Camelot Unchained updates progress on crafting, combat, and character creation

Camelot Unchained’s latest monthly newsletter has arrived, and the highlight — aside from the fact that City State hired Andrew Jackson to work on the game — is Ben Pielstick’s design dev blog.

“I’ve been intensely reviewing Mark [Jacobs]’s vision of what the player experience needs to look like in order for us to open up Beta 1 testing,” he writes, covering progress on the character creation, the starter experience, combat and animations, siege warfare, and the massive skill system. My favorite bit is the crafting, however.

“Although crafters don’t exist as a standalone class at this point, the crafting system has had a lot of work put into it. Although this will change later, the system currently allows every character to gather resources and use a Vox, which makes testing easier. Recently, we made a big step forward in crafting: All the systems are now in place to allow players to explore the world in order to find resource nodes, take raw resources from those nodes, put those resources into a Vox, use a recipe to purify them, and then make those purified resources into finished building blocks, which can then be used for building structures on a plot.”

There’s a bit of lore, a recap of the art team’s progress, and a state-of-the-build overview too to catch up anyone who’s not been following the weekly updates!

Source: Newsletter
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23 Comments on "Camelot Unchained updates progress on crafting, combat, and character creation"

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Bryan Correll

aside from the fact that City State hired Andrew Jackson to work on the game

The $20 bill guy?

Reader
Melissa McDonald

I wish PvP was optional/consensual in this game, but ah well. I’m sure it will be for someone.

Tamanous
Reader
Tamanous

It is a realm vs realm game from the ground up without compromise, although it isn’t considered a hardcore game (such as no gear looting). Because of this, some very unique game play and class design can exist.

I suggest exploring their wiki: http://camelot.gamepedia.com/Camelot_Unchained_Wiki

If the game turns out to be fun, it will be because players discover playing a fantasy RvR game, not trying to be anything else, is fun in itself.

Reader
GiantsBane

Yea Tam bus mmo politics has always been polarizing just like American politics. Though I will say nowadays I don’t see as many pvpers coming to complain about no pvp in games. It’s more the people who dislike pvp in any form coming to voice their disdain about pvp existing within said games.

I find it ironic that anyone following CU would say anything to complain about the rvr focus since that was the core thing the game was meant to be built around, and thankfully I doubt the people making it will cave to cries for “moar pve” like ZoS did with freakin ESO, turning the game into a giant steaming pile.

Reader
odin valhalla

Great news, keep up the good work !

Reader
Mark Jacobs

Thanks, we will. We’re really close to putting three of our major tech initiatives into the ready for Beta 1 stage (seamless transitions/multi-server, animation, and VFX). Once that is in, we’ll be filling in content, such as new animations and VFX, through the entire Beta period.

Good times, good times. :)

Reader
Kickstarter Donor
Dr_Cloud

Hallelujah! Real progress….at least the one I am most interested in i.e. crafting. Does anyone know if the stand alone crafting class will be available during Beta 1?

Reader
Mark Jacobs

Thanks! The standalone crafting class is not on the Beta 1 list. All the base aspects of the system (gathering, refining, making, shaping and salvaging) are, but for now, everybody can craft.

And yeah, real progress, I couldn’t agree more. As I’ve been saying for the last few months, we now have the right sized team and enough gameplay-focused programmers that we can make real progress on gameplay and tech, not just tech.

Reader
yoh_sl

I’m kind of hoping that that the gathering portion of crafting isn’t done in the standard MMO way of doing it, with a handful of nodes scattered around without rhyme or reason. Ie your typical Iron ore nodes in the middle of a plain sort of deal, where you spend more time standing around then anything. I mean that’s fine for testing, and it can always change, and I hope it does.

I’d like to it go in a more Stardew Valley, Minecraft, Terraria direction, where instead of a handful of nodes, damn near everything is a node. Maybe only most of it being visible to crafters. But where you only spend a second or two gathering at each node, more on certain nodes like trees, but your otherwise always on the move, always exploring, as every node is context sensitive.

