Camelot Unchained’s racial home islands have come a looooooong way

    
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Camelot Unchained’s in beta one now, and as we’ve previously noted, on the inside it’s not much different. On the outside it’s not much different either as the game is still under quite a hefty NDA. That means your average non-backer is reliant on the weekly summaries to have an inkling what’s going on behind the scenes, and fortunately, now that the beta launch crunch is behind CSE, those updates have resumed.

In this week’s edition, the studio says it’s working on building destruction and stability, lighting, targeting, offline zones, the inventory, art assets, the UI, and the home islands. Definitely check out some of the new racial zone pics.

“This week we ran multiple tests on Nuada Prep almost every day featuring code fresh off of Hatchery. Biggest things of note in testing this week included testing building damage and stability and updates to tab targeting behavior and UI, along with asset updates to the realm home islands. We also saw updates to the in-game compass HUD, now showing Warband player positions.”

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Rolan Storm

When I saw first screenshots of buildings I was unimpressed to say the least. But kept in mind it was alpha or even earlier. Now they look much better and I gather from Mark’s words it is not yet final.

Great.

tinnis_
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tinnis_

bear in mind these examples buildings were created by backers using the in game “CUBE” building system as well.

see also CSE_Andrew’s work in progress example ‘building damage shader

and here is the auto text trancript of their weekly update stream

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Oleg Chebeneev

So people paid money to build the game for CSE? Genius

tinnis_
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tinnis_
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Mizpyra G. Irl

Wondering if there are any plans to support nVidia RTX tech..

Alomar
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Alomar

After years of haters and naysayers who knew nothing about how proper mmo development works, we finally can see the progress. Yet, it’s not finished and will look even better upon release.

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Fisty

I just want this to release so I can play with CUBE with my friends all day.

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Mark Jacobs

Thanks for all the comments below. One thing to keep in mind is that we haven’t spent a lot of time on finalizing the art style for the game yet. One of the holdups is that we need to go to the 64-bit client before we can do that. Why you might ask? Because our game is literally built with C.U.B.E., we have to make sure we have enough memory for all the textures that our builders can use for creating the world.

Changes/improvements coming this fall after we go 64.

Usually I respond to all comments but I’m really pressed for time today as I’m trying to catch up from the time I missed last week due to the flu shot from hell. :(

Thanks all!

miol
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miol

Glad to hear you’re feeling better! That’s what’s more important! :)

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Steely Bob

As always, thanks Mark. I love, love, love where your priorities are, keep up the great work gang.

finyar
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finyar

I know it’s still in early development, but they couldn’t have chosen a more generic and boring artstyle.

butterpanda888
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butterpanda888

I dunno. I like it.

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Reht

Different strokes for different folks, looks good to me.

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Slaasher

Yeah I get what you’re saying but I think they are a bit limited due to the type of culture that they have chosen to go with: Arthurian and Viking, which I believe that they have shown here.
I hope that they take some artistic license with the TDD. They could show off a bit there if they chose to.
All in all, not a bad art style.

gelfred
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gelfred

I like crowfalls style more, but I feel such a style is harder to ‘scale down’ for visibility. CU can probably get away with using less particles in spells and still get the information across.

miol
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miol

That’s how i feel about Ashes of Creation, rather!

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Reht

Yeah, that’s kind of how i feel. To me CU seems to be following the Arthurian, Viking, etc. theme while AoCs style (while pretty enough) just feels like kind of generic high fantasyish.

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A Dad Supreme

It’s a full-on PvP game. It wouldn’t make a lot of sense to spend enormous time, effort and resources into buildings that don’t do anything or mean much.

The artstyle is more than serviceable considering most people will only be looking at it as a passing thing since they’ll be spending most times out trying to find other people to kill.

I’d be more critical if it was a PvE game where immersion/storylines are more important with art.

A PvP game has to pick and choose what it wants to focus on.

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Steely Bob

It’s an RvR game, not PvP. Buildings will be critical to battles. But judging artwork before it’s even in the game seems a bit premature to me.

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A Dad Supreme

It’s an RvR game, not PvP.

You saying it’s not “PvP” is like that Twix commercial with Left Twix and Right Twix, and you know how silly those are, right lol?

RvR is PvP, just on a larger scale, but it’s still PvP and in PvP artwork isn’t really that important overall.

Sure it’s nice to stop and look at once in awhile, but most times you’re looking out for enemies and not stopping to take screenshots and such. Plust there is no real storyline in PvP or realm games anyway.

Sure there are side quests and perhaps a single main quest but overall, people don’t sign up for PvP for the artwork for the most part and would rather have class balancing and choices as the thing a developer should work/prioritize more.

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Fisty

You saying it’s just PVP isn’t much different.

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Steely Bob

Which was my only real point.

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Leontes

Perhaps it’s just me, but I disagree. I really like RvR, but only if I can immerse myself in the world around me. Lore, diversity, and art style are a must-have for me personally. It makes me care somewhat.

After seeing early screens I was kind of worried the game being too bare-bones for me – so I’m really happy for this development and Mark’s comments above. That said, I do not really agree with Finyar’s verdict – I also think this will do if the team does give it some love… Here’s to hope I’m not the only one who likes to fight in and for “realms” in contrast to large-scale PvP arenas…