Mark Jacobs is back with a Friday afternoon update for Camelot Unchained. In it, he says that players will soon be able to destroy structures with spells, after which they will break and fall apart (the structures, that is, not the spells or the players).
Jacobs also says that the dev team hit 58 items on CU’s user stories page, including 15 new cards. A full list of changes and improvements is available via the source link below, along with more information about hirings, a tease for the next stretch goal, tidbits about the game’s UI, and some new art.
It is a truly difficult thing to create something completely new and original, especially in storytelling and setting. It’s perhaps impossible in this day and age, as we tell variations on time-worn tales. But what is almost as good of a substitute is to take two elements and put them together to make an interesting new mix — such as science-fiction and ancient Rome.
That was the premise for Mythic Entertainment’s Imperator Online, a fascinating project that was originally to be the follow-up MMO to the studio’s Dark Age of Camelot but instead was cancelled before it ever launched. Even so, players got hooked by the intriguing premise: “What if the Roman Empire never fell, but instead continued on to become a really radical futuristic online roleplaying game setting?”
Mark Jacobs has posted Camelot Unchained’s traditional Friday update. In it, he thanks a couple of backers for their gifts to the team, and he also talks a bit about the “39 new completes and four new adds” to the user stories section of CU’s website. These include everything from the ability crafting system and the combos that result from it to the ability to destroy structures in the game world.
“Blowing, blasting, and otherwise reducing the hard work of your opponents draws ever closer,” Jacobs notes. He also hints at some good news on the hiring front in the near future.
Finally, the blurb features some updated golem art assets and it mentions Jacobs’ appearance on this Monday’s Twitch stream.
Camelot Unchained’s Mark Jacobs has posted a Thursday afternoon update that’s basically required reading if you’re a fan of the fantasy RvR title. He talks about a whole bunch of stuff including last week’s successful 24-hour alpha test and the recent announcement of the spirit pet stretch goal.
Jacobs mentions some curious new gameplay wherein the player sets up a series of portals that a pet must move through in order to attack its target. He also touches on more traditional pet roles like turrets, crafting assistants, etc. There’s even a blurb about pets who do everything from serving as scouts and messengers to spreaders of disease and darkness!
[Source: Thursday update
This afternoon’s Camelot Unchained update is a lengthy one, as head honcho Mark Jacobs has a lot to say about topics ranging from stretch goals to new builder tiers to alpha testing progress reports.
CityState is approaching the current stretch goal, which means that the firm is also preparing the next one. “It’s not a hiring stretch goal (yay!), and it’s one that I think will surprise and excite some people,” Jacobs hints. “It’s a clever one that keeps both the spirit of the Foundational Principles and to the statements I have made in the past about what we would like to do.”
On the alpha front, CU has had “a less-than-expected number of bugs,” and other than a troublesome player positioning bug that may affect this weekend’s test, things are going well. There’s a lot more to the update, so be sure and read the full post at the Camelot Unchained website.
[Source: Friday update
“Alpha was, quite frankly and with as little hype as possible, a huge success.”
Mark Jacobs used the above to lead into a debriefing of Camelot Unchained’s first technical alpha test. The test ran for a continuous 72 hours after a start delay. He reported that the game handled 1,100 players and bots without a problem and did not crash during the entire test.
Jacobs is pleased to see the creativity that fans are demonstrating with the new offline building program. He also said that the team is slated to get additional programming support and that future stretch goals will come with extra rewards for all backers.
[Source: Evening update
Camelot Unchained reached the $3,225,000 “Hug the World” stretch goal in its ongoing crowdfunding campaign last night, meaning that City State Entertainment will hire or contract more artists to hasten the game’s development.
But the next stretch goal is even juicier. CSE founder Mark Jacobs posted today that the next stretch goal — the $3,350,000 “Programmers, where art thou programmers?” goal — is CSE’s attempt to overcome the challenge of “attracting additional senior programmers” to the team.
