COMMUNITY - FORUMS - GENERAL DISCUSSION
Architecture and Construction Mechanics

Hello everyone!

I'm here to facilitate a discussion on the potential architecture and construction mechanics in Chronicles of Elyria.

The information base that I'm working from is:

Design Journal 14 - Player Housing

  • The architecture tool will be used to create blueprints, which will dictate configuration of construction components and the minimum material properties required.

  • Different trades will build and install components based on the blueprint. These trades will determine the actual materials used.

  • Different materials used on-site will affect overall building statistics and quality.

Posted By Snipehunter at 1:58 PM - Fri Dec 15 2017

Crafting is definitely receiving a new look/redesign. Without revealing anything specific, I've actually been working on crafting myself lately. We still want player skill to impact crafting, but our approach is very different from a simple minigame approach. We actually don't even use the word mini-game at the Studio. For us, that's a bad word. We're about building crafting experiences, not minigames.

The questions we'll be addressing are:

  • How will player skill factor into using the Architecture Tool?

  • How will player skill factor into the construction process?

  • Will construction be "build-in-place components" or "build-and-place components"? and which would people prefer?

(Plus any others that come up during discussion)

12/17/2017 6:39:49 PM #1

The Architecture Tool:

  • Maximum building height and complexity are derived from character skill.

  • The architecture tool will possess its own basic structural analysis process and tell the player when additional structural support is needed.

What’s left for player skill?
  • Cultural relativity of design.

  • Efficient use of structural layout to reduce construction materials and time needed in construction.

  • Effectiveness of the design to meet the intended needs of the building.

12/17/2017 6:39:55 PM #2

Character skill effect is yet unknown, but we can assume that it will dictate:

  • Time required to craft components
  • Maximum quality of materials used

Player skill could affect:

  • Selection of adequate materials for the given environment/blueprint
  • Proper placement of components relative to the blueprint
  • Orientation of components (a low-player-skill worker might accidentally make a window crooked or tilted)
  • Installation time
12/17/2017 6:40:01 PM #3

Build-and-place Components (like Ark)

Pros

  • Construction could be made easier by building components elsewhere and installing them on-site
  • Prefabrication of components

Cons

  • Not realistic
  • Reduces demand for local craftsmenn
  • Could be difficult to transport completed components

Build-in-place Components

Pros

  • Realistic (allows for construction to look like an actual construction process)
  • Engaging (player involvement and coordination on-site becomes more involved)
  • Easier to transport base materials

Cons

  • Requires multiple craftsmenn to be present on-site
  • More difficult to track required materials for completion
12/17/2017 7:45:41 PM #4

I vastly prefer the Build-in-Place method. I've played (far too much!) Ark, and the limitations of the crafting there is far too simplistic for what I see envisioned here.

The use of multiple craftsmen is a plus, as it get the community, both pc and npc, more involved. This gives it more of a authentic feel, and allows for use of specialists for different parts. Woodworkers for interiors, stoneworkers for foundation and possibly walls, and others for decorating. It's not like one character will possess all the skills at higher levels (and still be affordable to hire!) so the use of different specialists helps the town grow by spreading the experience, and likewise building fellowship and a sense of mutual accomplishment.


12/17/2017 7:59:28 PM #5

Anuvrix, keep in mind for this thread that in CoE crafting typically uses your character's skill to determine which tools and crafting materials your character can use. Also, the quality of the crafting materials and the player's skill will determine success and range of success. Also take into account that your character's skill level loosely correlates to what you can make: -Novice and Apprentice for subpar items. -Journeyman and Expert for common items. -Artisan for uncommon items. -Master for rare items. -Grandmaster for treasured items. -Legendary for legendary items.

As to your last post... there's going to be both constructing using coordination and constructing using pre-fabricated objects. We know this from SBS talking about getting a sword built from putting together different pieces made from different craftsmen. SBS also talked about how while technically possible for a single person to build a house, it would be so difficult and time consuming that it isn't likely anyone would do it. They also said it would take a group of people a couple IRL hours a day about a week to build a house. SBS also said they are planning on group lifting to be in for construction and stuff like that.


12/17/2017 8:16:18 PM #6

Cool post!

I prefer the Build-in-Place method. This game is about realism, and I really don't see them doing it any other way. Souldbound wants crafting to be an experiences, so I doubt they would do a Build-And-Place.

That being said crafting most things shouldn't take a millennium to accomplish. Or else a similar situation with shipbuilding in Vanguard Saga of Heroes comes to mind.

Of course your character as AI might be able to continue working on the project as your away, perhaps with less efficiency so I guess the same sort of problem wouldn't exist.

My separate question is based on the Environment and it's relation to buildings.

Could I create some sort of Hrothi Architect/Quarrying/Stonemason guild but as a Janoan, and then have Hrothi build buildings accessible to Janoan's, in a Janoan environment? I guess what I'm picturing is stone houses in the Jungle. Do you think that's possible? It would require some deforestation.

I guess what I'm getting at, is how much do you think environment will effect the ability to import different architectural culture to another environment.


12/18/2017 9:59:39 PM #7

Posted By Niv at 3:16 PM - Sun Dec 17 2017

I guess what I'm getting at, is how much do you think environment will effect the ability to import different architectural culture to another environment.

I think that it would be entirely possible, but there could be other issues that it creates because the material isn't normally suited to that environment. In the DJ they talk about using materials unsuited to the region degrading faster and requiring more upkeep.

12/18/2017 10:22:56 PM #8

Posted By Protey at 2:59 PM - Sun Dec 17 2017

As to your last post... there's going to be both constructing using coordination and constructing using pre-fabricated objects. We know this from SBS talking about getting a sword built from putting together different pieces made from different craftsmen. SBS also talked about how while technically possible for a single person to build a house, it would be so difficult and time consuming that it isn't likely anyone would do it. They also said it would take a group of people a couple IRL hours a day about a week to build a house. SBS also said they are planning on group lifting to be in for construction and stuff like that.

The "pre-fabrication" I have listed in the Pro/Con list is referring to pre-fabricating an entire structure component, like a 10ftx10ft wall section, much like construction in Ark or DnL works.

For this discussion, I'm using "components" to refer to sections of the structure, and "materials" to refer to the individual crafted parts that are used to construct it.

2/27/2018 6:01:32 PM #9

I would imagine we would be able to "pre-fab" component things like a 10' beams of wood, or 1'x1'x0.5' stone blocks.


2/27/2018 8:13:19 PM #10

You should be able to pre-fab a lot, but being able to move the pre-fab is what should be called to question. ie needing a team to lift a wall frame.

Stone structures should be build-in-place for the most part, but either build-and-place or build-in-place should be possible with wood walls and the like.


2/27/2018 10:19:47 PM #11

From my understanding the Skill plays into the Architectural Tool by increasing the complexity of the blueprints. Basic blueprints are a square single story building, however with enough skill it could be a two story dome or even a Colosseum.

As far as imported materials for building, my take is that many of the materials are biome specific in nature, and importing them into a different region comes with risk, though not always. Say a beautiful stone was carried out of an oceanic to a desert or hot region. It may be prone to cracking or splitting in the dry air. So I see it as you have to do your homework first and make sure of the durability of the materials before building anything substantial.


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