Camelot Unchained launches community modding effort

    
22
Something something rightfully forgotten film revival, etc.

The team behind Camelot Unchained wants the game to have a solid, modifiable interface. That’s a commendable goal, but it’s also something that’s hard to do without a modding community. So as explained in a recent development update, the staff is forming exactly that with the Mod Squad, an initiative dedicated to bridging the gap between developers and backers to make the game as open, moddable, and flexible as possible. Also to fighting crime on prime-time television, maybe.

There are also plans in place to start opening the game’s servers on a more regular basis to alpha testers with Friday Night Fights. Twice a month, the servers open up, and alpha, IT, and beta 1 backers will be able to log in and try out the game in all its glory. It’s not a full test, but it’s a gander at what the game is doing; you can read all of the details in the official update.

newest oldest most liked
Subscribe to:
Nordavind
Guest
Nordavind

PageGaming Nordavind Each to his or her own. I can only agree to disagree with you. No product will ever be 100 % to ones liking. There is always something, a tiny detail at least, one want to change. IMO, opening for “you can fix this yourself” opens the door to “nah, skip it, the customer can fix this themselves”.

Mark Jacobs
Guest
Mark Jacobs

DahkohtLewin I agree 100% and that’s one of the reasons why, as per below, we are leading the effort internally.

DahkohtLewin
Guest
DahkohtLewin

My only problem with mods is if they give any sort of tactical advantage. Mods and macros for that matter. I just hope you’ll have a zero tolerance for any mod or player who attempts to automate anything or make less clicks or key presses necessary compared to someone who doesn’t use that mod.
Rift became a joke with macros that would allow you to fire off whatever optimum ability was not on cool down without you even having to look at your abilities , among other macros. Things like decursive in its original form made healers with it not have to be as good as a healer playing without it etc.
I’m all for mods that change UI looks to suit , just can’t stand mods that make the game functionally easier.

Mark Jacobs
Guest
Mark Jacobs

PageGaming Mark Jacobs Nordavind Beta 2s will get their chance too. Just as I believe we have to apologize for the delay and do something for our Beta 1 folks, we’ll have to do something for folks like you as well, and we will, that’s a promise.

PageGaming
Guest
PageGaming

Mark Jacobs PageGaming Nordavind Happy to take your spot in the FNF if you’re busy. :P Waiting anxiously for my Beta 2 Ticket to get punched.

Mark Jacobs
Guest
Mark Jacobs

PageGaming Mark Jacobs Nordavind Ah, gotcha, sorry. Trying to multi-task a bit too much this morning. I need another caffeine drip if I’m going to play in the FNF and Forums and here. :)

PageGaming
Guest
PageGaming

Mark Jacobs PageGaming Nordavind I know it’s able to be changes, I was responding to @Nordavind regarding his comment that UIs should be more set in stone. I feel very strongly the other way. :]

Mark Jacobs
Guest
Mark Jacobs

PageGaming Nordavind Umm, why do you think you won’t be able to change it? The Mod Squad is building out the UI /tools, but you can always customize it yourself. 

Think of TMS as the team of engineers that give you and other Backers the ability to further modify the UI. We’re not trying to keep control of the UI, just to build out the architecture, tools, etc. Sorry for the confusion.

Mark Jacobs
Guest
Mark Jacobs

The FNF have begun!

SallyBowls1
Guest
SallyBowls1

PageGaming Nordavind I so love modding and addons. This is very welcome news.