Camelot Unchained strives for a well-rounded experience as it focuses on siege gameplay

    
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In making the transition from limited-focus tests to larger siege gameplay to the long-awaited beta, the team behind Camelot Unchained is “sprinting” as it rounds out the MMO experience with numerous small improvements.

“The intrinsic sense of fun in games instead tends to come from a massive number of small subtle details, which cumulatively add up to an enjoyable experience,” wrote designer Ben Pielstick. “In our case with Camelot Unchained, the details we’re working on at present have to do with things like smoothness of animations for drawing arrows from quivers, the speed at which characters swing their swords, and the time it takes characters to change directions due to WASD movement input.”

You can read up on more of these smaller projects in this week’s newsletter, which includes mentions of shortbow animations, the progression system, the siege user interface, and more faces for characters.

“It’s been a longer-than-expected road but thankfully, finally, things are moving along at the pace we expected. That makes us all very happy,” said Mark Jacobs.

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