Skip to main content

· Engine & tools

Server technology, launcher, and development tools

The stress test is used to highlight Scars of Honor's technical foundation, especially its custom server technology, internal content tools, and the current state of its launcher.

Proprietary server technology

The game uses a proprietary multiplayer solution referred to as the Vibranium Engine. This is described as a custom server-side technology built specifically to support MMO-scale concurrency and performance.

The speakers contrast this with using Unreal Engine or Unity alone as a server solution. Those engines are described as strong visual rendering tools, but not sufficient by themselves for the kind of large-scale server performance expected from an MMORPG.

The custom backend is presented as the reason the test can support multiple battlegrounds and a large number of simultaneous players while maintaining relatively low latency for users near the active region.

Stress test results and latency

During the event, the developers monitor latency and ask players to report ping along with their country. European players are expected to have the best results because the active server for this test is in Europe.

The test is treated as a validation of both concurrency and responsiveness, with the speakers expressing satisfaction that multiple matches are running while local latency remains low.

Beast Burst Launcher

The game client is distributed through the Beast Burst Launcher. One purpose of the test is to evaluate the full flow of obtaining, installing, and launching the game, especially after earlier player feedback about installation difficulties.

The launcher is said to have already received improvements, but it is explicitly not considered final. More features and behavioral improvements are planned.

A question about mobile client update handling is answered by referring back to the launcher and its update process, while also noting that the launcher technology itself is still unfinished.

Internal scripting and hot reload tools

The development pipeline emphasizes tools that let non-programmer designers create and modify gameplay behavior. AI scripting is described as accessible to game designers through a simplified system rather than requiring direct C++ work.

Hot reloading is a major feature of this toolset. Designers can change NPC or boss behavior and observe the result immediately at runtime, which is intended to accelerate iteration and reduce bottlenecks between engineering and design.

Modular systems for rapid iteration

The same tooling philosophy applies to combat and spell design. Systems are described as modular enough that designers can quickly combine mechanics and test new behaviors without rebuilding core code for each variation.

This modularity is presented as a long-term production advantage: engineers build flexible systems, while designers use those systems to generate a larger volume of meaningful content.

Source

  • Recording: Free Open Stress Test Stream | Scars of Honor - November 2024
  • YouTube: Watch on YouTube
  • Published: Friday, November 15, 2024 at 4:03 PM UTC

← Back to Engine & tools