Camelot Unchained and the critical importance of video game character hands

    
22

Camelot Unchained’s latest development blog sees the team hard at work on animations, the patcher merge, the terrain editor, bots (the good kind), hair research (!), armor, the dark forest biome, and the place of power, but the true hero is the dude working on character hands. Video game character hands nearly always suck. You know I’m right.

“Jon created an updated hand for our characters, both male and female. We’re currently updating the existing nude hands, as well as armor glove parts to make use of them. We all agree the new ones look much better than the old ones. We’ll still need to make some small tweaks to existing animations as we go.”

We’ve included CSE’s latest stream and art mockups below!

newest oldest most liked
Subscribe to:
Reader
Kevin McCaughey

Nude hands!

Reader
Melissa McDonald

Never underestimate the effect of well-made hands and feet on your avatar. It adds a tremendous amount to the realism and a lot to your attachment you gain to your character.
This is one area where Second Life consistently leads. The community makes almost everything, and there are dozens of skin shops competing with constantly improved skins (made from photos of real bodies) and shapes. Here are some really nice mesh/sculpted hands and feet on my latest skin I’m wearing.

Snapshot_002.png
Snapshot_001.png
Reader
Mark Jacobs

Agreed. It’s not game-breaking, especially at this point, but it’s worth the extra time.

Reader
Bryan Correll

dozens of skin shops

Sounds dirty…….;-)

Reader
Loyal Patron
Patreon Donor
Padre Adamo

This game popped up on my radar after some of my guild mates inquired about what new MMOs were on the horizon. We are currently very happy in GW2 and have been after about a year and a half. Asheron’s Call was our first love and we will have severely miss Dereth. However, we have to look to the future for our entertainment. The next expansion for GW2 is going to make or break whether or not we stick around.

Shroud of the Avatar was a massive disappointment for us. We are not fond of WvW/RvR but feel as though we can get behind it especially since this game is from the person who practically invented it. We will be discussing this weekend if we are going to back early access or not. We are leaning toward a big “no” after being disappointed by Shroud of the Avatar.

Reader
Sleepy

The complete lack of PvE is keeping me away. I just can’t picture hanging around long term for a purely RvR game. Bit like Planetside, it’s amazing when it’s at its best, but that’s completely dependent on other players. Plus sometimes you just want to chill in your mmo of choice.

Reader
Loyal Patron
Patreon Donor
Padre Adamo

I thought there was going to be some sort of PVE involved? I’m not sure what the PVE side of things would involve but I would think crafting materials and important buffs for your “realm?” I played DAoC briefly back in the day, but primarily played Asheron’s Call at that point.

Reader
Mark Jacobs

We have PvE things such as crafting, The Depths, and other stuff but we don’t have a full PvE game with a leveling component (other than crafters). In other words, there is plenty of PvE stuff, but most people think of PvE as a separate progression track or a shared track which players can level either in PvE or PvP.

So, if you like crafting, gathering, and that sort of stuff, there will be a ton to do. OTOH, if players want to level up their combatant, they have to do that in RvR.

Reader
Loyal Patron
Patreon Donor
Padre Adamo

I appreciate this reply Mark! I’m gonna pass this on to our group. I think this could actually be a good thing and take us out of our comfort zone. We actually enjoyed the heck of out pvp in GW2; turned out to be a playmode that none of us expected to enjoy. Perhaps, RvR will be similar! I’m looking forward to updates on the title.

Reader
Mark Jacobs

You’re welcome! An RvR-based game is really different from a FFA PvP game. They both involve fighting other players but in an RvR game, you don’t have to worry about everybody around you, just most of them. :)

Let me know if you have any questions for me while I’m lurking around.

Thanks for checking us out, regardless of the result it is appreciated!

Reader
Loyal Patron
Patreon Donor
Padre Adamo

We really dislike the whole FFA PVP thing. Oddly enough, we didn’t enjoy AC1 Darktide at all, despite it being hailed as one of the greatest PVP experiences of all time. We actually did enjoy the KVK (Kingdom vs Kingdom) combat of AC2 which is likely closer to what RvR is.

In a game of this nature, how is progression going to work? Is it all based on RvR scorings or some type? Or is there a way to gain solo experience when there are lack of players online? Is it like capture objectives etc.? I guess I didn’t play enough RvR in DAoC to really understand what it’s all about; my fault. I appreciate your time with this!

