Camelot Unchained has made progress on performance, procedurally generated terrain, and more

It’s Friday, which means there’s probably a Camelot Unchained update floating somewhere around my inbox. Yep, here it is. Let’s see. Head honcho Mark Jacobs says that CityState has made “significant progress” on the rubberbanding and performance issues that have been focused on for the past few weeks.

There’s also a blurb about procedurally generated terrain, which is “moving along nicely.” Jacobs also mentions that an official beta announcement is coming “within the next two weeks,” so that’s pretty exciting news for fans of fantasy PvP sandboxes in general and Camelot Unchained in particular. There’s much more to this afternoon’s update, too, but you’ll need to click through the link below to read all of it!

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34 Comments on "Camelot Unchained has made progress on performance, procedurally generated terrain, and more"

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Mark Jacobs
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Mark Jacobs

wolfyseyes Me too! :)

Mark Jacobs
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Mark Jacobs

WorldsFactory Mark Jacobs Tamanous Koshelkin Combat animations are indeed quite important and, as you correctly point out, more important than effects in the long-term. Right now the next piece of Nvidia tech scheduled to go in will be WaveWorks. After that, who knows. :)

wolfyseyes
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wolfyseyes

Gladly. :D I never thought a PvP-centric game would get me excited ever. I hope the crafting professions are everything I hope, and I am honestly intrigued at how an open RvR battle looks and feels.

CSE_Tyler
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CSE_Tyler

wolfyseyes It takes a lot of work just to get to those vines. We’re head’s down trying to deliver the tech for an mmo no one else has done. Just bear with us, it’s gonna be worth it.

SuppliesATK
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SuppliesATK

Mark Jacobs SuppliesATK Laeesh Oh you know, can’t go wrong with the old tropes; foot flurries, staff swings, the holy power of ethanol. Also hopefully not too squishy, because it’s fun to drink and tank.
It will be interesting to see if CSE has any new angles on the concept, or if it even appears in Camelot again – I kind of assumed it might.

wolfyseyes
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wolfyseyes

The Vines that have been shared on Twitter by CSE. have been fascinating as hell. The physics engine and graphical cleanup has been great to see.
Can’t wait for my beta invitation.

WorldsFactory
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WorldsFactory

Mark Jacobs Tamanous Koshelkin Great news about HBAO+! Hopefully you’ll be able to add PCSS & TXAA; Turbulence could be great as well.

Though animations, especially combat ones, are even more important than any effect in my opinion.

Mark Jacobs
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Mark Jacobs

Karl_Hungus Thank you for that.

Mark Jacobs
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Mark Jacobs

SuppliesATK Laeesh BTW, what would your perfect monk/friar class be like?

Mark Jacobs
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Mark Jacobs

Laeesh Mark Jacobs Yeah, that was an awesome screenshot Andrew took wasn’t it?

Mark Jacobs
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Mark Jacobs

deekay_zero Unsure as of now. We will be lifting it during Beta but during which stage will depend on how things go of course.

Mark Jacobs
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Mark Jacobs

Smiggins Thank you for that. My wife, Janet or Lady J, is doing fine and I expect this will just be another bump in our 34 year road that we have traveled together. The support/kind words of our Backers have meant a lot to both of us and that means everything to me. Proving, once again, that just because our games revolve around killing other players, burning down their homes and taking their stuff, doesn’t mean we are that way in real life. People are people and we’re fortunate to have some of the best Backers we could possibly hope for.

Thanks for the support, prayers and thoughts.

Mark Jacobs
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Mark Jacobs

Koshelkin PaganRites Thanks so much for that! We have a great art team and Michelle and Sandra are not only extremely talented artists but also great team members and people. I’m proud to say that I’ve always been good at spotting young talent and they continue to make me proud while bringing the vision of Camelot Unchained to life.

Thanks, as always!

Mark Jacobs
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Mark Jacobs

redtoadsage Thank you for your very kind words and support. We still have a long road to travel together but with the support (and patience) of our Backers, it will be a fun, interesting and eventful ride.

Thank you, as always, for your support of our game and here on MOP!

Mark Jacobs
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Mark Jacobs

Tamanous Thanks! We still have a long way to go to finalize the finished look but fortunately we also don’t have to worry about doing that for tons of creatures, critters and creations except in The Depths as we would in a PvE game. I think that the look of Camelot Unchained is starting to coalesce but as we all know, that’s the sort of thing that can change over time. Personally, I like our current look but I also know it can and should get even better over the next year+.

Mark Jacobs
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Mark Jacobs

Tamanous Koshelkin Class information will indeed be coming during Beta. 

As to the current status of Beta, as you point out, we were optimistic about the original schedule but always very upfront that it all depended on our ability to hire the folks we needed. That certainly didn’t go as expected but the upside is that we haven’t been spending money on some other parts of the game either. This definitely resulted in us having fewer “Gee Whiz. Look at that!” kind of videos/presentations but I was willing to take that chance (and incur some of the doubt that came with it) to ensure that we had plenty of money to finish development. Fortunately, that was the right call as now that our tech is solidifying, we can now start spending more money on actually making the game and not just the game’s engine. Right now we have a very stable client/server engine that can handle larger scale battles while maintaining an acceptable framerate on our target hardware. We just added Nvidia’s HBAO (http://www.geforce.com/hardware/technology/hbao-plus/technology) to the engine at the end of the day yesterday and more Nvidia tech will be added this summer as well. So, I think that by the time we approach my favorite holiday (Halloween), the Pre-Alpha video will be just a pleasant memory and people will see the game and not just the engine, taking shape. 

