camelot unchained

Official Site: Camelot Unchained
Studio: City State Entertainment
Launch Date: N/A
Genre: Fantasy RvR Sandbox
Business Model: Subscription
Platform: PC

Massively OP Podcast Episode 32: WildStumble

WildStar’s free-to-play launch began this past week, and Justin and Bree are in the thick of this wild and woolly mess. On today’s show, they talk about what could’ve been done differently, the upcoming demise of an MMO that nobody played, and a controversial SWTOR feature that’s coming with the expansion.

It’s the Massively OP Podcast, an action-packed hour of news, tales, opinions, and gamer emails! And remember, if you’d like to send in your own letter to the show, use the “Tips” button in the top-right corner of the site to do so.

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Camelot Unchained announces early 2016 beta test

Camelot Unchained looks to be moving into beta testing in early 2016.

In a livestream yesterday, City State Entertainment revealed that the beta should kick off before the end of this winter. The studio also said that all plans are subject to change in the interest of making the best game possible: “We will not rush nor cheapen beta by cutting out features, or having a lackluster beta simply for the sake of getting into beta.”

The team also revealed the first class trio based on player voting, which was a healer/mage hybrid called The Devout. The Devout will be divided into three flavors, one for each faction: Abbot (Arthurians), HelBound (Vikings), and Blessed Crow (Tuatha Dé Danann).

You can watch the beta reveal livestream after the break.

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Camelot Unchained’s newsletter looks at the state of the build and more

Camelot Unchained’s 14th newsletter has been sighted in the wild. It says that there will be a beta-focused livestream on Friday, October 2nd, followed by a backer Q&A session. It also sums up all of September’s news and introduces new programmers Marc Hernandez and George Davison.

Additional topics include a look at iterative design, a look at the art department’s progress on human models and armor, and a state of the build update from Brian “Psychochild” Green.

Source: #14


Massively OP Podcast Episode 31: MMO expansions come roaring back

What is this madness? Just when the MMO industry appears to have turned its back on expansions in favor of a “faster release cadence,” studios are bringing them back with a vengeance. Today on the podcast, Bree and Justin talk expansions, patches that are pretty much expansions, and even more expansions!

It’s the Massively OP Podcast, an action-packed hour of news, tales, opinions, and gamer emails! And remember, if you’d like to send in your own letter to the show, use the “Tips” button in the top-right corner of the site to do so.

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Camelot Unchained boss talks classes, new hires, and more

Camelot Unchained’s end-of-the-week update was published earlier this weekend. Head honcho Mark Jacobs revisited the big class presentation reveal, and explained that the RvR sandbox’s class system will be “a bit less symmetrical than it was before.” In a nutshell, the game’s classes will not all have the same number of lines or abilities.

Jacobs also explained how CityState’s new engineering hires are already getting their hands on the game’s code and generally making a positive impact. You can read more about that as well as the classes, user stories, and more, via the Friday update link below.


CSE is creating 30 classes for Camelot Unchained

Camelot Unchained’s current plans are to create a whopping 30 classes for the game, which means a heck of a lot of reveals over the coming months. City State Entertainment decided to include its community in the reveal process by announcing that it will send out surveys to allow its backers to vote on the order of the reveals (grouped in threes).

The studio posted a page with tantalizing outlines for the 30 proposed classes. If you look closely enough, you might be able to get a few hints about what’s in store.

A few of the developers, including Mark Jacobs, got together to record an hour-long class system update. Jacobs explained why the team has greatly expanded its class list, which had to do with reevaluating the path system. “We want to create really cool classes,” he said. You can watch the video after the break.

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Camelot Unchained adds new team members and injury system

It’s been a big week for the folks over at Camelot Unchained, as Mark Jacobs announced that the game has added two new members to the team. Thanks to a recent stretch goal, Senior Network and Server Engineer Marc Hernandez and Senior Graphics Engineer George Davison are now part of City State Entertainment.

“I cannot stress enough how important the additions of Marc and George are to the team,” Jacobs wrote. “We have gone from having eight programmers to 10 programmers in a single week. And not just programmers, but senior (10+ years) programmers.”

