luck with your crate.... And thanks to the team for your work.


2/23/2017 6:48:52 AM #7
+1

You guys just take you the time you need to make this game come true and as its best! ;)


2/23/2017 6:57:05 AM #8
+2

Pretty sure that picture with the crate.. there are some D&D books stacked up next to the shelf? XD Loooove it! Break time must be pretty epic. Too bad I couldn't afford the trip to the studio. :'(


2/23/2017 8:31:32 AM #9
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Lol. Looks like a mob boss pose on that crate. "The Godmother"? Lol

On a more serious note, the screenies are looking awesome, though some are a bit dark for my phone :)

Note sure about the "blood surround" on the screen for injury though. Had much feedback? Compare with a soft red fadein around the rim?


2/23/2017 8:41:32 AM #10
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Posted By Vye at 04:00 AM - Thu Feb 23 2017

Andry really cares for his citizens and goes above and beyond giving back scratches in the market (note: this is actually a bug, but it looks funny)

Hope it isn't too late to turn this bug into a feature? ;)


Brash

2/23/2017 9:59:54 AM #11
+0

I agree with you, it is just very out of place looking. Soft red fade, I would really hate it but I know some games your entire vision goes out of focus (blahhh!). Would really like to see the injuries apparent ON the character. If Iv received a cut to the chest, a dark red stain in that general area, etc. This would be great for me, but even better for my friends to know I am in trouble, and for my enemies to know that I am hurting and potentially vulnerable. (Not that I expect such from you now, of course. You folks keep rocking, just a mental poke in where I hope your already headed)


Evil? More like Chaotic Neutral...ish

2/23/2017 10:05:10 AM #12
+2

I really, really like what I see with the clothing, climbing, and weapons. I love the fluidity with which the character climbs- you can almost feel the exertion of gravity when he does his final jump/pull. However, while the drawing/sheathing looks really polished and smooth, it almost seems to polished and quick. Particularly on the re sheathing, it seems like drawing out the animation even a half second longer here or there would make all the difference in making it seem more life like. I know things are early, and I wouldn't be surprised to find this animation in a finished game, but for the level of realism you aim for I think it may help.


Evil? More like Chaotic Neutral...ish

2/23/2017 10:57:56 AM #13
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Posted By Scourge at 09:59 AM - Thu Feb 23 2017

I agree with you, it is just very out of place looking. Soft red fade, I would really hate it but I know some games your entire vision goes out of focus (blahhh!). Would really like to see the injuries apparent ON the character. If Iv received a cut to the chest, a dark red stain in that general area, etc. This would be great for me, but even better for my friends to know I am in trouble, and for my enemies to know that I am hurting and potentially vulnerable. (Not that I expect such from you now, of course. You folks keep rocking, just a mental poke in where I hope your already headed)

That's a good idea. :)


2/23/2017 11:15:22 AM #14
+2

Just taking a look on the PC - can see images better. Trying for more helpful feedback ;)

Short version: Love the game. Can weather effects handle light straw / dirt? The bare earth textures are the most lacking, but all in all the games looking awesome ;) Also, the produce textures in the boxes could use a little tlc ;)

For the records the games looking awesome, and these are tiny niggles, but usually best to mention in case they don't get spotted, though doesn't really matter.

'When you get hurt, you'll know it!'. Is there an easy means to vary the coloring on the bare earth texture? If you look under the trees in the distance, the bare earth looks a little too plain if that makes sense. For example, can random 'terrain' rocks be visualised? Earth often includes rock. Rock comes with dirt and bare earth less often, but it feels like it needs more ridges, detail and shading.

'Punching! She's totally about to clock this guy...' - The only thing that jumped out, and it's tiny, is the box of tomatoes. The texture looks very flat :)

'Falling looks like falling, and the ponytail even reacts correctly' Loving it. Needs smoke ie from chimeys and life most of all. Random thought. How good is the weather engine? For example, can you have light dust effects near bare earth, light straw in the wind near farms, a few 'dandelion' or insect effects near grass etc? Perhaps a cross of both when close enough? If it works anything like snow, could a light layer of particles vary the texturing on the earth too?

'The Silver Run mines started as natural caves carved out by the river' and 'Looks like the bridge is out...'. The Floor in the first one seems to have very little texturing. The texture on the second image in particular is a little muted if that makes sense. Not very vibrant or detailed. Also looks very flat on that second picture in particular. Probably the weakest screenie. Could the 'Post' in the ground include a small 'dirt mound' or anything to make it look more natural? Not sure if one of the legs extends into the rock too.

'Look at how pretty the underwater shader is!' Loving the gloomy effect. Lacks decor but that's for the future eh ;)

'Rilehya is pretty sure it's late enough in the day start drinking' Love it. Nice screenie. On a completely random note, were all those jars aligned the same way on purpose, or just automatic ie without rotation?

'Lem takes a break to have a snack and admire the view. Full disclosure: I was crouching in front of a rock to take a cool screenshot - actual rock-sitting not confirmed!' and 'Current fashion trend in New Haven: skirt and pants' Beautiful.

'Andry really cares for his citizens and goes above and beyond giving back scratches in the market (note: this is actually a bug, but it looks funny)' Superb but the only thing that still spoils it is the produce in the boxes.

'Rilehya skips out on her tavern bill and makes a run for it!' and 'Rilehya checks to make sure she's in the clear' and 'Sephryana takes her hammers for a walk in Silver Run'. Beautiful. The lighter sand textures on the path also work far better than the bare earth. Looking amazing ;)

Example interesting rock textures on google (see above):

<img src='http://pre05.deviantart.net/50e6/th/pre/f/2013/251/2/a/rockfaceby_paulinemoss-d6lhnrt.jpg' width='450'/>

Interesting bare earth images - though I added rocky to the search.

Apologies for the birdie. Just an example with rocks interspersed. More barren ground with small pockets of grass could potentially break up a more plain texture. Grass could be dried out / sickly if insufficient in light, or with the odd fungus, root, other feature etc. Last ones desert apparently!


2/23/2017 11:18:34 AM #15
+1

Hopefully the blood on the screen effect is something you can turn off. If the recent release of Conan Exiles is any indication, I am not alone in the sentiment of not liking that sort of thing. The community raised major hell about their blood on the screen effect as well. It just takes up too much of the screen and is far too opaque.

Otherwise, very good stuff here. Just wanted to raise that one concern.


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