Camelot Unchained creates inventory screen mockup

As Camelot Unchained transforms from a ramshackle collection of ideas and features into a cohesive product, it’s neat to see glimpses of the game that it’s to become. Even something as seemingly mundane as an inventory screen can be exciting in this context.

In this week’s newsletter, the team shows a mockup that it is using to create the character gear and inventory screen. One interesting design element that the team is working on concerns the relationship between inventory and speed: “We finished off the first part of encumbrance penalties item on the Beta 1 Checklist. The weight of items in your inventory now affect player’s movement speed. Movement speed is also affected by exceeding one’s carrying capacity stat.”

The Camelot Unchained team continues to work on many features for the upcoming beta, including rendering improvements, seamless zone transitions, and torches (in each faction flavor). The studio even has a guy out back swinging different tools and recording them to make a database of sounds for weapons.

See how the inventory screen is being designed below!

Source: Camelot Unchained. Cheers, Ozzie.
SHARE THIS ARTICLE
Code of Conduct | Edit Your Profile | Commenting FAQ | Badge Reclamation | Badge Key

LEAVE A COMMENT

30 Comments on "Camelot Unchained creates inventory screen mockup"

Subscribe to:
Sort by:   newest | oldest | most liked
Reader
Alex Malone

Am I right in remembering that the UI is being coded using JQuery and that we’ll have full access to create our own mods / interfaces?

If so, looking forwards to it even more. Interfaces are very hard to get right and modding was usually quite fun to do. If it is JQuery I may even design my own interface once the game launches as it is at least a language I already know

Reader
drgreenhoe

Love it. Another window into what MAY come as the game gets made. The inventory looks good for a prototype. This will be fun to watch as it develops and I am looking forward to testing it in beta.

I love that again, choices matter, and your characters encumbrance will have to be managed.

Reader
silverlock

OMG I could never program on camera like that, I would be thinking the whole time “I just made a mistake and everyone is laughing at me”.

Nathaniel Downes
Reader
Nathaniel Downes

I know what you mean. Then again, if I did it would be rated M for foul language.

deekay_plus
Reader
deekay_plus

notch used to do it once a month. what a champ really. especially writing in java of all things.

Reader
Mark Jacobs

Never got good at Java. OTOH, if you asked some of the folks who looked at my old code, they might make the argument I never got good at C either. :)

Nowadays I confine most of my coding to VBA and Excel.

deekay_plus
Reader
deekay_plus

lmao i’m not allowed to crticize. i spend my time listening to my compsci buddies bitch about things and deal with it. lol

Reader
Mark Jacobs

LOL

Reader
Mark Jacobs

Hehe, yeah, I know how that feels. After my writing challenges and some other working streams, I think I have a good idea how it makes people feel when they are on camera and working. I think it’s worth the effort, hopefully our Backers do as well.

Reader
Koshelkin

Oh nice an inventory screen. And what a glorious one at that! <:-)

What this video shows, though, is the absolute transparency which CSE still maintains. You can watch these people at work, literally.

Reader
Mark Jacobs

Thanks, it’s a good start. And yeah, we want to be the most transparent KS-backed studio out there. I think we are, but that’s up to our Backers and others to decide. :)

deekay_plus
Reader
deekay_plus

bretween me and you i think you guys are alot more open than that other elephant in the room that claims as such. despite the nda on testing.

this whole kickstarter thing and all of it’s mutations has given me another perspective on the old nda player test group in general. tho i’m still not fond of the gatekeeping involved

Reader
Mark Jacobs

Thanks. We’ll be lifting the NDA once Beta is moving along nicely. As to NDAs in general, yeah, I get that. They were a necessary evil, especially for WAR and EA, but now they are just necessary when you are doing what we are doing, building a game + engine from scratch. I’m really looking forward to lifting it.

Reader
yoh_sl

I generally agree with deekay’s assessment on your level of transparency, your practically see through, Ghost of Mark Jacobs.

Part of the reason I stopped following and supporting Crowfall, was because while they were transparent to a degree, it stopped where all the internal conversations were taking place, where all the major decisions were being made.
Giving the illusion that player input mattered when it came to core mechanics (even ones that aren’t built yet), when in reality the decision had already been made months in advance, the backers just hadn’t known about that bit.

While I don’t necessarily begrudge people who have their own vision for the game (even if said visions is comically overused and going over a cliff), it does bother me when I am being manipulated in the meanwhile. If player input and opinions don’t matter when it comes to a certain mechanic, then you could at least be honest about it rather then get peoples hopes up for change that will never come.

Here it seems that while you clearly have a vision, everything is on the table, nothing is safe from being changed or thrown out. Because if at the end of the day it’s not fun, then it’s not fun.

I appreciate this approach.

