Yes, we're confident we can attract other developers. But, we will be answering peoples' questions about the tech. It's difficult to demonstrate a lot of what's happening on the back-end when the client functionality isn't there yet to demonstrate. As for seeing it an action? That's hard to say. We'll be revealing more about our engine / server tech next week. So I guess the short answer is, by doing all the hard stuff at the beginning. Then, once we know we have working solutions for all the tough problems, we can go back in a stress-free, confident way and flesh out the systems we've already laid down with more content. We did this because we didn't need her to test the animation system, combat, etc.īy implementing only what's necessary to test our assumptions, it allows us to tackle the hard problems early in development, rather than at the end. The female has been modeled, but she remains unrigged and unanimated. We could have spent time getting the male and female models rigged, animated, and equipment made for them, however we only did the male. Or as I like to say, we implement our features as "rope bridges", that is, the minimally functional version of something that allows us to test and validate the integrity of our designs and systems.Īs an example, we need to be able to walk around in the world in order to test many of the features in the game. The answer has to do with my specific development paradigm, which is to develop features as thin, vertical strips. As long as you see the live flair, you know we're still answering and watching the thread. We still have a lot of questions to get to, so expect more answers throughout the day and weekend. Nathan Hitchcock (Client Programmer) Jason Welter (Game Designer) Brandon Carpenter (Technical Artist & Character Animator) (he's not in office today after all).
Lindsey Walsh (Director of Outreach) Eddie Smith (Co-Founder & Lead Concept Artist).Jeromy "Caspian" Walsh (CEO & Creative Director) Now, 7 months later, we're into pre-development on the MMORPG Chronicles of Elyria, with a live Kickstarter campaign that has surpassed the USD$900K goal.Įveryone currently at the office is available for questions: It began with 4 employees in his basement and has quickly grown to 16 employees and actual office space. Hey Reddit! We're a new team of game developers looking to shake up the MMORPG industry.Īfter years in the game development industry our CEO Jeromy Walsh quit his job at Microsoft in October of last year to start Soulbound Studios.