We will use the proceeds from this Stretch Goal to coax two elusive senior-level programmers to join the team, by adding an appropriate amount to our current plan to pay them. FYI, these are the same two senior-level programmer positions that we have been trying to fill for well more than a year.
After a short delay to track down some bugs, Camelot Unchained’s alpha has begun for realsies.
“We are proud and happy to tell you that as of this writing, the alpha testing phase of Camelot Unchained has begun!” Mark Jacobs announced last night. “Starting tonight, we will begin regularly scheduled tests of our game.”
Jacobs said that on top of participating in the online alpha, testers will also get a “standalone building program” called C.U.B.E. with which to experiment, test, and create. “So, how’s that?” he wrote. “Not only are we opening alpha, but we are giving you a fun building tool that you can use without having to be in the main game! Testing an MMORPG only when the tests are being run? That’s so 20 years ago.”
[Source: Alpha announcement
. Thanks to Tim, Dreda, and Amber for the tip!]
[Update: Alpha is now live as of this evening! Thanks to Amber for the heads-up! More in the morning.]
Camelot Unchained had to delay the start of its alpha testing for everyone over the weekend, but it doesn’t seem as if it’s going to be pushing back very far. An update from yesterday evening announced that today will see a full-day stream running from the City State Entertainment crew, with the staff working hard to break the game during the display. If everything’s stable, the alpha will be left on overnight.
Compensation is still planned for the delay in testing, with the particulars to be determined once the decision is made to turn on access or wait a little bit longer. For those who want to watch the antics of the team trying to break the servers in any possible way, the stream will start today at 10 a.m. EST. A surprise is also promised for backers in the near future, although details haven’t yet been made available.
[Source: Evening Update for March 2nd
. Thanks, Will.]
Bad news for those eagerly awaiting Camelot Unchained’s alpha: The team has run into a few snags that have prompted a much-dreaded delay. The upside? There will be compensation for those affected.
Mark Jacobs says that the team worked all day up to the alpha deadline to try to fix a crashing bug and database issue but couldn’t get it sorted out before the test was scheduled to start. “‘Faking it’ or simply extending our deadline by a few days is, quite frankly, unacceptable to us,” he posted to the community. “Thus, we are going to delay alpha while we track down the one major crashing issue and the new database issue.”
Yesterday’s Camelot Unchained update delivered quite a bit of good news to fans of the fantasy RvR sandbox. City State boss Mark Jacobs revealed the fourth iteration of the pre-alpha test checklist, several items of which have already been addressed, leaving the dev team in a good spot relative to its end-of-the-month alpha goal.
Jacobs says that potential snags may still delay the alpha launch a week or two, but he does promise “one major feature that wasn’t expected to be in until this summer” for the kickoff. “It is safe to say that by the time summer comes along, that major feature will be a lot further along than we thought it would be based on our last year’s schedule,” Jacobs writes.
[Source: Afternoon update
. Thanks Amber!]
As I type this, Massively Overpowered’s Kickstarter campaign sits comfortably at $54,323. We hit our initial $50k funding goal in roughly 48 hours. We’re on pace to smash through our $75k stretch goal before the month ends. Thanks to the miracle of crowdfunding, the Massively team and I get to keep doing what we love to do instead of spending the next few weeks explaining to potential employers what an “MMO” is and why we had to write about it.
This has been an incredible experience. I’m absolutely humbled by our community and am infinitely grateful for its support. As I said in my backer update earlier this week, I’m completely out of ways to say “thank you.”
However, my overall feelings on crowdfunding remain the same. It’s slimy, dangerous, and a borderline scam.
Camelot Unchained‘s Mark Jacobs says that his team is currently in “soft crunch” mode as CU moves closer to its alpha phase. Said alpha will be “tech-heavy and feature-light,” and the devs will need “large crowds” to log in and break stuff.
City State has also hired a full-time sound engineer by the name of Daniel Beck, who has helpfully posted one of his spec pieces on YouTube. We’ve embedded that just past the cut if you’d like to have a listen.
[Source: Friday update
. Thanks for the tip, Mark M.]