Camelot Unchained focuses on particles, trees, and the beta interface

I know most of you come to these Camelot Unchained posts hoping to hear about beta one. I can’t wait to write that post, believe me, and I’m pretty sure CSE can’t either. In the meantime, we’re digging into another weekly update from the team, whose highlight is the fact that the weekend tester build has been updated with a proper particle rendering system, the better to make your spells sparkle.

“This is the system we have been talking about for months. Included in today’s code-drop are almost a dozen new features, as well as some added functionality for existing parts of the particle/lighting system. The next step is for Mike and the art team to update/change existing VFX as test cases of the system. Like the animation system, this is a WIP, and will serve as the basis for our next major improvement, which will happen during Beta 1. In the meantime, the new system will allow our world to feel more alive, magical, and interesting. And more performant, as well!”

CSE has also uploaded some new images — some psychedelic ones showing off the lighting systems on water, some gorgeous blossom-draped foliage, and a first pass on bits of the beta UI. Don’t miss Mark Jacobs’ end-of-the-week summary vid below either.

SHARE THIS ARTICLE
Code of Conduct | Edit Your Profile | Commenting FAQ | Badge Reclamation | Badge Key

LEAVE A COMMENT

15 Comments on "Camelot Unchained focuses on particles, trees, and the beta interface"

Subscribe to:
Sort by:   newest | oldest | most liked
Reader
Chris Mc

Can’t wait for beta. This is the only MMO I am following right now.

Reader
Mark Jacobs

Thanks! We can’t wait either, it’s been a long road, much longer than we thought it would be but things are moving along nicely as our recent updates (since the beginning of the year) have shown.

Thanks for your support and patience.

Reader
Lorgarn

The animation system is so important, they’ve got to get this right. It’s one of the biggest turn-offs in gaming when your character movement doesn’t feel smooth and responsive. It doesn’t matter how pretty the game is or how many characters you can have on the same screen simultaneously. If it doesn’t feel good to play, it will be a disaster.

Fortunately for us it seems like the guys and gals at CSE knows this. One of my favorite stream segments is ‘Andrewmation’ and he isn’t one to refrain from pointing out obvious flaws and critiquing his own and his teams work. It seems like this animation system is his baby in a way and he wants it to be done right. This as a backer makes me very happy, it truly needs to be done right for so many reasons.

Reader
fanggwj

Animation doesn’t just have to be fluid and connected, it needs to have personality. Not only should a luchorpan not walk like a fir bog, but a luchorpan forest stalker should not walk like a luchorpan wisp, and you would hope a luchorpan female fianna should not walk like a luchorpan male fianna.

Reader
Mark Jacobs

Thanks, of course we agree with you, on all counts! That’s one of the things about us (CSE), we aren’t taking ourselves so seriously that we can’t laugh at ourselves or even a funny meme about us. We know we’re not perfect, but we’re doing everything we can do create this game in the right way, whether the game itself or how we treat our Backers. They are both equally important because without the first, the game isn’t fun and without the later, we wouldn’t been able to make this game. And we will never forget that.

Steely Bob
Reader
Steely Bob

Please keep up the hard work guys, I’m really hoping this to be one of my main hangouts once it hits a playable state/access level. When I saw that first video of several hundred folks running around in real time in CU I was delighted and simply cannot wait.

To this day, WAR was my favorite RvR experience probably only because I never got to experience DAoC properly (played at launch but didn’t understand RvR nor hang around long enough at the time to understand it). Been lacking a good RvR experience since I stopped playing GW2 & ESO (because they weren’t that great at RvR but the last time I’ve played decent RvR attempts). The only complaint I ever had with WAR tbh was the PvE required component in end game (which I actually was doing month 1 in our guild Grudge, but didn’t enjoy) and sadly the technical issues that bogged you guys down so early in the huge numbers our server was generating (i forget the server name but too many times we just killed your servers and many got lost/slideshow’d in the process).

In no rush whatsoever, just want to play a rock solid RvR-focused game again and could quite frankly care less about any other aspect (PvE, crafting, lore, graphics, crime, sandbox, etc).

Reader
Mark Jacobs

Thanks. As to WAR, yep, the stability of the game at launch was not what it should have been in RvR. That is one of the reasons we’ve been focusing on tech this time to the exclusion of gameplay. Fortunately, we’re now solid enough that we have begun to shift to more gameplay and have added 2 gameplay engineers (we hope to have a 3rd the week after next).

Thanks for your support of WAR and now, Camelot Unchained. It’s going to be a hectic, but fun, few months as a lot of systems hit at the same time (animation, VFX, crafting, and more).

Steely Bob
Reader
Steely Bob

Love it! Yup your approach this time is perfect imho and in the few reveals I’ve seen it definitely shows! Patient for you guys to complete the process.

Reader
Francis Baud

“We have updated the jump animations, we’ve updated the unarmed combat idles, we made changes to the two-handed axe improvements, we’re reworking the polearm animations and looking at other things we can do to make the animations that you see in the game look even better. And in a few weeks we will have a presentation from Scott and Andrew talking about the animation system and why it’s different …”
Nice, the animation system in CU is something that I find pretty exciting, I’m looking forward to this presentation!

Reader
Mark Jacobs

We are too Francis, a lot. :)

Reader
George

Hey, Mark. Is CSE planning on licensing the techs you are building for CU someday?

Keep up the good work!

Reader
Mark Jacobs

Hey George! As of right now, we have no plans to do so. Eventually? Who knows, but until we deliver on Camelot Unchained, we can’t focus on anything else. Building an engine/tools that are good enough to license (especially given the competition) is a major endeavor and one not to take on lightly.

And as to our good work, that’s the plan Stan, I mean, George. :)

Reader
Mark Jacobs

Thanks Bree and MOP as always.

And yeah, the psychedelic lighting shot is pretty cool and with 2048 lights, a nice accomplishment. Besides being pretty, they are also pretty performant, though we hope to speed the system up even more once we’re in Beta 1 and have the time to do that. We just don’t want to take the two weeks it would take now, because, well, we’re late enough already.

We also posted one of the WIP animations of the “slice of life” we’ve been talking about here (https://youtu.be/znhy753vXt4).

We’re not in Beta yet, but with the code drops of the new animation system and the improved VFX/SFX systems we’re getting there.

Reader
Dystopiq

That’s some serious forearm strength

Reader
Francis Baud

lol the legendary Vikings’ forearmscomment image

wpDiscuz