Camelot Unchained is wrapping up its development for the year with a recap of the team’s current efforts and a top 10 list describing “the roller-coaster” of 2016.
CSE boss Mark Jacobs says that over the past two weeks, the studio has continued its focus on network stability, particle performance, the ability system, and the physics server. “At 1800 bots, we’re seeing some great performance!” he writes.
Highlights from the year include the new Seattle branch, expansion of the team, the upgraded engine, reabilitation — a word we added to our dictionaries this year thanks to Camelot — big bots, and the Discord deal. Jacobs signs off with characteristic moxie:
“As always, and forever, I want to thank our Backers for their patience and support. I know that it has been pretty frustrating in a lot of ways, but here’s a screenshot [it’s the first big bots one below] that should strike fear in the heart of people who ‘just want to be alone,’ as well as those who might doubt that this little team in Virginia and Seattle can deliver on this game.”
Camelot Unchained’s weekly update has arrived, and in it, the team outlines its latest projects: networking stability, particle effects performance, banes and boons, and the animation system. Oh yeah, and they fixed drowning. I love this one.
“Fixed drowning: Through all of our bot testing, we found a performance hit when a large number of bots all tried to drown in the same area. As our bots stress things as players would, fixing the issue gives everyone a nice performance gain, bots or not.”
There’s a check-in with art development on the Place of Power location and updated before-and-after shots that demo the lighting improvements made during the alpha. Aaaaand don’t miss the streamed update from the floating Seattle studio by Mark Jacobs himself, who’s in town to aid in the search for a more permanent office for the west coast crew.
During this weekend’s test, alpha players are asked to murder as many humans and dummies as possible while testing out new abilities. Check out the gallery and vid below!
Camelot Unchained has a powerful new ally in its fight against your personal boredom. Mark Jacobs revealed a partnership this week that should bode well for the future of the game and its community.
“I’m pleased to announce that City State Entertainment and Discord have reached an agreement to work together on combining their cutting-edge tech along with that of Camelot Unchained,” Jacobs said. “It will help make Camelot Unchained a better and more immersive experience for our players.”
The agreement means that Camelot Unchained will be able to incorporate the full suite of Discord technology into the MMO, including text and voice chat services. Jacobs said that this will save the studio time that it would otherwise have had to spend on creating such features. Another bonus? Allowing players to access chat channels while logged out of the game.
One of the fun things we implemented on the site this year is a database of quotes from developers (among other entries) that are relevant to the MMORPG industry. In the spirit of the end-of-the-year posts that we’ve begun rolling out, today’s Massively Overthinking is a simple but fun one: I asked our writers to submit a favorite or memorable MMO developer quote from 2016 and explain why it matters. When we’re done, we invite you to do the same in the comments! (And yes, the best ones will be chucked into that widget for posterity!)
It’s Thanksgiving here in the US, and we wish you all a happy one, whether you’re celebrating locally or not. For this week’s Massively Overthinking and in honor of the season, I asked our team about the people within the MMORPG industry they’re thankful for. Mentors, guildies, artists, designers, visionaries? QA testers, community managers, commenters, donors, those wacky folks who Kickstart our dreams? Let’s talk about our favorite people and why we’re glad they’re making the genre a better place to play.
This week in MMO crowdfunding news, City State Entertainment posted a happy update for Camelot Unchained: Not only has the studio fixed the chat server problems it alluded to last week, but it’s been hard at work populating the test server with “just about 2000” unique bots and player testers to stress the game… and the server won. “I was flying above the a crowd of about 2K Bots and not only didn’t the game crash, but it performed well,” CSE’s Mark Jacobs said of the game’s big bot testing. Jacobs also sat down for part two of our interview for The Game Archaeologist column, so don’t miss that either!
Meanwhile, Hero’s Song’s early access got a new patch, Dogma: Eternal Night announced a playable build for December, Shroud of the Avatar pushed out release 36, Crowfall opened itself to unaccredited investors on a new crowdfunding platform,and an Elite: Dangerous player went on a two-day mission to rescue another player — which he did successfully.
Finally, Star Citizen’s Chris Roberts celebrated the fourth anniversary of the game’s record-shattering Kickstarter by telling players that his studio will soon be making itself even more transparent by sharing internal timelines. In other words, you can stop making cheap jokes about playing Star Citizen in 2050.
Read on for more on what’s up with MMO crowdfunding this week and the roundup of all the crowdfunded MMOs we’ve got our eye on!
We’re back with our second part of an interview retrospective of Mythic Entertainment’s early online games with CSE’s Mark Jacobs. Last week, we talked about the formation of Mythic, its roster of titles during the 1990s, and how titles like Aliens Online and Silent Death Online helped to push the studio toward its full-fledged development in the MMORPG genre.
