Camelot Unchained lays the groundwork for NPCs

Bot battles is the phrase on everyone’s lips over at Camelot Unchained as of late. The team said in this week’s newsletter that it has begun to test the new build of the game with loads of bots and players at the same time, creating epic fights for all to experience.

Playtesting aside, the team has plenty of pots on its project stove, such as player-to-player trading, a giant lighthouse, and healer effects. And even though Camelot Unchained is a primarily PvP (or RvR) game, there is work being done on including NPCs to flesh out the game world.

“Colin started the planning process for building our NPCs, both to support our needs for Beta 1 and also farther down the line,” the letter writes. “At the basic level, NPCs can act as signposts, offering information to players as they approach. Therefore, we need to be able to manage the text strings for each NPC and allow them to trigger actions when a player approaches.”

The team also displayed some of the work being done on mace attacks, which you may view after the break.

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20 Comments on "Camelot Unchained lays the groundwork for NPCs"

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Dean Greenhoe

I have a strange feeling those mines will be PvP hot spots since I believe players will have to go into them to gather their resources. I bet the baddies will be looking for these mines just to go after easy kills from the crafters mining down there.

Ready willing and able to start clearing the baddies down there. :)

Siphaed
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Siphaed

You say “baddies” like it’s a statement of fact on their skill level. Their skill is quite high in the perception of cost vs. reward when it comes to assassination attacks. Even more so when a REALM in a REALM BASED TEAM GAME is not supporting its own crafters in order to make sure supplies get to their own team. That is a failure on several aspects, none of which are the fault of the assassin trying to score a quick tally to their kill count.

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Mark Jacobs

FYI, not all mines with be RvR-linked. There have to be some safe spots for crafters to gather materials even if their Realm is badly outnumbered.

And don’t forget, crafters will have their own ways of dealing with folks who want to score an easy kill, especially in mines. :)

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yoh_sl

To give people an idea of this bot test, as I participated in it, it looked something like a crowded festival with constant fireworks. Everything was moving and it was very lively.
And yet despite having from 500-1000 bots present and some 80 players or so, barely made my FPS budge during the whole event.

My computer is decidedly mediocre, largely hamstrung by it’s CPU. But it ran at 35-27 FPS the entire time. And this is without any optimization at all, I just jumped in, and for the most part it ran very smoothly.

So make no mistake, this game will be able to have battles ranging in the thousands like it is nothing. And you won’t need a monster machine to do it.

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Mark Jacobs

Thanks for the kind words and for participating in the tests. I can’t wait till we get to the next stage of the game’s development. More performance improvements incoming as well as gameplay.

Going to be a very fun Fall for both CSE and our Backers.

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yoh_sl

NP, I enjoyed the test as well.
It’s one thing to be told “we have X number of bots”, it’s quite another to experience it personally. Somethings have to be seen to be believed.

We are venturing into unexplored territory, this is really quite groundbreaking technology you’ve developed. And with it it’ll usher in a form of combat on a scale I don’t ever quite seen before, at least not without crippling lag or FPS.

I think it’ll be the closest thing to approximating actual warfare.

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Mark Jacobs

I couldn’t agree more. I don’t expect people just to believe my word/screenshots on it mainly because as gamers, we’ve been lied to many time before. Plus, well, we’re late and that would set off my warning bells too. That’s why we’ve been inviting our Backers to see it for themselves, and why we will run some of these tests over weekends as well. It’ll cost us extra cash and we’ll need to have one of the guys who work with the Bots hanging out, but it’s a way of saying thank you to our Backers for their patience.

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

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yoh_sl

I do have a question.
Given the advance of this server/client technology, that will undoubtedly improve over time the total number of concurrent players engaging in battle, what is the total number of players you’d like to be able to have in a battle?

At what point do you think that it’s an acceptably large number for what your trying to achieve with the game, and anything more then that is gravy?

Just trying to figure out what numbers your shooting for.

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Mark Jacobs

1K was our goal during the Kickstarter so once we have a siege going on with 1K players + siege engines +VFX, then we can say we achieved that goal. Anything beyond that is gravy.

OTOH, I’d love to hit 1.5K will a playable FPS on most newer machines/graphic cards.

I know we can do better than that, but to do so would involve a fair amount of work to get the same siege working on older machines/cards. However, in the next few years as CPUs/graphic cards continue their upward climb to amazing, I know we can hit that number.

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yoh_sl

If that test was any indication, I don’t think your going to need a high end machine to reach thou’s numbers. Thou by the time the game launches high end will become middle of the road, so.

And as you said, siege and VFX will have to be tested before we can wave the victory flag. And siege tech is still in the middle of being built, so I’d imagine the next major threshold test would be to use a bunch of bots and siege equipment yes?

Personally I hope siege is large. I enjoy over sized weapons.

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Mark Jacobs

Yep, that’s why we’re working on the NPCs now. :) Siege engines won’t be Bots, they will be NPCs.

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yoh_sl

Oh I see, that’s interesting.
And if I am not mistaken, NPC’s will take far fewer resources then bots/players will?

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Mark Jacobs

Yep. That’s why I’ve always been clear with people about the difference between Bots and NPCs. Putting up 1K NPCs in a small space is still a nice achievement but putting 1K fully networked, autonomous, PC clients in that same space is on a whole other level.

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yoh_sl

Groovy.
Looking forward to siege.
(thou I doubt we’re going to need 1k siege, 250 per 1k bots would probably be ample)

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Mark Jacobs

LOL, yeah, I think that would cover it nicely!

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Iridescence

Funny how this was a game I had no interest in during the campaign and as most of the games I did back have fade into oblivion or disappointment it’s now one of the ones I’m most anticipating and seems more intriguing with every update.

Have you guys not got the “over-promise and under-deliver” memo for MMO crowdfunding campaigns yet? :)

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Mark Jacobs

Nope, never got the memo. I was never part of the “kewl kidz klub” I guess. Wouldn’t have mattered anyway, I’ve never been good at reading those kind of memos. :)

Thanks for sticking around and seeing how things turn out. It has been a much longer road than we anticipated, but as our last two weeks of live testing have soon, it’s been worth it.

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Sally Bowls

manage the text strings for each NPC and allow them to trigger actions when a player approaches.

FFS, automation is taking hundreds of millions of jobs and now even the “Hello! Thank you for shopping at Walmart!” jobs are being taken away by heartless business tycoons like Mark. feels bad man.

:-)

I mean grz on progress.

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Mark Jacobs

LOL, nice.

Thanks! It’s been a really good few weeks, good news abounds.

Siphaed
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Siphaed

Just remember if the string of commands gets advanced enough, and the AI smart enough, wrap a bow around it and sell it to 3rd parties. The more that the overall games developers share this kind of tech, the closer we get to a REAL A.I. And, then maybe we can have a calculator in the whitehouse instead of a coconut.

wpDiscuz