Camelot Unchained shifts dev focus to beta gameplay

From the sound of this week’s Camelot Unchained newsletter, the team at City State is having a lot more fun now that beta development is starting to shift from engine tech to actual gameplay.

“We’re slowly moving from some of our system needs for Beta 1 and into more gameplay, which has, quite honestly, been bringing smiles to the team,” CSE writes. “We’ve started feeling more like we’re making a game and not a tech solution.” That’s got to be good news for fans salivating at the thought of eventually playing the beta, too!

The newsletter talks more about the work being done on character weapon animations, siege engines, and visual improvements to Camelot Unchained’s forests. The Seattle team also showed off pictures from their brand-new office digs.

Need more? Get the full end-of-week livestream from the devs after the jump.

Source: Newsletter
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35 Comments on "Camelot Unchained shifts dev focus to beta gameplay"

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Dean Greenhoe

Talking about character inventory is starting to make this feel more like a game :) The Q&A was very informative, keep up the great work.

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Mark Jacobs

Yep, about time right? :)

More gameplay stuff coming in week by week, I’m even slowly starting to smile again.

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Rottenrotny

C’mon Mark, Drop some Beta invites on us! <3

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Mark Jacobs

:)

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yoh_sl

Hmmm, I think it’s fair to say the games development was somewhat bottle necked by the availability of staff, and that with the new Seattle office and new programmers, they’ve really been able to step up the pace.
Although to what degree I am yet unsure. Still it is welcome.

We may actually get to beta in my lifetime.

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Mark Jacobs

Two things:

1) Please don’t die anytime soon, I wouldn’t want you to miss the opening of Beta 1. :)

2) When the full team hits its stride, I would expect a doubling of overall output with a much greater improvement in gameplay output. This is not, in any way, a knock on the Va. team (which has been doing some really great work since day one), but rather a comparison of 5 senior programmers in Seattle with 3 gameplay focused programmers. OTOH, Va. has been focusing more on the tech side as well as the OPs side and is way younger. Without Va. we don’t have building/destruction, animation, networking, etc., but now with Seattle, we were able to bring in both senior programmers and gameplay programmers that my three hiring teams (2 outsourced, 1 internal) weren’t able to do for Va.

Thanks to you and all of our Backer’s support and patience we were able to get to this point. With the additional infusion of cash from myself and the other investor, we made a Seattle office a reality. And now with 3 full-time engineers in Seattle all focused on nothing but gameplay, I expect the pace to pick up even more than it already has done.

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Paragon Lost

Right Mark. You all had to get the foundational tech down, getting it stable and able to handle what you needed it to do. That had to be the focus until those items on your checklist were done.

I honestly don’t get posts like Yoh_sl that think that this stuff just happens over night. You had a small team, you had to have server tech etc down anything else was a waste of time until that happened. Once you all get that done it’s time to move on to game mechanics, user interface, art etc.

Anyhow keep on doing a great job on communicating Mark. You all are doing it right and I look forward to my every Friday emails where I get to read down the various checklists of things you all have done, added to the list etc.

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yoh_sl

Ugh, maybe you should brush up on your reading comprehension, as unlike Mark, you didn’t understand what I said at all.

Hence my reference to bottle necking. Anyone who understands an iota of the process of game development could see exactly why the game was taking as long as it was, they just couldn’t enough of the right people to do it, and they had a lot of very technical work to do, so they couldn’t just get anybody.
And now that they have the staff, guess what’s going to happen?

I only mentioned beta because of the article is about it, and mild teasing at best.
Stop acting like a white knight and learn to read.

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Paragon Lost

So, you’re allowed to be hyperbolic with…

“We may actually get to beta in my lifetime.” -yoh_sl

And also insulting to me with an attack on my reading ability and with your last line to me…

“Stop acting like a white knight and learn to read.” -yoh_sl

Nice. You’re correct I shouldn’t have commented to your post.

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yoh_sl

No you shouldn’t have. You interjected yourself in what was a perfectly civil conversation. You acted as a white knight for Mark, who unlike you, completely understood what I was talking about and my mild jest and took it in stride.

You however come along and completely misconstrue what I was saying into something I wasn’t even remotely talking about.
Reading into my words something that doesn’t exist.
How is that anything other then a complete failure of reading comprehension?

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Paragon Lost

I white knighted no one. I expressed my opinion. Also civil? See my previous post to you.

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silverlock

So how big are we talking about for player battles? Because since big battles is what the delay was for the results will determine whether or not it was worth the wait.

Man I would love to play a game where hundreds of players could fight with reasonable frame rates and lag, that would definitely be worth the wait.

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adri

The official answer is 500-1000 player battles in a small area. This is the reason they do all they can to improve the framerate and reduce lag (there will always be alg because speed of light .. at least). Some months ago they showed that they can fit 1000 players in a small forest area and improving goes on.
They are willing to reduce the beauty of the game for fps. Furthermore the specs they announce later will ensure that player with machines as in “minimum” can still play the game and the big battles. Probably less beautiful than someone with a high end machine but playable.