Today, Jacobs will take us through a discussion of the challenges awaiting studios trying to make online games in that early era, the communities that formed around Mythic’s titles, and how one MUD called Darkness Falls would be the catalyst that set off Dark Age of Camelot.
When you bring up the name “Mythic Entertainment,” chances are that most gamers are going to immediately think of the studio’s two major MMOs, Warhammer Online and Dark Age of Camelot. Perhaps Imperator Online might come into the conversation, perhaps not. But what is fascinating to me is that Mythic had a lot more than a pair of MMOs under its belt.
Since the formation of the studio in the mid-1990s, Mythic’s team developed well over a dozen titles, many of which featured online multiplayer and other elements that would eventually lead into the company releasing DAoC to widespread acclaim in 2001. I’ve been curious what these older titles were like and how they contributed to the formation of Mythic’s MMOs, and so rather than get all of my information from second-hand sources, I went straight to City State Entertainment’s Mark Jacobs to ask him about games like Aliens Online, Spellbinder, and Darkness Falls. Considering that the man is still working on spiritual successors to the games he was involved with decades ago, I thought it would be great to get his perspective.
Hiring is going well for Camelot Unchained, City State tells players in a new dev post this weekend. “We are now up to six people in Seattle (though the 6th won’t start till January), and have seven candidates in the pipeline,” Mark Jacobs says, noting that while CSE is losing a programmer to an overseas move, it “should have another Ops/Junior programmer to replace him shortly.”
The studio has been focused on testing abilities, the patcher, animations, zones, network performance, and rendering — you can see a bit of the bloom-soaked “god rays” in the screenshots below, though they’re still a work-in-progress.
“Note the subtle shafts breaking through the trees, but also the bloom softening the environment just beyond the trees. We’ve also introduced eye adjustment which can be seen here. We are simulating the opening and closing of a person’s iris, which occurs as you enter or exit dark and bright areas. The consequence, as your eye adjusts to the dark shadows you are in, is anything that is bright, such as the sky in this shot, will be slightly more blown out.”
Mark Jacobs has lists and lists of progress being made on Camelot Unchained as the game continues its “march toward beta.” In this week’s newsletter, Jacobs counts off all of the improvements the team has made, saying that a weekend test is currently underway.
“We are going to hold an Alpha and IT test this weekend, starting now,” Jacobs reported. “If all goes well with this test, we’ll open it up for Beta 1 next week, as soon as we can resolve a couple of bugs that we know are lurking in the code. In the meantime, Alpha and IT folks: Enjoy the weekend, but please keep in mind that we do not consider this a truly stable build, so problems are expected.”
Camelot Unchained’s visuals have undertaken a noticeable uptick in quality thanks to the implementation of high-dynamic-range (HDR) imaging in the newest build. The team had a half-dozen new screenshots to show off how the countryside and characters look.
Wondering what’s up with Camelot Unchained’s Seattle outfit? “Our team has expanded and will continue to expand in the coming months,” Mark Jacobs tells players today in the weekly update. “More on this coming in the next few weeks.”
There’s more to the update, of course; work on the re-abilitation project progresses (seriously, the word re-abilitation appears 10 times, as it should, since this is why the game’s beta was delayed), plus there’s new art for focus items, maces, spears for all three factions, and most important of all: drinking horns. City State is requesting feedback from early testers as it charges through ability components, armor penetration, consumables, groups, and debuffs. This weekend in particular, testers are asked to pay special attention to the ability system, weapons, rendering, and groups.
On Thursday, members of the dev team sat down for another “Bring Out Your Devs” stream all about — you guessed it — re-abilitation, which is included below.
Last week, we introduced the first part of our guide to the best upcoming, in-development indie MMORPGs — yes, the list was so long that we had to split it lest our CMS explode! So this week we’re back with the other half of our list, a quick and dirty guide to many of the indie MMORPGs in development and some of the key points about each. Hint: We’re not asking whether they are a sandbox with open world PvP because of course they are. As a side note, we won’t be covering most of the survival sandbox and mere multiplayer titles, as that would be too great for the scope of this guide. And if you’re interested in these games, then you’ll definitely want to track our Make My MMO and Betawatch columns.
On with part two!
I am not a big fan of Kickstarter in general, but I like to think that I’m not a big fan for actual reasons rather than spurious ones. Every time I see someone referring to Star Citizen as a scam, I get annoyed; the game is very clearly not a scam. It’s already delivered too much of an actual game to be a scam. A scam is something that’s never going to happen at all; most Kickstarter games are, at the very least, going to provide a good-faith effort to try making a game.
Not that this necessarily works out very well, as evidenced by Pathfinder Online. Intentions and ability to deliver aren’t the same thing at all. So rather than calling out every Kickstarted game a scam simply because it involves still asking for money after the initial funding period (which, again, is not a scam so much as an indication of ballooning needs for money), why not teach ourselves to be better armed before backing a Kickstarter?