Camelot Unchained posted a new update on its website last night. It describes another productive week on the crowdfunded RvR sandbox, and it confirms that stealth is now an official thing thanks to the completion of the latest stretch goal.
The next stretch goal is called Send More Programmers, and it’s exactly what it sounds like. If the $250,000 goal is met, a new batch of coders will be hired to speed development on the game, though Mark Jacobs is clear about the fact that the extra hands aren’t needed to make CU’s current completion date.
There’s a lot more to the post, including bits about frost giants and new, unaltered screenshots from the current build. Be sure to click the link below to have a look.
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.
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.
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.
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!
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!).”
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.
Camelot Unchained’s website updated earlier this afternoon with Mark Jacobs‘ latest state-of-the-project post. Jacobs reminds backers and interested onlookers that CU’s current version is still an engine build rather than a “true game build,” though he praises it for its stability and says that it’s still quite fun to play around with even in this pre-beta state.
The update also contains a nod to yesterday’s animation video, a male Fir Bog character render, and a summation of how far the project as a whole has come over the past couple of years. “Today, I’m watching our backers play in an early version of that game, on a home-built engine that is currently doing some things that no MMORPG that I am aware of can do, including using PhysX on the server-side,” Jacobs enthuses.
Is it Friday already? It feels like it because Mark Jacobs has checked in with a Camelot Unchained afternoon update. Today, he reports on progress with the RvR fantasy title’s networking and client code optimization, as well as improvements and additions to the UI courtesy of the “Mod Squad.”
Jacobs also mentions a new build which is being prepped for next month’s DragonCon in Atlanta, as well as an update on the game’s procedurally-generated terrain system complete with an unaltered screenshot. Finally, there’s a six-minute video in today’s blurb that focuses on CU’s melee combat animations. You can view it after the break.
Did you miss Camelot Unchained’s evening update last night? I did, but fortunately this isn’t radio and we can all go read it together. Mark Jacobs talks about a number of topics from the team’s newest hire (character artist Jon Young) to the game’s animation system and its homegrown engine. Thus far CU has made use of placeholder animations because there was no sense in creating the actual animations prior to their delivery system being in place.
The full post is worth reading if you’re a CU die-hard or you’re just curious about MMO design and project management. You can view it via the link below.
Earlier this week, Justin asked what gives you hope for the future of the MMOs. As you might expect, the responses were many and varied, with some people naming a far off game or two while a few said that current titles are all they need from MMOs. Still others said — and I quote — abandon hope all ye who enter here because the genre has strayed so far from its original identity that it now serves an entirely different playerbase.
If you’d asked me this question a year or so ago, I’d have fallen firmly into that last camp. The genre has inarguably changed, and arguably for the worse, especially if you are a fan of sandboxes, grouping, virtual world gameplay in general and non-combat gameplay in particular. But as I said in my own comment, better days are ahead, thanks in my opinion to a handful of independent MMOs.
Today’s Camelot Unchained update is a long one, and that’s because Mark Jacobs has a lot to cover. He talks about everything from backer benefits to the game’s terrain code and, oh yeah, there’s a little bit about the new stealth stretch goal.
Jacobs goes to great lengths to describe how Camelot Unchained’s version of stealth won’t be easy mode, or an I-win button, or any of the other things that you may have groaned about when you read the word stealth. “It is a word loaded with more baggage than the Kardashian household on a family vacation,” Jacobs says.
Camelot Unchained’s traditional Friday update has been published, and CityState’s Mark Jacobs has a lot to talk about on the heels of the recent beta delay announcement. He says that less than 50 of the game’s 22,000 backers opted for a refund after the news, though a handful of those were higher end pledges. The good news is that those limited rewards will be made available again to founders.
Further good news takes the form of Beta 1 backers being granted access to extended alpha as of today.
This afternoon’s update also recaps CityState’s recent livestreams, and Jacobs says that work is proceeding “quite nicely on all tech fronts, from our stance editor to our animations, particle effects, etc.” Finally, Jacobs praises his dev team for its work thus far in building an engine from scratch and staying under budget. “Maybe it’s time that I began to emphasize the great progress a small, underfunded (by typical MMORPG standards) and young (well, not me) team has made on delivering not only an engine, but a game, albeit in the early stages; and a standard for treating our backers that is, IMO, the best in the industry,” he writes.