Reader
Francis Baud

I think the exact opposite concerning ACE: they seem to often listen to players feedback and quickly make appropriate changes when it makes sense. The combat, for example, has been the object of dozens of changes based on players’ feedback: the telegraph (à la Wildstar) that they’ve removed after players complained, the animation lock that got changed to give players more control on their attack, the roll distances, the ability for ranged classes to cast while moving… If you dig in the patch note you’ll likely figure out that they’re changing tons of stuff based on what players suggest, but of course some of the things don’t get changed if it doesn’t make sense to them or if they’re unable to do it.

Reader
yoh_sl

Mmm, well that wasn’t really my experience. They are certainly better then many companies out there, but I did feel often they were withholding important information until it was too late to have an meaningful input.
Perhaps they are willing to change after they realized they’ve screwed up, which is to their credit, but sometimes they should have been listening from the get go when people are telling them it’s not what they want. (or what they do want)

But at the end of the day I feel Mark and co. are simply more honest, and that makes me more willing to support them. I have very limited patience for bullshit.

Reader
Francis Baud

It’s cool to support people we believe are honest. What I wanted to point out is that, from my experience, ACE has very often changed things based on players’ feedback, even if it meant making a 180 degrees turn from where they originally wanted to go. Removing the gender lock on races like the Fae and Centaurs, the change to archetypes vs. more traditional classes/races, the pre-made KS buildings that became modular structures… I could probably come up with a huge list of things that changed in CF after players suggested improvements. As I mentioned above, they’ve been changing things like combat so much based on players feedback it’s unrecognizable from what it was 2 years ago (i.e. greybox hunger dome, it’s funny to take a look back at the old PvP videos!).

Reader
yoh_sl

Well, if they ever come up with a crafting system that is anything more then boiler plate, then I may give them another look. But they seemed unwilling to budge last time I checked, but admittedly this was some time ago, maybe they’ve changed their tune.

I never completely dismissed them out of hand, I just couldn’t honestly support them anymore. Creative differences.

Reader
Mark Jacobs

Thanks, you’ve pretty much nailed my approach to developing this or any other game. We can’t be afraid to say “Hey, we messed up!” and then change things accordingly. We also want to get our Backers involved as early as possible so they can give us meaningful feedback, that’s one of the reasons we have so many tests. Our IT Backers have also had almost 24×7 access to our internal, developer builds from us from day one and not some tarted up build. They get to see the glory/epic fail of our builds just as we do here.

Thanks again for the kind words, they are appreciated.

Reader
yoh_sl

As always, keep calm and carry on. Your doing just fine.
(incidentally the night/day cycle from the most recent test is quite breathtaking, was most impressed. Thou the transition time might have been a little hasty. Give my regards to whomever has been working on that in recent months.)

Nathaniel Downes
Reader
Nathaniel Downes

More companies need to do this. It really does help give people an idea of what making a video game is like.

Reader
Mark Jacobs

Yep, it sure does.

Reader
Mark Jacobs

Thanks Justin and MOP, as always, for the coverage!

And +1 for your opening paragraph, it’s quite accurate and describes what a lot of people have been thinking over the last year or so: “Where’s the game?”

Slowly, ever so slowly but surely, we are becoming a game and not just a not-so-fancy tech demo.

Thanks again for the write-up!

Reader
yoh_sl

Well, it’s the little victories that matter. Every step is a step closer to release.

Although I am a little unsure how your going about you encumber system, as I haven’t really looked into the matter to any real degree. It’s a bothersome, yet necessary system for material and goods to have any intrinsic value.
If it takes real work and effort to transport goods from point A to B, then that adds value to what ever your transporting. And that’s the same for every system involving goods, the more work and effort gathering, crafting and transporting, adds more value to said items.
It grounds your economy by making sure that everything has some intrinsic value.
(as opposed to spawning gold and loot from monsters)

Reader
Mark Jacobs

You summed it up nicely. Thanks!

deekay_plus
Reader
deekay_plus

i love old school mmo style weight systems. just don’t make it too punitive ok! :D

Reader
Mark Jacobs

It won’t be horrific and we’ll be tweaking it for quite a while. Plus, we’ll have caravans and pack animals that will ease things a bit.

deekay_plus
Reader
deekay_plus

i love it. our diffrerent mmo design idelogiogies coincide quite a bit. even if mine is more move pve centric.

Reader
Mark Jacobs

Nice. I hope I get to make another PvE someday, I really want to do that.

deekay_plus
Reader
deekay_plus

i want to do servfer generated events for players based on what players are doing in the world.

something like “these guys are doing something” so “you go stop them” plus “those guys are trying to stop us!” with rewards for partial completion.

that my game play loop at least. don’t tell my partner i let it out of the bag XD

wpDiscuz