Reader
Mark Jacobs

FFA PvP is a non-starter for so many MMORPG folks. It’s why I pushed the whole three realm thing back at Mythic when we were discussing creating Dark Age of Camelot. Some of the guys there were much more hardcore than me. As I’ve always said, I love the whole tri-realm thing, thanks to Kesmai’s Air Warrior which had a huge impact on my life and my thoughts as a game designer. As to your questions:

1) Progression – Start with the concept of two player types, combatants and crafters. Combatants level their main skills only through RvR/PvP activities. Crafters can level through PvE, RvR (which can be PvE such as donating items) and PvP. PvP leveling is not required to level nor even “suggested” (we all know what that means right?).

2) When players aren’t online, and you’re a combatant, you will have ways to level your character, including what I say below.

3) In terms of objectives, we will have a lot. Some expected, some not.

One of the craziest ideas (we call them BSC) I had for leveling is having a system that has more in common with typing Pen and Paper games. In Camelot Unchained, you get rewards from your king on an 24 hour cycle. You definitely do earn rewards as you play, but the biggest come from your king once that cycle completes. I think it will work really well but it certainly hasn’t been tried before in an MMORPG so…

Thanks again for your interest and questions!

Reader
Loyal Patron
Patreon Donor
Padre Adamo

This is very interesting! You name dropped Air Warrior!? I was playing Legends of Kesmai and Mechwarrior on Compuserve internet during this time. I have to say, I’m glad we had this conversation. I have one final question… Are you going to support Linux? If not, if users use Wine to play, is there going to be any problem with this?

Reader
Mark Jacobs

As I was avid (and quite good) player of Air Warrior as well as good friends and at times development partners with the Kesmai guys. I consider Air Warrior one of the most important online games ever for a host of reasons. If you ever played AW on GEnie, I was known as Gunsmoke, and yeah, I killed it for a while before GEnie said that devs like me, even if we weren’t connected to the games, should never be in the top ten (or equivalent) because of the paying customers. I was sad, but it was the right call. I still miss the game, played it so much. And Kesmai, well, they did awesome things for the time, at their peak.

As to Linux, right now we have no plans for support of Linux. We are building our engine from scratch and we don’t have the time for a Linux port. As to using Wine, we’ll let you know. We have some Linux folks here so I’m sure we’ll see what happens. :)

Reader
Loyal Patron
Patreon Donor
Padre Adamo

Thank you kind sir. I intend to back your game.

Reader
Mark Jacobs

Thank you so much! We are still currently offering refunds on donations to development, so if you don’t like what you see, you can get a refund.

Thanks again!

Reader
Kickstarter Donor
Estranged

Mark, how will one gain XP from scouting? I’ll be involved with crafting and scouting, mostly.

Reader
Mark Jacobs

I know how you feel sleepy, I miss the PvE as well but we didn’t want to promote Camelot Unchained with a feature set that we wouldn’t have been able to deliver. Considering the delays we’ve had to date, it’s a good thing we went down the path we did or it would have been so much worse.

As usual, thanks for your interest, maybe our next game!

Reader
Sleepy

Brought me straight back to EQ2, and the infamous mittens.

Reader
Kickstarter Donor
CthulhuDawg

Is there anyway to play CU yet? The update on their website about alpha/beta being delayed is old and vague. I would really love to get my hands on this.

Veldan
Reader
Patreon Donor
Veldan

There have been many moments to play CU already, I played a few times myself. That was a long time ago though. I’m not up to date on their current testing events, or whether there even are any.

EDIT: I just went to the forums and found that there have been a few tests in January, and it seems like more will follow soon. You can play them if you have “beta 1” access, which is given to people who purchase the $60 backer bundle or higher.

@ Mark Jacobs: please don’t me mad at me for sharing this :p

Reader
Mark Jacobs

No worries Veldan, it’s all good.

CD, I’d wait a few more weeks to make a decision. Our next major testing cycle will revolve around the first pass of our new animation system and improved VFX system. We’re hoping to allow some streaming after that, which will give you a good idea where we are with some critical systems and our engine’s development. Our goal for that cycle is 500 people in our players’ viewing frustums, all VFX/abilities firing off as well as lots of environmental noise as well. Should be fun. :)

FYI, our last test was at 1K and it went great. Now, with the addition of the first pass of the new animation system and improved VFX system, we hope we’ll still be at 1K, but I’m being cautious.

Thanks for your interest CD and thank you Veldan for passing on the info.