It looks like you're new here. If you want to get involved, click one of these buttons!
First, while the voxel format allowed us to quickly create gameplay mechanics without concern for the assets, the mechanics weren't 1:1. For example, due to the camera position, several of the user experiences in CoE necessitated different implementations between CoE and VoxElyria. For example, combat, crafting, and world-interaction, arguably three of the most important systems in the game, had to be slightly different between VoxElyria and CoE.
Second, while the assets themselves could be created quickly, it prevented us from effectively visualizing some of the more advanced mechanics. For example, we couldn't easily animate the voxel models, so things that required animations were difficult to validate. Likewise, because they were voxel models, things like the equipment and layering system couldn't be effectively replicated in the VoxElyria client.
And finally, while we didn't have to use WebGL (and a web-based game-engine) for VoxElyria, it naturally evolved that way from Elyria2D. This meant that while the client-side implementation of the mechanics could be the same between CoE and ElyriaMUD, any features we wanted to test which required tighter client-integration would need to be either ported between the clients, or implemented twice.
---No shit Caspien. It took you YEARS to figure this out? Anyhow... it continues:
We had a long conversation with the leadership, designers, and content team and decided there had to be a better way. To begin with, we recognized the value in having the low-poly, low-fidelity client, but we needed to make sure a few constraints were put in place. They were:
When all was said and done, we settled on keeping the idea of having low-poly assets, but moved back into UE4. And instead of developing voxel models, we decided to use low-poly meshes that can be developed even quicker than the voxel models we were using before. Of course, it comes at a cost to require the content team to develop assets for us, but the reality is, it's faster and more resource efficient to have the content team develop the assets than the designers and engineers, especially when it means we don't have to duplicate the UI/UX between the pre-Alpha client and CoE. It's also important to be flexible, and willing to reallocate work as necessary as our internal resources change. Fortunately, as you'll see below, our artist really enjoy working in the new client, and have gone wild creating amazing new content.
So with all that out of the way, the content team has been working on assets in Release 0.4.0 for our new pre-Alpha client. Since it's doesn't use voxels anymore, we couldn't really call it VoxElyria any longer. So we just call it Pre-Elyria, or "Prelyria."
So there you have it... no more VoxElyria which we told him was a waste of time but he stubbornly refused to listen. Instead, The Ivory Tower defended it and lapped up his words about how it would speed development... Yeah, that sure backfired didn't it?
Now we wait for "PreElyria"... what an utter and total joke this game's development has become...
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Starvault's reponse to criticism related to having a handful of players as the official "test" team for a supposed MMO: "We've just have another 10ish folk kind enough to voulenteer added tot the test team" (SIC) This explains much about the state of the game :-)
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018