Camelot Unchained talks 64-bit client, animations, and class building in beta

    
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Camelot Unchained’s 64-bit client officially a go, folks. “As of now, the client is full 64-bit, and should be the default client launched,” CSE’s Tyler Rockwell says in the game’s latest community update. “As some of you have already noticed, this has resulted in notable gains in client stability, and some people have reported improved performance. However, it’s not bug-free by any means, yet! We do have some fixes that came in yesterday evening from [Technical Director] Andrew [Meggs], and hopefully that should put us in a great position for more testing.”

The weekly update further recaps work on the ability builder, teases how the animation system will allow “new, non-Human races,” and shows off the glowy WIP skill icons.

CU’s monthly newsletter also arrived this weekend; it runs down the current state of character models and animations and explains (in deep detail) the design process for creating a class in the game.

“Mage classes are still getting most of our focus for the immediate future, though we’re also looking at adding more ability components for the Fighter, Healer, and Archer classes that are already playable in the game. Mages will be the first new classes implemented using our new editor, but once the first prototype for each Mage class is in, we should have a clear path forward to improve our new tools and get even more basic class prototypes into the game. As time and testing go on, these initial prototypes will undergo changes, and gradually gain more features, building them out toward becoming ready for the launch of the game.”

(Landscape pics from the newsletter are attributed to Pimya!)

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Taegan Hill

I believe in you Mark! Loved Daoc was a great 10 years still crave going through darkness falls to perforate an alb. Best game I ever played can’t wait to dive into this game. Keep up the hard works guys and gals! Thanks for the update!

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Apollo Haner

So are they still going to hit that December 2015 launch date /s

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Mark Jacobs

Hehe, yep, any year now! :)

Being late sucks, but the good news is that we are still paying refunds so while we’re late, and least we’re being honest and fair with our Backers.

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Apollo Haner

Offering refunds after the fact, isn’t an excuse for misleading people about about development time in the first place. This also isn’t the first time you’ve sold and failed to deliver a 2 year development cycle. Probably easier to get away with it with backers who don’t have any rights, than corporations who can demand results though. And yes, I am still sour that you screwed up with Warhammer.

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Mark Jacobs

Yeah sure, I screwed up WAR by delaying it six months and then when I wanted even more time to fix what I, but nobody else at the Senior Leadership level at Mythic believed were problems, EA said no. I asked all my senior guys to say that they agreed with me that WAR needed more time. Not one of them did, not one. One of them said they would support me but they wouldn’t say that they agreed with me. If any one of them had agreed with me, we might have been able to get the extra time we needed to fix the bugs that were still lurking in the code as well as design issues. There was a great article from this year about one of the bugs in the animation system that accounted for some of the issues that wasn’t found until way past launch.

So be mad at me all you want, I pushed for the delay for WAR because it wasn’t ready and what happened when it launched proved what I believed to be right.

And what happened to WAR after I left? And what successful games did Mythic Entertainment do after I left? Hmmm…

I’m happy to take my share of the blame for WAR, as I have done here on MOP, in interviews, etc. but as history has shown, WAR had some great adds to the genre, was a lot of fun for a lot of people, etc. But maybe, just maybe, some, not all, of the blame lays elsewhere for its failure to be a big success.

And yeah, offering refunds from day one takes care of things. We thought we could deliver the game in 2 1/2 years, and we were wrong. But at least we apologized and I paid, out of my pocket, for the refunds by putting more money into the company. How many Kickstarter developers have done that?

I’m sorry that you think I screwed up WAR but you’re wrong, that was a group effort including myself, senior leadership at Mythic and EA. And, BTW, this is the same thing I’ve said since 2010 when my NDA expired.

Oh, and at least I’ve had the integrity/courage to not only say this sort of stuff publicly but how many of the other guys even had the courage to accept their share of the blame either within Mythic or publicly. Bingo, zero, nil. So unless you thought I did everything on WAR and the rest of Senior Leadership did nothing, you might want to be reasonable with your outlook. And then again, look what happened after I left and EA came in to work with Mythic closely.