As in if you want ore you have to go into a cave, mine or mountain top. Trees you’d best got to a forest, lakes and rivers for fishing, you’d probably want to grow a farm for the majority of plant stuffs, etc.
Where there is more emphasis on the act of exploring and seeking the materials, then standing around at a node waiting for a bar to fill.

Reader
Mark Jacobs

In Beta 1, the gathering system will be more traditional but that will change by Beta 2. For mining, we are still planning on using the “bubble tech” that we talked about during the Kickstarter. For example, iron ore will have to be gathered by mining in actual mines, not via single-person nodes scattered around the word.

Very little in our crafting system is “by the book” at a glance. Some of it will sound familiar, some will be original, and some of it may sound a bit weird (like our Vox). It’s a worthwhile attempt to create an interesting crafting system. How will it end up? As always, time will tell.

Reader
yoh_sl

Well, that’s certainly a step in the right direction. Thou I do hope you do/continue to draw inspiration from games outside the MMO industry.
Where as MMO crafting/gathering largely remained stagnant over the last decade, non MMO’s have actually gotten quite good. Whether or not that translates well to an MMO remains to be seen. (as I honestly can’t say I’ve seen it.

I just want someone to make the attempt. I’m always willing to support thou’s who try, but I have little patience for thou’s who can’t even muster that much.
So far you’ve proven that much at least, let’s just hope for all our sakes it turns out well.

Reader
Mark Jacobs

I think it will. It won’t be perfect, nothing ever is, but I think it will be interesting at a minimum.

Personally, I don’t care where the inspiration comes from, as long as we have a system that our crafters enjoy. I would draw inspiration from Tetris if I thought it would help make a better crafting system.

I know that we have a lot of the right elements, customization, creativity, player control, rarity, scarcity, etc. Now whether that ends up as a great system or just a lot of words, well, as per above, time will tell.

So far nobody at CSE has said the crafting system’s design is poop and the way our studio operates, we’re willing to say that to each other if we believe it. Especially (though most outsiders would find this hard to believe) when it comes to the stuff I come up with. I consider being able to take criticism, as well as dish it out (politeness always required), a prerequisite for working at CSE and that has to start at the top.

Thanks for your interest, I hope you like our crafting system in its finished form.

Reader
Kickstarter Donor
Xijit

Whatever you do with your crafting, just don’t fuck it up in the typical way that every MMO does: build a super detailed crafting system, and then shit can / sabotage it by making raid gear outclass anything that crafters pour hours of effort into creating.

… Also keep in mind that when you (and it is inevitable that every MMO does it as they age) decide to ram up the low level XP to “boost” the population into the end game content; yeah that totally fucks up crafters ability to prosper from the low / mid level crafts they have to grind out before they can start building the good stuff.

Reader
Mark Jacobs

Easily done, I promise. And while this promise is easy to keep:

We have no raid content, at least in the traditional meaning of the word.

I like it when it’s easy to keep my promises!

The crafter, first and always. focus of Camelot Unchained’s crafting system is both necessary for success and is a little bit of a payback/thanks for those folks who wanted to expected to see a great crafting system in WAR What we delivered there was not even a close implementation of what I envisioned for the game. As I’ve said a couple of times, this wasn’t the fault of programmers/designers who were charged with implementing my vision for the system. There were other factors/people involved. This time, the crafting system is getting the attention/times it deserves.

I hope you love what you see from us.

Reader
yoh_sl

I certainly hope so, and if not, I’m sure I’ll let you know, politely of course.

Reader
Mark Jacobs

Hehe, thanks, that’s all I ever ask.

Reader
yoh_sl

Good on you mate.

Reader
Zen Dadaist

They adopted a Gecko! It’s called Ducky! Ajsdfghjkl! Is that a Crestie?

Reader
Mark Jacobs

It is indeed a Crestie!

Reader
Zen Dadaist

:D <3

Reader
Mark Jacobs

I’ll ask Sandra tomorrow. I’m not much of a reptile guy, so I have no idea.

Reader
adri

So it lives in the office? Fulltime? I mean all the time?

Reader
Mark Jacobs

Other than taking her home on weekends,yep, it’s a full-time Guard Gecko! :)

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