Camelot Unchained’s Jacobs on animations, the game engine, and more

    
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Camelot Unchained’s Jacobs on animations, the game engine, and more

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.

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Edany (AmberACurtis)
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Edany (AmberACurtis)

kimowar Well, if you guys want to dip your toes in the water, just pick up the cheapest pledge tier – I believe that will at least grant you access to the forums, and from there you two can make a better informed decision. Just be careful – much like MOP – the community can be addicting. :)

PaganRites
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PaganRites

I honestly don’t have an issue with the way CU looks now, so any improvements will just be a bonus.  I am happy to see Mark and Co. put some love into animations though.  Animations really make a difference when it comes to immersion for me.  For example, in Albion Online, I can actually see my avatar draw back the bowstring when nocking an arrow.  Such a small thing but hugely satisfying as a player.

Koshelkin
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Koshelkin

Mark Jacobs Koshelkin Tamanous Well it improved alot already. The thing when you try to release something to the mainstream and if you’re dependant on a high amount of customers it needs to work for a big percentage of the people. I guess the OnLive people grossly overestimated the potential demand for their service.

The jump in bandwidth in the recent decade and the ubiquity of high speed wireless and home devices can only lead to one thing, though, an ongoing expansion of the world wide net, including bandwidth and coverage.

Still alot of exciting things happening in Tech, we’re far from the end of the IT revolution. I’m looking forward to the coming decades. My phone is already like 100+ times faster(didn’t do the exact math, might be more) than my first PC so let’s see where this is going to end.

Mark Jacobs
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Mark Jacobs

Koshelkin Mark Jacobs Tamanous Yep. Said the same thing to one of the investors in the early days as well as OL’s 2nd chance at redemption.

During one of the conversations I told them that accepting tests/demos in SF as proof of awesomeness is pointless given the state of the country’s Internet back then. Even said the same thing the second time. Each time I was looked at as kind of the guy from the back woods and how it was going to change Real Soon Now. Between that and how much it costed OL to host each game, it was one of those “we’re losing money on each customer but we’ll make it up in volume” things. Man, I’ve heard that sooo many times over the decades, almost universally with bad results.

Now, if we lived in a country where bandwidth was affordable, large pipe per home and relatively lag-free, that’s one of the problems solved but that’s not going to happen quickly. Google Fiber is coming but not quickly enough and its service areas are going to be quite limited for now. However, maybe it will force our Internet providers to up their game a bit but given the state of the country, it will probably result in its competitors complaining to Congress.

Koshelkin
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Koshelkin

Mark Jacobs Koshelkin Tamanous Time will tell, indeed. The major limiting factor might be customer bandwidth and, as always, games which carry the platform.

Mark Jacobs
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Mark Jacobs

Koshelkin Mark Jacobs Tamanous Yeah, I saw that presentation and I’m skeptical. But then again, I didn’t believe in OnLive and its ilk so…

“The Cloud” is great for some things but MMOs of this decade? Time will tell. :)

Koshelkin
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Koshelkin

Mark Jacobs Koshelkin Tamanous Well maybe developers can do this some day. Square Enix has this incredible cloud gaming project… http://venturebeat.com/2014/06/16/square-enixs-cloud-tech-will-enable-online-games-with-17-times-the-area-of-skyrim/

It’s not exactly borrowing tris from the future but borrowing in another sense. I’m very curious to see how this turns out. I’m even more excited for it than VR gaming.

https://www.shinra.com

When I think about it, it has so many possibilities and it’s probably the thing which could elevate virtual worlds to the next level.

rioinsignia
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rioinsignia

paragonlostinspace I think I recall that Gordon “NGE” Walton ( http://community.crowfall.com/index.php?/topic/5792-gordon-walton-are-you-the-one-who-brought-us-the-nge/ ) was one of the people at Bioware who made the decision to go with the HeroEngine. 
That’s why I’m steering clear of Crowfall and anything that has his name on it.

Mark Jacobs
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Mark Jacobs

Koshelkin Mark Jacobs Tamanous Well, in our case (I can’t speak for PG), we have a tri-budget set by Andrew. This means that each model can have a max of X tris if we can expect to meet our goal of large-scale battles in a small area. That budget will change over time as outside/homegrown tech improves but that’s one reason that our models/world look like it does.

Now, as we move forward and have more graphical settings and our LODing/occlusion culling code improves, we can always decide to up the budget. It part of the same rationale that led to our spirit pet system versus the more common pet systems out there. 

Unlike most countries, we can’t exceed our budget and borrow tris from the future to pay for the excesses of the present! :)

rioinsignia
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rioinsignia

Mark Jacobs https://www.youtube.com/watch?v=SmHeP9Sve48