Camelot Unchained stabilizes the game engine and shows off inventory UI

Check out Camelot Unchained’s first pass at a player inventory UI. What do you think? Looks pretty sharp, doesn’t it?

This glimpse was part of this week’s development newsletter. It sounds as though the team also made a big step forward with client performance: “Call it scene-locking, call it broken, call it a PITA, but the good news is that Andrew and George made major changes to the system so that the engine is a lot more stable than it was three weeks ago. Now, is it ready for a real alpha test? Unfortunately, no.”

The team has hundreds of bots back in the game running it through its paces, and hopefully an alpha test will commence next weekend. In the meanwhile, you can hang out with the devs and see some more work on weapon animation after the break.

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27 Comments on "Camelot Unchained stabilizes the game engine and shows off inventory UI"

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Schlag Sweetleaf

Looks good. Any systems in place for zergbusting?

shoryuken unchained.gif
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yoh_sl

From my understanding there will be.
Collision detection to prevent people from massing on top of each other, semi manual aiming, projectile travel time. These make it difficult to a lot of players to target, and successfully hit and damage a smaller number of players by virtue of physics.

A zerg is only a zerg when they can quickly and easily bring their superior numbers to bear without a ton of organization. But if they same disorganization lead them to get in their own way, and not be able to effectively do the damage they need to, then the zerg begins to break down from within.

When disorganization becomes more of a burden rather then a boon, is when zergs begin to fall apart. Which I’m all for, so long as it doesn’t also become too burdensome to everyone else in the process.

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Mark Jacobs

Zerg-busting is also a last resort for us. We’re going to be doing things design-wise that should encourage people not to zerg. We’ve always said that if zerging is the most effective way for people to level their characters, then a lot of people will choose to do that, even if that isn’t their preferred way of leveling. This is even more prevalent in most vertical progression games since maxing out your character, as quickly as possible in order to reach the end game, is something a lot of people want to do. In our system, there is less incentive to do that, so that’s a start.

And if/when that doesn’t work, we’ll have all other sorts of ways to discourage folks as well the the usual compliment of abilities that will be designed to function well against the zerg.

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Oleg Chebeneev

>Check out Camelot Unchained’s first pass at a player inventory UI. What do you think?

Looks like every other MMOs character & inventory screen post WoW.
Will character model be static or 3D? WHat are those squares with 12 number?

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Mark Jacobs

Thanks OC! I didn’t realize that *every* MMORPG since WoW had:

1) Both inner and outer layers of armor (not costumes) that actually made a difference.

2) The amount of filters we have already have to sort a non bag-locked inventory so that players can have large stacks of items so your only limit is how much weight you can carry, not the number of items in a bag.

3) As many equipment slots as we have, including left and right separate slottable items.

4) Item/material quality (more SWG’s quality, not normal, rare, epic, etc.) and durability stats on items.

Every MMORPG? :)

In terms of your questions, the character model is static for Beta 1 depending on whether we want to spend resources on it. As to squares, that’s what you see when you open a stack of items. Since we are using both a quality system and health/durability/etc. degradation system on items, players need to be able to see the difference in them quickly as easily. Between the filters and stack management system, it should make our inventory very easy and relatively painless for crafters to use. And since it will be crafters that will be lugging around the largest amount of different materials/items, we needed an inventory system where they can easily manage that amount of complexity without wanting to shoot the designers. :)

Happy Sunday to you! :)

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yoh_sl

Inner and outer armor? That’s news to me. (shows you how much I’ve paying attention)
So like a gambeson inner and plate/chain mail outer? IE, actually historically accurate armor?

As a bit of a historical armor nerd, can’t tell you how happy this makes me.
The poor gambeson never get any recognition.

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Oleg Chebeneev

Thx for explanation, but Im still confused. I can see material quality grade in first screenshot with 3 piles. But I was asking about character screen and those rows of squares. They all grey on screenshot. If there is 1-100% quality variety, how do 6 squares help to know what quality the item is?
For example there are 3 helms on ragdoll (and yeah, WHY character has 3 helms?), all have different squares amount. Does it mean that helm with 3 squares is lower quality then Helm with 6 squares? What 12 means?

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Mark Jacobs

Sorry about the tardy response OC, took the afternoon/evening off yesterday. As to your questions:

1) The # in the squares is a quantity count.

2) The 3 helms represent the different pieces of the helm. Some of our helms are open-faced, some not. You can choose to customize your helm and certain other pieces of armor, in a different way than most games.

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IgnisGray

The right screen looks pretty decent as far as a character screen goes, but the left screen looks pretty bland. I appreciate the number of filters, but hopefully that aesthetic design is a placeholder.

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Paragon Lost

Interesting, I actually liked the left screen, didn’t distract and was warm and easy on my eyes. While I thought the right screen was just ok.

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Mark Jacobs

It’s all a work-in-progress that follows our pattern of getting some running and then iterate on it. As always with CSE/CU, we are not afraid reveal stuff in an unfinished state in order to get feedback from our Backers and others on it. I/we don’t mind the criticism that comes with it because I’d rather keep our Backers informed as well as get feedback, such as yours, earlier, rather than later in the development process.

