Camelot Unchained zeroes in on client stability

Following an “explosive” test over the Independence Day extended weekend, Camelot Unchained’s devs spent the shortened week attempting to zero in on some of the issues that caused client instability.

“We got straight to work with a big focus on client stability,” the team said in this week’s newsletter. “We’ve always said we want to make sure the build is stable, not only for beta, but as we go. On top of this, we’ve got a team that has grown not only in volume but also in skill. Sometimes, as was the case this week, you find you’re dealing with issues from old code that you are now much more capable of improving.”

The truncated newsletter discussed work being done on shadow optimization and player inventory UI as well as dishing out an early glimpse of an underground mine. For a more in-depth look at the MMO’s progress, tune in to the weekly update video after the jump!

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12 Comments on "Camelot Unchained zeroes in on client stability"

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Jay Power

They really should change the name of the game before beta. “Unchained” is really 2012.

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TL;DW

Where is the cliffnotes?

Don’t mind me. I’m just pissing about waiting forever with… Crowfall and Camelot Unchained o.o

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yoh_sl

Yeah well waiting is the nature of these things.
Because for most games we just don’t see their development, and we only ever hear about them when they are maybe a year or less out from release, and we never see the additional 2-4 years of development time. So it feels a lot shorter for us.
But in these instances we are all present on the ground floor, and we are seeing first hand just how glacially slow game development really is. It is it’s own kind of torture.

My strategy is to just not think about it. Play other things, put it out of my mind, comment only when something actually happens. The paint will dry eventually, doesn’t mean I should just sit here and watch it.

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Mark Jacobs

J, can’t blame you. Fortunately, the time to Beta is truly getting shorter and in the coming next couple of months, we’re going to laying out a lout of things for all of our Backers to read/enjoy and most important, participate in.

yoh_si, yep, I know just how it feels both from a player’s perspective and a developer. Not fun either way but necessary, especially in our case since we are making our own engine.

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yoh_sl

Just note this isn’t a criticism.
It’s just a simple recognition that good things take time. And I am happy to wait.

I simply try not to focus too closely for my own mental sanity.
Thou my position is a little different, as I am more invested in the game actually getting to launch and hopefully being successful, then my personal enjoyment out of the product. I really don’t care too much if I personally enjoy the game or not, so long as the game is successful.

But I would prefer if I did enjoy it as well.

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Mark Jacobs

LOL, I know it isn’t criticism, you should know me well enough by now. :)

And I really appreciate your outlook on things, it does mean a lot. Thank you for that.

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yoh_sl

Your welcome.
And that point was more for the peanut gallery. Wouldn’t be the first time somebody has taken me to task for making a simple observation. I’m well aware how sharp you are.
You wouldn’t have been as successful as you are in the industry (and this genre) if you didn’t have a good grasp of people and communication.

Sadly the same can’t be said for a lot of people on the internet.
And I’m not a terribly clear communicator either. I also tend to waffle. As you no doubt notice.

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yoh_sl

Not exactly the sexiest of topics, but necessary.

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Mark Jacobs

Yeah, not all that exciting an update but, as you say, necessary. The good news is that our Backers can see that we do care about making sure this game is delivered the right way, stable and working, and not rushed out and crashing. This approached has certainly slowed down the development process but we expect that it will result in a game that is stable and ready for launch instead of the opposite.

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yoh_sl

From my experiences in the alpha, I found the client and patcher to be remarkably stable, I think I only had it freeze once, and that was when I was specifically testing it to do so.
But my experience is not true for everyone or all PC’s, being as varied and messy as they are.

Best get this stuff out of the way now, because once beta hits and the game gets more attention, the worse thing that can happen is the client or patcher breaking for a lot of people and becoming unplayable. Nothing is worse then wanting to play/test, and not being able to.

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Mark Jacobs

Yep, overall our stability is pretty awesome especially when you factor in that we have built almost every single bit of both the client and server tech ourselves (PhysX and WWise being the exceptions). Even if we were in Beta now, this would still be impressive compared to most other old-school Betas.

That kind of stability doesn’t come cheaply nor easily and once we are in Beta 1, we’ll keep doing things mostly the same way. One of the exceptions is when we do even more such as scheduled “Break the Build” tests with our Bots and players to ensure that as little as possible creeps into the code that would only reveal itself at launch or under stress.

It’s going to be a very interesting rest of the summer, that’s for sure.

Thanks again, as always, for your support.

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yoh_sl

Always.
I’m going to enjoy trying to break the game once beta comes.

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