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Mark Jacobs

500 would be our absolute minimum for what we consider a large-scale battle. We hope to be able to handle 1K+ during a siege. As we shake out bugs in the new systems, we’ll be running some siege tests with the scorpion and other siege engines. That will be a good yardstick for our progress.

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3lfk1ng

You can do that in Darkfall: Rise of Agon today! It just came out on Friday.

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Das Everett

I’m pretty happy with the progress that has been made over the past few months. Not to complain, but when I backed the game I thought I would be playing by now. That being said I’m glad they are taking the time to do things right.

One thing I’m hoping will happen soon is the ability to gift copies of the game to friends when beta comes out.

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adri

You can gift games to your friends right now as far as I know. I’m not into this but the option is there.

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Das Everett

Hmmmm, I’ll have to check out the CU store again. I couldn’t find the option a couple of weeks ago.

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adri

I think you have to have a tier with an additional tier (like the “forver a hero” tier) or I think you could also buy a tier and gift it to someone via the “gift” option in the store. This option is on the upper bar when you are logged in the store. This requires that you have a tier.

I can be wrong so please contact CSE at support@citystateentertainment.com they will help you (It can take a day or two because MJ is mainly doing this all alone afaik).

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Mark Jacobs

Adri, a day or two, man, you are giving me way too much credit. One of the reasons I’m looking forward to launch is that I’ll be able to have other people do some of the jobs I have to do now (in order to save money). Sometimes I feel like I should have a “Preserve MJ’s Sanity” Stretch Goal but then I release that it’s too late for that! :)

And Das, you should be able to gift tiers, if you can’t just let us know. I can’t guarantee a 1/2 day time (our support/HR/etc. person is moving to Germany with her hubby) but she’ll be back soon.

Thanks for the support and interest in our game, as always!

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adri

I don’t want you to get more angry mails because “no-one at CSE is going to answer my question” things :D
MJ is going to be the first human to be able to divide like a bacterium and we’ll have two MJ’s Dunno if this is good or bad ;)

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Ryan Allgood

Very glad to see the progress on this and even more glad to see that we should be seeing progress I actually understand now! Haha.

I will be very happy to see this game finished. =) then I can work on trying to get all of my friends to play!

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Mark Jacobs

I couldn’t agree more. Opening the office in Seattle is such a big deal for us on a whole lot of levels. One of which is that I no longer have to spend time/lots of mental energy on all the non game design things I have been over the last few months. :)

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adri

A small relief for me. FINALLY we can see the real things player like me care about. Reading that the server tech improves *somehow* is important but I have no idea what it is. Writing that a siege engine is deployable and you can craft blocks and build with them is so much closer to me and the things and I can relate to.

I can see the fruits of this long (too long) journey from just a barebone engine with nothing on and in it to a place I can spend many years in.

Oh and ofc! my standard question *clear throat* Are we there yet? :) I know we are not yet ready but I can ask this every week.

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Mark Jacobs

Yep, and as the Scorpion and other siege engines make it into the game, we’ll be able to have a wider variety and more interesting tests than simply “run around and see if stuff breaks” as we have in the last year. I’m so glad we won’t have to do that much longer, at least not as our primary tests.

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rafael12104

Looking forward to it. Just keep on truckin! as we say down here in Austin. Lol

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Mark Jacobs

We’ll do just that, though hopefully it will be caravaning. :)

Thanks for the support!

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Koshelkin

Veryyyyy excited about it. The RvR style is so old, it will feel almost original again. Can’t wait to get my hands on this.

Between my favourite childhood teddy and this the winner isn’t so clear as it seems. The winner is CU.

(If this sounded sarcastic: It isn’t.)

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Mark Jacobs

LOL, no worries. The style, like me, is old so…

:)

Thanks, as always, for the support and kind words.

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Sally Bowls

Recently, whilst using the Internet to avoid productivity, I encountered

http://www.popularmechanics.com/military/weapons/a26189/ludgar-war-wolf-catapults/

and instantly thought of CU & siege engines.

So queue up Sondheim’s song Soon from ALNM

Soon, I promise,
Soon, I won't shy away,
Dear old--
Soon, I want to.
Soon, whatever you say.
Even now,
When you're close and we touch,
...
I don't mind it too much.
And you'll have to admit I'm endearing,
...
What's one small shortcoming?
...
Think of how much you love me.
If I were perfect for you,
Wouldn't you tire of me
Soon,
All too soon,
Dear old--

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Mark Jacobs

Nicely said, thanks!

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wratts

That really nice to hear! I’ll admit, remembering the “tech crunch” of Winter 2015, I was kind of expecting the team to already be here. Not complaining, but definitely glad to see this moving closer to being something enjoyably playable

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Paragon Lost

As a backer I definitely wasn’t. I knew they were designing the game from the top down. They weren’t taking short cuts to buy a game engine and other software packages.

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Lorgarn

And the ‘March towards Beta’ back in March of last year. Its been a long one, that’s for sure.

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Mark Jacobs

Yeah, way too long, but it will be worth it in the end.

We appreciate our Backers’ patience, more than I think they know. We plan on continuing to show our gratitude now and forever to those whose faith may have wavered (we’re all human) but remained strong through what was a tough year+ for all of us.

wpDiscuz