Camelot Unchained focuses on particles, trees, and the beta interface

    
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I know most of you come to these Camelot Unchained posts hoping to hear about beta one. I can’t wait to write that post, believe me, and I’m pretty sure CSE can’t either. In the meantime, we’re digging into another weekly update from the team, whose highlight is the fact that the weekend tester build has been updated with a proper particle rendering system, the better to make your spells sparkle.

“This is the system we have been talking about for months. Included in today‚Äôs code-drop are almost a dozen new features, as well as some added functionality for existing parts of the particle/lighting system. The next step is for Mike and the art team to update/change existing VFX as test cases of the system. Like the animation system, this is a WIP, and will serve as the basis for our next major improvement, which will happen during Beta 1. In the meantime, the new system will allow our world to feel more alive, magical, and interesting. And more performant, as well!”

CSE has also uploaded some new images — some psychedelic ones showing off the lighting systems on water, some gorgeous blossom-draped foliage, and a first pass on bits of the beta UI. Don’t miss Mark Jacobs’ end-of-the-week summary vid below either.

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