Camelot Unchained is working on trebuchets, Luchorpán animations, and… underpants

    
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Hot damn, we hope you like trebuchets because Camelot Unchained is talking about ’em again. “While still ongoing, we’ve previously completed a whole host of things for our fully-destructible, fully-networked building and building destruction systems,” City State Entertainment’s Tyler Rockwell explained in the game’s Friday update. “If you’ve had the opportunity to join us in any testing this month, you’ll see we’ve shifted our focus to destroying those player-made buildings with our siege engines, the scorpion and trebuchet to start. It’s been really fun watching players break apart our buildings, not only because that’s just plain fun to do, but also because we’re doing something never before seen in an MMO like ours!”

The team spent last week working on the updated ability system, playing with rubble, animating the new Luchorpán skeleton, and trying to fix that “falling through buildings” bug, plus building out scenarios, characters 2.0, and the new crafting UI. The Valkyrie (seen in the top pic here) has also been retooled. The most important bit, however, is undies.

“Undergarment Equipment: Undergarment generic shoes and gloves have been created for each Realm, which will go with the previously-completed shirts and pants.”

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Mateusz Pachnik

Ohh how i wish that this had a Warhammer fantasy setting and lore, as if Warhammer Online would evolve into this and not being left aside to be shut down
;(

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Rolan Storm

“Everything proceeding as I have foreseen…”

:) Good to see this.

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Toy Clown

I’m super impressed with the character artwork and clothing concepts I’ve seen so far. Nothing is more immersion-breaking than watching female characters run around in high-heeled metal plate that only covers part of the breasts and half the butt in hot pink, or male characters running around in modern-day baseball caps, T-shirts and undies fighting on the battlefield.

Really, the clothing artwork I’ve seen is a huge draw! Battles? Phhft.

Hamblepants
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Hamblepants

100%, me too. Though Pantheon and Crowfall and Ashes have also appealed to me for having realistic looking armour for women chars too (though I like the general stylings of CU most).

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Steely Bob

Backer since last July, still very happy I did so. Keep up the great work guys and stay on target… all about that gooey, delicious RvR center for us fans =)

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Chris Ochs

I’m skeptical that the large scale battles themselves are a big enough draw to keep populations high enough to sustain them over the long run. Recent history only has models that were able to sustain that through fairly strong pve content.

Not that I don’t think it’s solvable or that recent models are the only way. I haven’t seen enough out of this game yet to really judge well.

A big reason why I’m skeptical is just watching other studios that are also lead by teams that made good games years ago. Most of them tried to simply transplant the same designs into a paradigm that is very different with very mediocre results. They didn’t really analyze correctly what made those older games tick. It had just as much to do with the time period they were in as the design itself.

I’m totally rooting for you guys though. If you crack this it’s going to be an amazing game.

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Mark Jacobs

Thanks. As you probably know we’re not trying to simply transplant ideas from the games I meant in the past. The one thing (other than being late), that we can definitely be accused of is our unwillingness to make just a Dark Age of Camelot clone. :)

And you’re right about recent history and large-scale battles. We will also have The Depths and other things that we hope will keep people playing for a long time.

Hamblepants
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Hamblepants

Interesting point you bring up Chris re: big battles and needing PvE.

But which MMO’s are you thinking of? Because if its GW2 or ESO then those are games designed around PvE with large scale PvP as a side dish as opposed to the main.

So in those cases, i think it’s less “they needed PvE because people got bored of PvP” and more “devs focused on PvE so PvP wasnt as engaging as it could be”.

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Jake Boller

One of the few games I’m looking forward to. However, I’ve heard it’s going to have “horizontal” progression, and that kinda scares me. I loved in DAOC how I always got stronger over time with the realm point system.

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Mark Jacobs

You should be scared either which way. If we go vertical, then new players face a huge uphill battle to be relevant which dying all the time. This leads to a decline in new players who are willing to put up with that.

OTOH, go with a horizontal system and you risk losing longer-term players because they can’t earn new skills/abilities that are meaningful.

Either way it’s risky for the long-term. The former is more likely to work in the short-term, the later for the long-term. OTOH, if you don’t survive to get to the long-term than it doesn’t matter much.

Not an easy problem to solve but we have some ideas that we think will work.

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Jake Boller

Yeah I guess it’s one of the hardest things in MMO’s, hitting the sweet spot for progression. I just know many recent games I’ve played cannot hold my interest, because they offer very little actual character growth, and instead give me cosmetics and titles… which I couldn’t possibly care any less about.

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Mark Jacobs

Yep, which is why we aren’t giving out just cosmetics and titles. :)

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Dean Greenhoe

What I love about the siege warfare in this game is that instead of unrealistically throwing several trebuchets in your backpack along with a decades worth of ammo. Instead, you have to actually transport all the materials for your siege to the location or build it from scratch on site from local materials.

This adds so much to tactical warfare. You have to gamble as to where and how you will defeat the threat. Hit the caravans, the build sites or do you just wait for the siege and try to weather it out inside.

Glorious battles are in our future.

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Mark Jacobs

Yep. Right now you carry them of course but in the real game, you won’t be able to do that.

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rafael12104

Always good to hear from CU. Now, about those hairy backs… lol!

