Soulborn Engine
Original author(s) | Jeromy Walsh |
---|---|
Developer(s) | Soulbound Studios |
Written in | TypeScript, C++, C#, Python |
Engine | |
Operating system | Microsoft Windows |
Platform | Microsoft Windows |
Available in | English |
Type | Game engine |
License | Proprietary |
Website | www |
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Soulborn Engine is a Proprietary Microsoft Windows game engine currently in development by Soulbound Studios to be used on their MMORPG they are creating, Chronicles of Elyria. Originally named Proteus Engine, [1] after finding too many other things named similarly Jeromy Walsh renamed it to Soulborn Engine in 2015. [2] However, the beginning of the engine dates back to 2000 as it is fundamentally tied to Jeromy wanting to create Chronicles of Elyria. From 2000 to 2015 he would take time to write various algorithms and proofs of concept for various mechanics. In January 2015, Soulbound Studios, LLC was created by Jeromy Walsh thus enabling a more dedicated development of the engine. In 2015, Eddie Smith and Nathan Hitchcock joined Jeromy to start working on more serious proof of concepts. The company has grown to about 20 people since then. In 2016, Soulbound Studios partnered with Improbable[3] to use SpatialOS[4] for handling the server technology[5] of Chronicles of Elyria. However, in January 2018 SbS announced[6] they were no longer using SpatialOS due to Improbable announcing [7]that SpatialOS had depecrated support for JavaScript SDK among other issues. As such, SbS has incorporated piecemeal solutions such as Docker Swarm[8] and RabbitMQ for server technology onto the Soulborn Engine[9].
Programming Languages[edit]
Client-side | Server-side | Tools programming | Performance-intensive systems | Less performant systems |
---|---|---|---|---|
C++ |
C++ |
TypeScript |
C++ | TypeScript |
Engine Focus[10][edit]
- Goal 1 is for the game world to be dynamic. If something can change, it probably should.[1]
- Goal 2 is that in order for heroes to be heroes, they must perform heroicaly.[1]
- Goal 3 is that actions that require character skill should also require player skill.[1]
- Goal 4 is for there to be a constantly evolving story-line driven by events that are both directly and indirectly impacted by player choices.[1]
- Goal 5 is that game mechanics should be natural and realistic, sim-like.[1]
References[edit]
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 "Dev Journal #2: Introducing the Proteus Engine". Retrieved March 18, 2018.
- ↑ "Dev Journal #3: Out of the Frying Pan..." Retrieved March 18, 2018.
- ↑ "Automaton Raises $10m and Announces Groundbreaking Game Project Built on Improbable's SpatialOS". Retrieved March 22, 2018.
- ↑ "SOULBOUND STUDIOS PARTNERS WITH IMPROBABLE, MAKER OF SPATIALOS TECHNOLOGY,". Retrieved 2018-04-05.
- ↑ "Improbable Join Google to Empower Developers to Build New Online Gaming Experiences With Strategic Partnership & Open Game Developer Alpha". Retrieved March 22, 2018.
- ↑ "A Year of Foundation". Retrieved March 22, 2018.
- ↑ "Using the JavaScript worker SDK". Retrieved March 22, 2018.
- ↑ "Soulbound Drops SpatialOS in Favor of Internal Solutions - Chronicles of Elyria - MMORPG.com". MMORPG.com. Retrieved 2018-04-05.
- ↑ "Chronicles of Elyria is dropping virtual world platform SpatialOS". Massively Overpowered. Retrieved 2018-04-05.
- ↑ "Soulbound Studios Wants to Bring Meaning Back to MMO Life - Chronicles of Elyria - MMORPG.com". MMORPG.com. Retrieved 2018-04-05.
External links[edit]
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