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Mark Jacobs

ARGH, I hate the timeout.:
At least under my leadership Mythic Entertainment became a leader in online games when people didn’t care about online games and released about a dozen new games (highest budget 450K, rest <100K), including the first “day and date” online game based on a movie and then created one of the best MMOs of all time (Dark Age of Camelot), and a flawed, but at times great game in WAR. That's a pretty good legacy for a company that started in two basements with $0 funding.

So, unless you believe that people need to be successful every time they do something, that's not a bad legacy. While I could live with that, because I love the gaming industry, I want to do more which is exactly what I'm doing now. And unlike the vast majority of devs, I'm willing to engage with Backers, haters, etc. without resorting to the kind of rude and boorish behavior that is all to common today.

Have a great rest of your day, seriously. No sarcasm intended.

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Apollo Haner

So you want full credit for Daoc, but a free pad for everything afterwards?

I think considering what the company produced for WAR under your leadership, EA would have been insane to let things continue. Their only other option, would have been to replace the leadership at Mythic, with people to try and salvage the mess.

You over promised and under delivered with WAR, and appear to be doing it again, making the same promise(now overdue three years), that you, and only the legendary MJ, can produce a top tier, fully complete game in two years.

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Frank White

Don’t think he ever said he wanted full credit for DAoC, not if by that you mean he’s claiming “sole” credit. I think he did a reasonable job of explaining what happened with Warhammer and, let’s be real, EA does eventually make a mess of every pie they get a finger in. But lol, we get it, you’ve got an axe to grind, so that’s all the comment I’ll be making on it.

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Mark Jacobs

Correct Frank. I’ve given numerous interviews where I always shout out to the team, give credit to people whose names people don’t know, and even give credit to Kesmai Corp. for their game, Air Warrior, which taught me the importance of three-sided combat. But as you said, an axe to grind (left-handed maybe). :)

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Mark Jacobs

Apollo,

LOL, no, but its apparent it doesn’t matter what I say. I’ve already said multiple times that some of the blame is absolutely on me. My mother was dying from lung cancer over the course of my first year at EA and her death hit me hard. I have no doubt that between that and the acquisition that I was distracted more than I should have been but that’s my problem.

And BTW, WAR was developed in 3 years and pre-sold more more copies than any other PC game in EA’s history and ended up running through its entire license terms. And if they had given me the extra time I wanted, we would have fixed the Tier 4 soul-crushing crashing bugs as well as the issues with the leveling curve in tiers 2 and 3. Would that have made the game more successful? Yep. Oh, and it hit the sub numbers that I projected for EA when they acquired us.

But like I said, it doesn’t matter that Mythic Entertainment produced about 2 dozen games and expansions. WAR disappointed you so all the terrible is on me. Got it, thanks.

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rafael12104

Nice! 64 bit is a must for any MMO worth its salt.

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Mark Jacobs

Yeah, very necessary for all games though at this point.

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George

Those armors are awesome. I really like the aesthetics of this game. Except the builds. They are always so “blocky”. I get why they all have this appearance (due to the building editor), but I still don’t like them. Fortunately, the game should allow to raze them to the ground.

Keep up the good work!

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Reht

That’s the spirit! If you don’t like it, burn it down. If you do like it, well burn it down too!

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rafael12104

Lol!

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Mark Jacobs

Or make it bounce and then bounce some more. :)

If anybody hasn’t seen the bouncing bit of castle silliness, watching the video from the 40m mark is so worthwhile. While it is intensely silly, the fact is that the piece of the castle was not a template/one piece but rather a section of castle that was cut off by the player(s). Make a piece of a puzzle-piece castle break and bounce isn’t as big of a deal as what we showed. And Andrew’s next task is to make it break up on contact in smaller pieces. Cool stuff.

Between that, 64bit client, new UI, etc., it’s been an interesting fall so far. Hopefully we’ll have more bouncing bits this week once we track down an issue with buildingwe saw late Friday.

Hamblepants
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Hamblepants

A week late on this, but:

I think it’s pretty cool that you’re out here talking with people about WAR not living up to expectations, talking with people who are placing everyone else’s blame (along with your fair share) on you for that game.