Beta 1 is mentioned 14 times in Camelot Unchained’s latest update. I’m not saying it means something, but I’m sure feeling like we’re making some headway to it!
City State’s Mark Jacobs says his team has finished up the item update, putting its new programmer to work on crafting, demoed the new social UI, completed a first pass on the manual aiming system, promoted the experimental patcher, and tinkered with VFX rendering, plus there’s new artwork from the WIP place of power.
“As you can see, more and more, our engine is beginning to resemble a game,” he writes. “As part of this evolution, we are checking off item from Primary Beta 1 list: ‘First pass working armor, shields, and weapons in game.'”
This weekend’s test is open to all alpha and beta 1 players, but Jacobs warns that the animation system is a placeholder and physicians are busted.
There are several notable quotes in this week’s progress report from the Camelot Unchained team. Mark Jacobs said that encumberance penalties are being worked into the inventory system and explained why doubling the programmer team hasn’t resulted in double development speed.
“The fact remains that for a programming team whose size just reached the double-digits, making a game like the one we are making would already be difficult. Making an engine at the same time is, in the eyes of many of our industry colleagues, a ride on the crazy train. Well, we are on that train, picking up speed, and we can see the next station in the distance,” he wrote.
One of the key foundations for Camelot Unchained was laid this past week, as the team introduced its brand-new animation system. Mark Jacobs writes in the weekly update that the system is only in its first iteration, but that it should be great to build upon going forward.
“Besides the obvious effects of this new tech, it also greatly improves the workflow of our animators,” Jacobs writes. “As with any teardown and build up process, we’re going from the bottom up, with a much firmer foundation, to support more functionality than we had with the previous version. We’ve already got much more variety in fidgets and idles, smoother walks and runs, and attacks that can play while you’re moving.”
You can check out the new animation system after the break!
“Today’s update might be a little lighter on the tech side,” Mark Jacobs tells Camelot Unchained backers in his latest update, “but we have lots of art to show you as well.” Indeed, check out those trees. “Big trees. Like really big trees,” in a dense forest with climbable foliage. There are also some WIP model shots from the studio’s unfinished Place of Power (seen in the image above) and more work on the C.U.B.E. system that should have builder types excited.
“Over the last two years, we have talked about how C.U.B.E. and the building portion of Camelot Unchained was not going to simply be a Minecraft clone. One of the many ways we are fulfilling that promise is by allowing players to create and use round objects. This work-in-progress image shows our building morph technology being put through some tests. It is a cylinder morph around the Z (vertical) axis. Then another cylinder morph around the X axis was added, which combines all the changes of the original morph with itself. The result is that you get curvature around two axes. It’s definitely a WIP, but you can see how close we are getting to the point of bringing this to life inside the engine.”
This weekend, testers will be on a “major new version of [the] patcher. Check out the new images and the video update below!
Camelot Unchained is back to business as usual following the holiday break. Mark Jacobs reports that two tests are being performed this weekend with some of the game’s backers, with more tests planned for the future that should include a wider pool of players.
Jacobs ran down a list of all of the projects that the team is currently tackling, including work on structure destruction, item tech, art, crafting, and animation. There’s also some effort being put into guild features: “JB has been working on the underlying framework to hit our guild MVP feature set. The next step is to build a first-pass UI to expose those features to players. We’re excited about the progress on this, and hope to test it in the next few weeks!”
He wrapped up the relatively short (for Camelot Unchained, at least) newsletter with a peek at one of the game’s Places of Power, some animation poses, and the “crazy eyes” Luchorpans.
Massively OP’s end-of-the-year awards continue today with our blooper award for Developer With the Most MOP Comments, as proposed by commenter BryanCo. And the winner is…
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.