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Soulbound Studios | Official Site
MMORPG | Setting:Fantasy | Status:Development  (est.rel 2019)  | Pub:Soulbound Studios
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Soulbound Drops SpatialOS in Favor of Internal Solutions

Posted by Suzie Ford on Jan 12, 2018  | Comments

Soulbound Drops SpatialOS in Favor of Internal Solutions - MMORPG.com

In a lengthy post on the Chronicles of Elyria site, Jeromy "Caspian" Walsh has revealed that Soulbound will be cutting ties with SpatialOS and will be concentrating on finding its own solutions in-house. Citing concerns about "the financial viability" of continuing to use SpatialOS, it appears that, all work between Soulbound and Improbably has not been able to adequately solve the outstanding issues. From here out, Docker Swarm will be tweaked for the spatial services as well.

When this happened, the engineering guild and I spent several meetings exploring our options with respect to shimming an interop layer between SpatialOS and our JavaScript-based backend. But in the end, we realized that it would be too time-consuming and error-prone to try to continue to use SpatialOS when we already had an efficient routing and communication protocol, an architecture that allowed for scalability and fault tolerance, and a persistent storage solution that enabled us to track and update the state of the world. So, as of the end of 2017, Chronicles of Elyria is no longer using SpatialOS, and is entirely built on the Soulborn Engine. We really enjoyed working with the folks over at Improbable and we are still looking forward to how their platform impacts the online gaming industry as a whole. Their technology is still an extremely powerful solution for virtually all distributed simulations out there. But for our particular technology choices and game mechanics, it just wasn’t the ideal solution.

The letter also details other notable achievements throughout 2017 including the laying of both Client and Content foundations, Lore foundations, World Building and community support.

Looking ahead to 2018, Soulbound is hopeful that, rather than building foundations, the game will begin to take shape through rapid development of "various game mechanics" as well as introducing Alpha 1 players to the game.

The remaining six releases of Alpha 1 explore a wide range of game mechanics necessary for us to call our Alpha 1 complete. These features cover a range of Feature Areas which are written in our Wiki as:

Release 2

  • Character Creation
  • Equipment
  • Inventory
  • Survival Mechanics
  • World Interaction
  • World-Building (Procedural)

Release 3

  • Communication
  • Combat
  • Crafting
  • Environment
  • Identities
  • Skills
  • World Interaction
  • World-Building (Procedural)

Release 4

  • AI - Animals & Creatures
  • AI - NPCs
  • Combat
  • Contracts
  • Crafting
  • Ecology
  • Lifecycle

Release 5

  • Combat
  • Crafting
  • Survival Mechanics
  • Information
  • Story Engine
  • World-Building (Procedural)

Release 6

  • Access Restriction
  • Combat
  • Contracts
  • Identities
  • Story Engine
  • World-Building (Procedural)

Release 7

  • Crime & Punishment
  • Organizations
  • Story Engine
  • Transportation
  • World-Building (Procedural)

Grab some coffee, put up your feet and then head to the Chronicles of Elyria site to read the full post.

Thanks, Slapshot!!!

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Suzie Ford / Suzie is the Associate Editor and News Manager at MMORPG.com. Follow her on Twitter @MMORPGMom
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