Camelot Unchained’s 64-bit client is functional, CSE shows off regional home islands

    
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What were the Camelot Unchained devs up to last week? Continuing work on rubble, the ability system, readied weapons, the particle system, armor mapping, the crafting UI and the animation system. This list looks a bit like last week’s list, and if that sounds boring to you, stay in whatever job you have and don’t become a game dev, and I am right there with you.

There are some pretties in the weekly letter, however, including pics from the scenario UI, casting animations, the docks of Ériu, a tower bridge and docks in Midgard, and some courtyards in the Briton home island. Notably, the devs also say they’ve just gotten the 64-client working. It’s happening!

Oh, and if you usually skip the end-of-the-week wrap-up videos because you don’t recognize the devs? This week stars Mark Jacobs himself for the Q&A; he reiterates that the team is working on several big implementations that need to be completed and rolled into the build before weekend tests with players resume.

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SerbanSpire

If only we could hear this news for LOTRO. A man can’t stop dreamin…

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Dean Greenhoe

Several people mentioned the water. To me water is almost irrelevant unless you can swim in it. On the top is cool, underneath is awesome. Since choices matter, heave armor should also be a large detriment to swimming.

The ice mage may be able to aid the heavies with an ice bridge. :)

64 bit is the savior for the game as well as its water.

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Mark Jacobs

So very, very necessary.

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Utakata

It’s starting to get that Blade & Soul warm glowy effect to it. o.O

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Mark Jacobs

Thanks! As I’ve been saying, for far too long, one of the advantages of being late is that we get to take use the newer cards/cpus. We plan on ramping up the visuals a lot before launch. Our focus still has to be on large-scale battles but with the right graphic settings and engine support, I think we are going to surprise a lot of people with how the game looks.

And surprise in a good way, not a “OMG, this looks awful way!” :)

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Utakata

It certainly starting to look and feel a lot more organic. Keep up the good work! :)

Vexia
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Vexia

I came here to say the same thing! That warm lighting looks really cozy and beautiful.

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Mark Jacobs

Thank you Vexia and Utakata! Our lighting system will continue to improve as we move through Beta 1.

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Robert Mann

Not bad. The differences aren’t meant to be super extreme, the general biome is similar. Living near mountainous terrain, it’s not bad.

The water needs some work, and there’s some good chances for adding in a little bit of nice variety with things like wildflowers, brush, and such. But it’s a solid start for sure.

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Mark Jacobs

As per below, thanks for being kind regarding the water. Now that we can work with the 64bit client, the artists/engineers have more freedom to do things that they couldn’t before. We’re also starting to get ready for outsourcing some of our art needs.

It’s all coming together, slowly, but coming together.

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Oleg Chebeneev

Those are supposed to be different places in different far lands but they look the same to me. All in same colour tone (brown). All bland, sterile and boring with not a single piece of interesting design.

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Mark Jacobs

That’s partially due to the fact that we were/are memory bound and so that the artists haven’t been creating new and interesting lands. :)

However, I do think the TDD home island looks different from the others. Not different enough yet, but that will change in the coming months as we can now focus resources on it. I know you know the drill OC, only spend money on things that your engine can handle otherwise you end up throwing out/redoing things constantly. Other than our ability system, we really have avoided that money pit of development.

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Hamblepants

Oleg, I see what you’re seeing too – the lighting in a warm yellow/orange and it makes all the lands look similar.

MJ can chime in here, but I suspect they’ll be changing the ambient lighting hue based on who owns the land, among other factors (e.g. Veilstorms).

And yah, if they don’t do anything to change the ambient lighting hue at all, it’ll keep looking all the same and that’ll zap some of the distinctness of the environments out of the game.

Re: the interesting design, they haven’t built out a lot of tools to let building designers really shine in putting their stamp on/around a building. I suspect we’ll see more of that closer to launch, or post launch.

That all said, you could say all the same about Star Citizen, yet I notice that you don’t.

I regularly see your double standard, I imagine most people do, too.

It’s obnoxious to anyone who isn’t BOTH a fervent SC backer AND someone who just wants to crap on things for its own sake.

In general, I’m expecting we’ll see more Texas Sharpershooter-fallacy style criticisms from Oleg as Camelot Unchained looks better and better, not less.

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Mark Jacobs

Yep, different lighting for the Realms is part of the plan as has been from the beginning. Once our basic lighting solution is 100% in place and fully approved, then we’ll start having some more fun with it.

Hamblepants
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Hamblepants

Beautiful, glad to hear it. Thanks MJ.

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Schlag Sweetleaf

.

bad luch.gif
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Utakata

I feel like doing that to Mr. Oleg’s comments sometimes. :(

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Mark Jacobs

Hehe, no worries. I like OC.

Most of the time…

:)

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Jadefox

Looking good . The graphics look like they have come a long way.
The only thing that looks a little off in the screen shots is the water.

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Mark Jacobs

Water is way off, thanks for being kind. That’s on the list for major improvement, along with other visuals.

We have come a long way but we intend to go further still, a lot further.