History: Difference between revisions
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```wiki | |||
== Origin == | == Origin == | ||
ChronoVale can be | ChronoVale can be traced back to 2 February 2025, following this Discord exchange: | ||
[[File:ChronoVale Origin Discord.png|frameless|center]] | [[File:ChronoVale Origin Discord.png|frameless|center]] | ||
| Line 16: | Line 17: | ||
:[[Prysmiq]]: More of a MMORPGish server if you know what i mean. But since we are going to be about 4-7 Developers we might code 2 things at a time | :[[Prysmiq]]: More of a MMORPGish server if you know what i mean. But since we are going to be about 4-7 Developers we might code 2 things at a time | ||
The | The following day, the main server (which is still in use today) was purchased, marking the official start of development. | ||
== Pre-ChronoVale Era == | == Pre-ChronoVale Era == | ||
At this stage, the project was not yet called ChronoVale and remained under the ownership of the original investor. | |||
The | The initial days focused on experimenting with different world generations to find a suitable map, using a plugin called Iris. This process led to the first proposed map layout on 7 February 2025: | ||
:[[Mester]]: so i did some thinking, i think this would be a cool layout for the map | :[[Mester]]: so i did some thinking, i think this would be a cool layout for the map | ||
| Line 38: | Line 39: | ||
[[File:First Map Layout.png|thumb|center]] | [[File:First Map Layout.png|thumb|center]] | ||
Early development began with dialogue systems, which became the first gameplay feature and remain part of the game to this day. | |||
[[File:First Dialogue.png|thumb|center]] | [[File:First Dialogue.png|thumb|center]] | ||
Monsters were implemented for the first time on 13 February 2025. | |||
[[File:First Monsters.png|thumb|center]] | [[File:First Monsters.png|thumb|center]] | ||
== Acquisition and rebranding to ChronoVale | == Acquisition and rebranding to ChronoVale == | ||
On 2025 | On 14 February 2025, the project underwent a rebranding and was officially named ChronoVale. At the same time, ownership of the hardware was transferred from the original investor. During this period, the concept of obsium was introduced, initially intended as the new server name, but later repurposed as a lore element and for internal development use. | ||
The transition concluded the following day, alongside the first implementation of abilities. | |||
[[File:First Ability.png|thumb|center]] | [[File:First Ability.png|thumb|center]] | ||
Around this time, the overall map concept was revised. The procedurally generated world was abandoned in favour of a fully handcrafted, island-based design. | |||
The first map | The first map based on this idea was created on 25 March 2025. As it did not yet reflect the intended island structure, it was later scrapped and replaced by the map currently used as the first island. | ||
[[File:Second Map.png|thumb|center]] | [[File:Second Map.png|thumb|center]] | ||
Initial plans for a pet system were drafted on 2 April 2025 and were later implemented in July. | |||
[[Mester]] was promoted from Developer to Founder | On 28 April 2025, [[Mester]] was promoted from Developer to Founder. On the same day, early concepts for housing and guilds were introduced. | ||
== Pre-alpha stage == | == Pre-alpha stage == | ||
On 2025 | On 29 June 2025, [[Nearlycool]] joined the team as Community Manager. Development slowed during this period, with collections being the only major new feature. Emojis were also set up at this time. | ||
The alpha map | The alpha map, which remains in use as the first island, was completed on 6 September 2025. The alpha stage officially began the following day. | ||
[[File:Alpha Map.png|thumb|center]] | [[File:Alpha Map.png|thumb|center]] | ||
[[Nearlycool]] temporarily stepped away on 15 September 2025, before returning on 22 December 2025. | |||
During this period, the alpha final boss and the auction house were developed, with the auction house being completed on 6 December 2025. The hosting infrastructure was also modernised through the introduction of interior servers, and early lore concepts were established in November. | |||
On 9 December 2025, the server was published on [https://minecraft-server.eu Minecraft Server], a popular German Minecraft forum. However, the whitelist was unintentionally left disabled, resulting in ten players joining during active development. | |||
Work on dungeons began the following day. | |||
``` | |||
Revision as of 22:45, 23 December 2025
```wiki
Origin
ChronoVale can be traced back to 2 February 2025, following this Discord exchange:

- Prysmiq: Would you potentially be interested in a relatively big project of mine. Where we got a budget for a Minceraft Server? It would be mutli-language (For now English & German)
- Prysmiq: We aso have an Investor by our side
- Prysmiq: Who would fund that Project
- Mester: sure, sounds fun
- what type of server is it (minigame, pvp, whatever else there is)
- Prysmiq: More of a MMORPGish server if you know what i mean. But since we are going to be about 4-7 Developers we might code 2 things at a time
The following day, the main server (which is still in use today) was purchased, marking the official start of development.
Pre-ChronoVale Era
At this stage, the project was not yet called ChronoVale and remained under the ownership of the original investor.
The initial days focused on experimenting with different world generations to find a suitable map, using a plugin called Iris. This process led to the first proposed map layout on 7 February 2025:
- Mester: so i did some thinking, i think this would be a cool layout for the map
- green indicates capitals
- light blue is early area (low level monsters, easy quests etc.)
- orange is early-mid area (slightly more difficult monsters, stronger abilities)
- red is mid-late area (strong monsters, difficult quests)
- dark red is late area (very strong monsters and bosses, quests are very difficult to complete, this is also where the last bossfight is)

Early development began with dialogue systems, which became the first gameplay feature and remain part of the game to this day.

Monsters were implemented for the first time on 13 February 2025.

Acquisition and rebranding to ChronoVale
On 14 February 2025, the project underwent a rebranding and was officially named ChronoVale. At the same time, ownership of the hardware was transferred from the original investor. During this period, the concept of obsium was introduced, initially intended as the new server name, but later repurposed as a lore element and for internal development use.
The transition concluded the following day, alongside the first implementation of abilities.

Around this time, the overall map concept was revised. The procedurally generated world was abandoned in favour of a fully handcrafted, island-based design.
The first map based on this idea was created on 25 March 2025. As it did not yet reflect the intended island structure, it was later scrapped and replaced by the map currently used as the first island.

Initial plans for a pet system were drafted on 2 April 2025 and were later implemented in July.
On 28 April 2025, Mester was promoted from Developer to Founder. On the same day, early concepts for housing and guilds were introduced.
Pre-alpha stage
On 29 June 2025, Nearlycool joined the team as Community Manager. Development slowed during this period, with collections being the only major new feature. Emojis were also set up at this time.
The alpha map, which remains in use as the first island, was completed on 6 September 2025. The alpha stage officially began the following day.

Nearlycool temporarily stepped away on 15 September 2025, before returning on 22 December 2025.
During this period, the alpha final boss and the auction house were developed, with the auction house being completed on 6 December 2025. The hosting infrastructure was also modernised through the introduction of interior servers, and early lore concepts were established in November.
On 9 December 2025, the server was published on Minecraft Server, a popular German Minecraft forum. However, the whitelist was unintentionally left disabled, resulting in ten players joining during active development.
Work on dungeons began the following day. ```