Camelot Unchained completes first pass on working armor, shields, and weapons

Beta 1 is mentioned 14 times in Camelot Unchained’s latest update. I’m not saying it means something, but I’m sure feeling like we’re making some headway to it!

City State’s Mark Jacobs says his team has finished up the item update, putting its new programmer to work on crafting, demoed the new social UI, completed a first pass on the manual aiming system, promoted the experimental patcher, and tinkered with VFX rendering, plus there’s new artwork from the WIP place of power.

“As you can see, more and more, our engine is beginning to resemble a game,” he writes. “As part of this evolution, we are checking off item from Primary Beta 1 list: ‘First pass working armor, shields, and weapons in game.'”

This weekend’s test is open to all alpha and beta 1 players, but Jacobs warns that the animation system is a placeholder and physicians are busted.

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17 Comments on "Camelot Unchained completes first pass on working armor, shields, and weapons"

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Bob

Honest question from a Former DAoC and Warhammer online player who didn’t kickstart this. What the hell have they been doing since 2013 if they Just Now have a first pass on items and whatnot?

Reader
Mark Jacobs

No, we did have a previous pass. This is the final pass for Beta 1. As DS says below, we’ve been focused on making the engine, not the items, mechanics, etc. You kinda have to build that before you build everything else. :)

Reader
Bob

Fair enough, 4 years just seems like a lot of time, but I imagine your team size is significantly smaller then what Mythic was working with during WAR. Wikipedia seems to imply DAoC was made in 18 months, but again I’m ignorant on the scope of Unchained and I’m aware art assets take considerably longer to create now a days compared to 1999. Best of luck, we need more companies willing to both develop and sustain smaller niche MMO’s

PS. Loved Magestorm

Reader
Mark Jacobs

Well, a few things:

1) Dark Age was indeed made in 18 months. OTOH, we used a licensed rendering engine that we had already used in a bunch of games. Also, we had a lot of server code from those same games. That gave us a good head start. :)

2) We started work on this game in October 2013 so, to be fair, it’s 3 years, 5 months. :)

3) As to WAR/CU, we’re about 1/10 the size our WAR team was, plus for WAR we were still using a lot of our code from Dark Age.

4) The engine we’re building has to be able to handle large-scale (1K) or more players in a battle. There is no commercial engine that could handle that load. So, we couldn’t license one. If in 2013 we thought that Unreal/Cry/Unity could handle that, we would have licensed it.

5) Even with all that, it’s still longer than we thought it would be. OTOH, we also thought we would have been able to recruit programmers faster than we did (which is why we set up the Seattle studio).

Making a custom engine has been a problem for so many devs that most developers won’t even try to do that and they shouldn’t because for most games, the great engines out there will do the job nicely. For us, that wasn’t the case so we went down the current path. It hasn’t been an easy one but we’re getting there, slowly, but surely.

Glad you liked some of the games we made at Mythic, I hope you check out Camelot Unchained and enjoy it as well!

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draugris

I think developing your own engine and your dedication to performance from the beginning will pay off without a doubt. There are so many games out there who failed horribly because they ignored that, cough swtor illlum cough

Reader
DasSchaf

They created an engine from scratch, created their tech, art assets, placeholders and expanded their office for new programmers and more. It takes some years creating a mmorpg from scratch and crafting isn’t as important as being able to run the game stable, fight and build.

Reader
Slaasher

Its open to beta1 testers this weekend? ive tried but doesn’t seem to work for me.

Reader
wratts

Same, I haven’t been able to connect either

Reader
Mark Jacobs

We’re back up, at least with a bandaid. How long it will last is anybody’s guess.

Reader
Mark Jacobs

I mentioned in the email that this version might not be as stable as our other Beta 1 tests. It looks like the problem we thought might occur, but I won’t know till the engineers can look at it. I’ve just pinged the team.

Sorry about that. Hopefully we’ll have it up and running tonight, if not, tomorrow.

Reader
2Ton Gamer

I <3 that axe!

Reader
adri

Jon is much better than I thought. Making something awesome from a doodle like this ;)

Reader
Mark Jacobs

He’s a pretty talented guy, isn’t he?

Reader
adri

And Tyler is awesome as well. He managed to describe to Jon what he needs with something like that ;)

Reader
DasSchaf

Beta 1 is mentioned 14 times

Does this mean we will get Betastate in 14 weeks?
Maybe yes?

Had a good experience this weekend and also realised some things I didn’t throught of.

Reader
wratts

Setting yourself up to compete with the Ghost Recon beta, I see how it is. Who would’ve thought they would be the competition? :)

Reader
Koshelkin

Really lucky draw with the artists on this game, both concept art and 3D models.

Can’t wait. :x

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