Camelot Unchained’s procedurally generated terrain build runs for over 100 hours

    
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This evening’s Camelot Unchained update has some good news regarding the recently concluded “100 hours of glory.” In a nutshell, the fantasy RvR title’s servers ran for 113 consecutive hours without a hitch, which is impressive due to the fact that said servers were running a build with the first iteration of the game’s new terrain system.

“A barely-tested build with a brand new procedurally generated terrain system debuted, and not only didn’t it crash, it didn’t even come close to crashing, during a four-day shakedown cruise,” writes Mark Jacobs. “So, a great debut for a rather complicated and important system, and a big step forward for our game.”

Tonight’s post has a lot more info about the terrain system, so be sure to follow the link below to read all about it.

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Nanulak
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Nanulak

I know it is early yet…but just the thought of the biome changing around me after we win / lose an island just sounds beyond belief.  And real time as hundreds of players are fighting just seems like it has to be magic.  I will now go to sleep every night just dreaming about this.  :)

Edany (AmberACurtis)
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Edany (AmberACurtis)

DahkohtLewin There are more than a few of us on there that deliberately and purposefully set the tone and atmosphere of the community and how we interact with each other. We’ve all been down the shit road of those “other” mmo …. communities… and quite frankly, we walked away covered in shit and were disgusted by it.
A ton of the backers united together on day one to declare that we wanted a better community, meaningful interaction with each other, and that was because we came to the realization that the community played such a large part in what made prior Mark Jacobs games so special. That sense of class pride, guild pride, realm pride – and treating your fellow players with respect. It matters.
Because of this, I have found that CU has one of the best MMO communities I’ve been a part of in the last decade, and they don’t even have a full game yet! It is a work of effort and love that involves all of us.
Sure, there are those of us who love to disagree with each other, but we bring our points to the table, not so much petty insults and bickering for no reason other than ego. We all understand that we are there, together, supporting a game and a team that we all want to see succeed, regardless of whether or not we all agree on the finer details of how they will succeed, and that makes for an amazing atmosphere. Welcome aboard. :)

Edany (AmberACurtis)
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Edany (AmberACurtis)

Foggye Definitely gratz on the new job, soon as I’m able, you need to tell me all about it!

TraylorAlan
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TraylorAlan

Mark Jacobs Aywren Man, though I am interested in CU (and a backer), I would kill for a procedurally-generated MMORPG from you guys. (OG DAoC Minstrel represent!)

Mark Jacobs
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Mark Jacobs

Valcan321 Mark Jacobs Aywren That’s the plan. :) Build out the tech for this game and then expand it for future games while at the same time, improving it for Camelot Unchained.

There are a lot of interesting MMOs in the works. I hope we all succeed.

OTOH, I like the fact that we are one of the few teams using our own engine. If we can pull it off, well, we have a pretty useful/valuable bit of tech. I’m not all that interested in competing against Unreal nor Unity but what I am interested in is having a great engine that can be easily used for other games, including a PvE game.

Valcan321
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Valcan321

Mark Jacobs Aywren Think you could use the engine and such from CU to make it? Would that make it easier?

The more I see the new MMO’s in the works the more I like.

SirMysk Needs (More) Coffee, Probably
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SirMysk Needs (More) Coffee, Probably

Styopa For sure. My own MMO concept does this with the world, NPCs, mobs / animals, and a quasi weather system. It includes eating & drinking in addition to the rest of the survival system.
I don’t think that it would be a big deal. It looks really big and CPU intensive on the surface but it needn’t be that way. The game world is like an illusionist’s trick. It just needs to present an image to the players. NPCs and animals have certain AI packages assigned to them, which I call temperaments, that affects their general behavior. Then there’s the role system (jobs, et al) that affects their daily behavior between certain times. The role system includes socioeconomic status and how the people of the town treat each other.
The server doesn’t need to do frequent checks for the NPCs and such. Even the real world doesn’t react instantly to everything, and any large computational tasks are performed during down time.
Basically EQ’s “Story Bricks” idea, though I didn’t know that Story Bricks existed when I put the ideas together. NPC behavior, mob behavior, both responding to each other and to player behavior, with a survival system (cold & hot weather, eating / drinking, diseases), and parts of the procedural world receiving only meta-level simulations when there are no player characters anywhere near the location.
I could ramble for quite some time on the subject. I just need the millions to make it, but I don’t have a name behind me to encourage a kickstarter.

Mark Jacobs
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Mark Jacobs

Thornz Mark Jacobs Not my game anymore. It belongs to EA. I tried, they said no and licensed it to my former partner instead.

Mark Jacobs
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Mark Jacobs

Laeesh Mark Jacobs Thanks, we are and we’re just getting better at it as time and the team grows and matures.

Mark Jacobs
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Mark Jacobs

AlanDev Mark Jacobs Aywren Correct. We want the memorable landscapes but don’t want to spend the time/money to build out the large parts of the world that aren’t particularly memorable. This system allows us to quickly PG the less interesting bits and then fiddle with the more interesting ones. A nice combination. Plus, it also gives us the ability to truly change the terrain on the fly in ways beyond the block-by-block style of MC or similar games.