Appreciate the support, as always.

Tamanous
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Tamanous

Koshelkin Slowly coming. Some work on the Archer class is ongoing and various core systems that all classes will use. Design documents are in the works for others. I imagine the classes will be thrown together rather quickly once the underlining tech in is place. Skill creation, stances, weapon animations, etc are all being worked on right now.

An update on Beta is soon and I suspect it will be moved back a few months but it sounds like the new date will be pretty much set in stone with their revaluation of their current development. I would bet this game launches about a year after the KS schedule outlined future progress. To me it was always far too optimistic. All is fine if budget holds out.

Karl_Hungus
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Karl_Hungus
Koshelkin
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Koshelkin

PaganRites Yep. I’d buy a physical artbook in a heartbeat.

Koshelkin
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Koshelkin

When will we get info on the classes? Anything planned in that regard?

Tamanous
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Tamanous

Loving the clash of realism and high fantasy!

Laeesh
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Laeesh

SuppliesATK Laeesh glad you like them as well! And you are right, the game is on a long journey, but i think the map for this journey is very well thought. If you got teased by those tiny vine things and yet have not read that much about the game, there is a great official wiki in place, just hit the “Random page” sometimes (or search manually) and maybe you find something interesting that will cindle you interest more as well.  =)

Laeesh
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Laeesh

Mark Jacobs Laeesh I love the “Yay!”´s, but in all honesty some (read some) “WTF”´s can be pretty funny as well and from time to time those happen on a natural basis =D But whom am i telling.

Keep up the fantastic work and fingers crossed you get your hand´s on a suitable senior progr., this thing seems to take it´s toll. BUT, for doing things the right way, there is no shortcut and i know the community is well aware of that.

PS: Andddd i love this sunset screenshot =D

redtoadsage
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redtoadsage

I have not been more excited about a game in my life. DAoC was the first MMO I ever played and it was the best introduction into what an MMO could be for me. Warhammer came along much later but was also full of awesome memories. I have such high hopes for this game and love interacting with the community on the CU forums. 

The game’s founding principles, the community, and the development team are all top notch and I really couldn’t be happier to be along for the ride. CU is shaping up to be a game I’ll be proud to call home for (hopefully!) years to come. If you were a fan of DAoC, Warhammer Online, or you just like epic large scale PvP (RvR) you’d be doing yourself a great disservice by not checking this game out!

PaganRites
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PaganRites

Is there a game that has better artists than Jacob’s hired for CU?  IS THERE?!  … I think not.

Game is looking sooo good.

Smiggins
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Smiggins

Mark, my prayers are with you and Star Citizen.

I guess more with you since I saw the thing about health issues in your family. Hope all is well.

CSE_Tyler
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CSE_Tyler

CSE_Tyler DarkWombat Granted this is WIP and not balanced, but we do intend to have some epic sieges. Also just dropped in nvidia’s HBAO+ last minute, and Rob put in wacky waving physics rubble simulation in CUBE. Now you can watch your building fall apart and let physics throw pieces around!

SuppliesATK
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SuppliesATK

Laeesh Hm, just saw some of these, looking pretty good. I haven’t read much about the game since it’s so far away from release. I wonder if there will be a Monk/Friar type class… I’d definitely touch that with a long, hard wooden pole.

CSE_Tyler
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CSE_Tyler

DarkWombat Yup. It’s a lot of fun.

DarkWombat
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DarkWombat

Mark,
my son saw some gameplay video, and he said it is his dream to be able to cast a spell all the way across the battlefield like that. Ive never seen anything like that myself. Was that actually what we were seeing?

Mark Jacobs
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Mark Jacobs

Laeesh Thanks. We like sharing them too. Now that we have things worth sharing, even more so. :) Vine is perfect for sharing stuff based on where we are today and of course, will be going forward. It’s nice to be able to share progress in a way that people go “Yay!” rather than “WTF?” even though to us, some of the earlier stuff is even more exciting when you are building an engine from scratch. :)

Thanks as always Laeesh!

Laeesh
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Laeesh

awesome! I love those tiny vine teases

Mark Jacobs
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Mark Jacobs

Sylzer Thanks! It’s been a really good work week for the studio. As a matter of fact, it’s been a very good month code and art wise. And the performance issues we saw in the last major test have mostly been fixed. The best part is that we’re doing that while adding things such as grass, sky dome, etc. :)

And more good stuff coming down the road. We’re still a smaller programming team than I would like but we are still delivering on our updates and improvements to the engine. And now, we can say we are actually starting to resemble a game. Makes me very happy. :)

Thanks for your interest and, of course, support!

Sylzer
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Sylzer

Love it ! https://vine.co/u/1174544305600290816 Looking forward for the begining of beta tests

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