Camelot Unchained’s Friday update talks blowing stuff up

    
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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.

Source: Friday update
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Tendrin
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Tendrin

Mark Jacobs Tendrin  Good to hear. One of my big concerns was that I’d run out of time before I managed to scrape up the cash. PVP games like this aren’t my bag, usually, but that doesn’t mean I won’t support a good project when I see one.

Caledore
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Caledore

Lots of good info in the update, as usual. The artwork for the golems is looking great – every time I see new concept art for characters, it makes my choice of realm that much harder.

Mark Jacobs
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Mark Jacobs

superjaa Same here. The last few weeks have been rough because of the grey world bug and all the infrastructure stuff we’ve been working on. Fortunately, the former is behind us and most of the later tasks are also done.

Mark Jacobs
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Mark Jacobs

Tendrin Appreciate it! Take your time, we still have a long way to go.

Tendrin
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Tendrin

Slowly saving up for a lifetime sub for this game.

Slowly, because I’m po’, but my friend who’s a diehard, lifelong DAOC fiend has pushed me into it.

Mark Jacobs
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Mark Jacobs

Koshelkin Mark Jacobs Thanks! So far, so good.

Mark Jacobs
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Mark Jacobs

RealmHerald Sanzibal If it ends up that people say that I and the team are even part genius, part BSC and part fail, that would be fine. We’re trying different things from any other MMORPG that I’ve seen (like the moving islands) so I expect that some things will have to be changed/removed over the course of development. It’s easy for devs to say that they are going to try different stuff but in our case, well, we really are doing that. And every time you do that, you increase the risk of something not working out.

We’re willing to take risks and that can slow down development. If we were using a 3rd party engine, the game would have been in Beta already. OTOH, those engines would not have been able to do what we need them to do if we wanted to support truly large-scale battles. Any good dev can take Unity, Unreal, etc. and build a game out of it, the engines are that well developed. OTOH, the challenge there is to build great content and something different enough from the other games that use that engine so that the game is successful. In our case, our challenge is to build a great engine and to give the tools to players to build the world. That’s why Camelot Unchained will be more of a sandbox game than most MMORPGs that call themselves sandbox games. It’s up to the players to build the world. 

As to the looking ugly part, I can guarantee that won’t happen. It won’t look like the latest Crytek-based game with the settings to max, but it won’t look like it does now. As per my other updates, we haven’t spent a lot of money on art, it would have been pointless and wasteful unless our approach was to try to say to potential Backers “See, look at all the pretties we have. Donate now!” and then have to dial it all back for launch. We don’t do things that way. Expect the world to start looking a lot better by the end of the summer as we start to throw additional art/programming time on it for Beta.

Mark Jacobs
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Mark Jacobs

PaganRites LOL. I thought a nice surprise from Failboat deserved my version of the grumpy cat face. :)

Mark Jacobs
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Mark Jacobs

RealmHerald TierlessTime LOL

Mark Jacobs
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Mark Jacobs

Tamanous Yep. Since we had to delay the opening of Alpha, I think it’s a nice perk to give our Beta folks. I want to be able to do this throughout testing.