Thanks!

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Dean Greenhoe

Those UI screens look very enticing. Looks like this game will definitely have some complexity to it including layers of clothing.

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Mark Jacobs

Yep, you have both inner/outer clothing and more gear slots than most MMORPGs. That should give our players lots of options and thinks to think about!

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yoh_sl

Hmmm, not a bad inventory.
A little spartan and boxy, not terribly stylized but no completely lacking in it either.
Very utilitarian. Could continue to use some more work, but pretty good for a first pass over.

It’ll do what you want it to do.
Certainly a lot better then some inventories I’ve seen at this stage in the game.

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Michael18

Actually, it does not appear spartan or too simplistic in any way, to me. Imho this could go into a release version as is (just thinking of the graphics design, here, not functionality).

My only, very minor gripe would be the borders around the icons below the “Filter” input field of the inventory window. They seem unnecessary and make that section look a bit noisy.

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Mark Jacobs

Glad you like it Michael and Gripes, suggestions, etc. major or minor are welcome at this point. That’s one of the reasons we wanted to get this into the game before Beta 1 started. We didn’t have to, since we had a functional inventory system in place already, but we wanted to get the discussion/ideas flowing as well as to get the tech needed to support it in. This way, we have plenty of time to have a great inventory system/UI for the game at launch. And given the fact that we don’t limit inventory by bags, but by weight, having a large number of filters (bordered or not) is crucial if we want players to have a great experience while working within the inventory system. This is a good example of how we are not confusing “old school” with pain in the ass. :)

Thanks for your suggestion/gripe, that’s the stuff we want to hear.

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adri

The good thing is that you can mod most of the UI elements. If you don’t like the style you can build your own :)

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Mark Jacobs

Yep to both of you and the best part is that we’re starting early with it so we have plenty of time to innovate and improve it.

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yoh_sl

That’s a good feature.
Also I didn’t think what was bad by any means. Sometimes less is more.
But that’s the great thing about being able to mod it, if you don’t like it, you don’t have to keep it.

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Mark Jacobs

Yep. And as we add more and more tech to allow players to build upon for their own versions/mods, the better things will get. I’ve always said that I’m happy to have players come up with their own improvements that we eventually put into the standard UI if we like them.

It boils down to that CSE is never too proud to admit that somebody can do something better than we can and/or that we were wrong. I’ve always believed that, even going back to my A.U.S.I. (my first company) days, and nothing has changed. Tl;dr – The more help the better. :)

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yoh_sl

Good attitude to have.
This is why you have as much support as you do.
And why I will continue to support you, regardless whether or not the game becomes something I will personally enjoy. (Of course I hope it does)
I’ll probably start throwing money your way around beta 1, once I have a better grasp on what’s going to be in the final release.

Atm you have a engine, systems and assets, but not much in the way of coherent gameplay or mechanics. Like you have pieces of the puzzle , and continue to create more, and a few are coming together, but the final image can’t really be made out, only imagined.

And there is just not enough there yet for me to be completely confident the game will ship, justifying me in doubling down on my financial support.
I don’t like to make a habit of throwing my money away, and burned far to often in the past. I don’t believe this will go tits up, the evidence suggests otherwise, but I can’t help but hedge my bets.
¯_(ツ)_/¯

In either case, it’s late and I’m tired.
Have a good and productive day. At least then one of us will.

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Koshelkin

Super transparent development, nice lads all around and stuff like the saturday surprise stream today with Mark Jacobs answering stupid questions(at least mine) all alone in the studio. I think he cares, I think the studio is hard at work and I’m very optimistic about this title. No blown-up promises just development with very clear focus, goals and, apparently, a good lead. Love the designs, love what I saw so far yada, yada. Can’t wait. And if MJ teases once more with the upcoming beta doc I’ll probably explode.

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Mark Jacobs

I’ll hurry up with the document Kosh, don’t want to see you go all explodey and stuff. :)

Yeah, I care, a lot and the surprise stream today was fun. So much better than yesterday with the Yes/No signs, though I thought that was at least a creative way to deal with the day’s root canal and my numbed mouth.

I hope you and our other Backers like our doc. There’s a lot of information there. After we post that, nobody can say that we didn’t give out a lot information about what was going to be in at the beginning of our Beta 1, that’s for sure.

Thanks for your support, joining me on the stream, and posting here, as always.

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yoh_sl

Oh, a beta doc.
Wasn’t expecting that. Admittedly I do have a difficult time getting a full grasp of what is and is not yet in the game, and what we can expect from beta 1.
So having a doc that coalesces information into one place will be most welcome.

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Mark Jacobs

Yep, that’s the plan. The doc doesn’t drill down into all the details about certain things but at its current length, it can’t afford to. :)

I’m in the process of redacting it for our Backers and removing the Post-Beta 1 items for another day. We’ll have enough to talk about after the reveal without going into what we will do after Beta 1 launches.

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Slaasher

Awesome. Cant wait.

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Mark Jacobs

It;s just another necessary step on the road to Beta.

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