Camelot Unchained ran an “IT-only” test this past weekend with the first pass of the game’s injury and wound system as well as improved rendering performance. Jacobs also said that CSE will be starting a series of class presentations this Wednesday.

Source: Evening update. Thanks to Spykedruid for the tip!


Camelot Unchained’s dev team is shifting focus from tech to game

This afternoon’s Camelot Unchained update features a recap of the week’s news, including the DragonCon panel video and the 113-hour procedurally generated terrain achievement. There’s also a laundry list of tasks accomplished by the dev team relating to everything from improvements to C.U.B.E.’s interface to melee weapon combinations to Italian and German translations of the CU website.

There’s also a good bit of concept art in today’s post, along with an acknowledgment from Mark Jacobs that the dev team is shifting its focus to “more game than tech.” You can read all about that and more by clicking the link below.


Now you can watch Camelot Unchained’s DragonCon panel

Did you miss Mark Jacobs and the Camelot Unchained crew at last weekend’s DragonCon in Atlanta? If so, you can watch the entire one-hour panel on YouTube courtesy of some volunteer camera work. Included in the panel footage are a few vids that the dev team prepared exclusively for the DragonCon presentation, so it’s probably worth a watch for that alone if you’re a fan of City State’s forthcoming RvR fantasy title.

Click past the cut to have a look!

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Camelot Unchained’s procedurally generated terrain build runs for over 100 hours

This evening’s Camelot Unchained update has some good news regarding the recently concluded “100 hours of glory.” In a nutshell, the fantasy RvR title’s servers ran for 113 consecutive hours without a hitch, which is impressive due to the fact that said servers were running a build with the first iteration of the game’s new terrain system.

“A barely-tested build with a brand new procedurally generated terrain system debuted, and not only didn’t it crash, it didn’t even come close to crashing, during a four-day shakedown cruise,” writes Mark Jacobs. “So, a great debut for a rather complicated and important system, and a big step forward for our game.”

Tonight’s post has a lot more info about the terrain system, so be sure to follow the link below to read all about it.


Camelot Unchained’s newsletter recaps August, looks to DragonCon

Camelot Unchained fans, I hope you have a caffeinated beverage and a lot of free time, because the 13th edition of the game’s newsletter is here and it’s looooong.

It recaps all the development updates for the previous month, as well as the current stealth stretch goal, which CityState says is coming along nicely and which has been well-received by the community. There’s also a state-of-the-build update penned by Brian Green, as well as details about the dev team’s upcoming trek to Atlanta where they will show off the game at this weekend’s DragonCon.

And of course, there’s a whole lot more to the newsletter. Click the link below to read it for yourself.

Source: Newsletter #13; thanks Flying Dutchman!


Camelot Unchained’s weekend alpha sounds pretty successful

Did you check out any of Camelot Unchained’s alpha test over the weekend? If not, you missed a solid round of testing, according to today’s news update. Mark Jacobs writes that despite a snag brought about by the game’s cloud-based servers running out of hard drive space, the rest of the weekend test was basically flawless for nearly 60 hours.

“As I’ve said before, and I’m not sorry to repeat myself, our client/server tech is more reliable, for this stage of development, than any other game I have ever worked on,” Jacobs explains. “This is by no means meant to discredit the work I or other teams have done before, because frankly, the Dark Age of Camelot team was great and true, and the game was also remarkably solid, even during beta. However, the difference is that this time we have built our own rendering engine, using a physics system that’s usually client-side on a server, and have client/networking code that can already handle larger-scale battles without it turning into a slideshow (and the battles it can handle are only getting larger!).”

Source: Afternoon update; thanks Flying Dutchman!


Camelot Unchained’s talks Friday Night Fights, concept art, and more

Camelot Unchained is currently in the midst of a Friday Night Fights bonus round, but that didn’t stop founder Mark Jacobs from penning his customary Friday update. It features a lengthy section on user stories as well as a full body shot of the Fir Bog who debuted last week.

There’s plenty of fresh concept art in today’s update, too, along with another mention of the team’s plans for next month’s DragonCon and the associated build prep work.


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