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Bryan Correll

Now, about those hairy backs…

Finally, some game representation for a guy like me!

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rafael12104

Lol! Hey, I’m just saying we need some options there. Color, braids, whatever it takes.

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Mark Jacobs

Next up, the backhair slider! :)

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rafael12104

LOL! Oh my… Lol!

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Bruno Brito

because we’re doing something never before seen in an MMO like ours!”

GW2 has trebuchets.

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Eliandal

As did DAOC(long before;) ). I think they’re more referring to scope.

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rafael12104

We will see. I’m looking forward to it, actually.

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Mark Jacobs

Of course trebs and other equipment has been used in other games. For us, the difference is the size of the battles and the overall siege system/mechanics within the game.

We’ll be doing some of the same things, some things differently, and we hope, some things with a BSC-twist or two. And, if we can pull it off, what qualifies as never been seen before would be 500 players running around a keep, flying off all sorts of interesting siege weaponry/abilities, while having the AIR system as well as 30FPS on decent machines. If we can do that (it’s always an if till the devs make it happen), then we will have something never before seen before. That’s what we said during the Kickstarter (500 players), and we hope to do better than that.

But as always, time will tell. :)

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Bruno Brito

Since you’re here, i’m having some doubts about how you guys are doing the war. GW2 wvw is a huge lesson on a missed opportunity. It’s honestly meaningless. Capping nodes is a temporary measure, it doesn’t offer much, it creates a train of karma or just pirateship metas, which is pretty common in ZvZ fights.

My question is: How is CU planning to make the dominated cities, towns, castles and etc be worthwhile to the attackers, while still not making the biggest faction just siege/turtle up and overpower any other attacking forces?

It’s something in my mind, hope i was clear on my question.

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Mark Jacobs

Totally clear. In terms of how we’re doing things differently in terms of things like Place of Power, we’ll be going into more detail about that once we get into Beta 2 but:

1) Nodes/PoPs are important to get/hold in our game. We’ve said from the beginning that in order for that to have any chance to be successful, that defending a PoP has to be important, rewarding, and punishing when you lose it. Having said that, we know that since Realm imbalances happen, that the underpopulated Realm needs not to be punished disproportionately and the attacking Realm shouldn’t be rewarded disproportionately.

2) In terms of the keeps/castles/town, taking one will hurt the defender’s Realm and reward the attackers Realm with stuff but it takes time to get the stuff so you can’t just breach the walls and get lots of rewards.

3) Anything captured by attackers can remain the property of the attackers till the defenders can take it back. Now, we need to be very careful here otherwise we can get into the dreaded “keep swapping/trading” position that other games have found themselves in.

I guess the biggest difference with us and say GW2 (which I loved the PvE) is that our whole game is based on RvR so all the systems/mechanics are geared to that and that alone. Does this mean we’ll get it 100% right? I doubt that, nobody does. OTOH, in our game as opposed to other combo PvE/PvP games, there is nothing else to distract us from making the right choices. Hopefully that will be the case. :)

But, as always we have to get the foundations of the game right first for even the best designed system will fail if the tech can’t support it. That’s why we’ve been focusing on that as well as keeping our refund policy in full effect. We want to make sure that we get the foundations right before we build the building on top of that and if people don’t like our plan, they can then get their donation back. Seems, at least to me, the right way to do things.

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Hamblepants

@Bruno Brito that’s a great question.

(My opinion:) The main reasons to attack a keep of a highly turtled faction that give that risky attack meaning and value to the attackers:

1) for your character, it’s strategically useful.

….a) the game has supply lines, so capturing an enemy keep behind enemy lines can cut off supplies to the front lines. What exactly the bonuses and penalties are for supply lines, we don’t know.

….b) you can store your own siege supplies in it once you’ve taken it. More-real weight and encumbrance means it matters what you choose to carry on your character (as opposed to just scarcity of inv bags and overabundance of trash loot). This makes it easier to go on raids and sieges of your own into enemy territory.

….c) get a jumping off point to go gather crafting materials (which 99% of gear is made of) and having a safe place to fall back to if you’re being attacked (and more room in your bags cause you stored stuff).

2) for you as a player, they’re designing sieges to have more depth, meaning, and tension: more buildup, higher skill ceilings, more interactivity, greater meaning of structures (your enemies paid to construct/defend the keep as a player, and maybe they destroyed your keep so you value getting them back for it), resources you put into being an attacking force, having to scout out the territory (or not and then be going in blind), greater defensive and offensive options.

And 3) (kind of), like Mark said, the game is being largely designed around this, so the focus and energy of the devs is to make this whole process involved, meaningful, fun, in-game-progression-rewarding, and make it need skill.

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Bruno Brito

So, from what i gathered, it sounds like you guys are focusing more on a DAoC/AoR style of WvW.

Will it be 3 factioned? The server i played AoR for a while suffered a LOT from having just Chaos and Order. DAoC seems better equipped to handle imbalance.

Other than that, i’m quite happy with the answers. If this game has no levels, but skill trees, i’ll be extremely satisfied, altho i understand the draw to normal levels in a game.

I’ll never understand why GW2 has 80, tho.

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glak

Yes, 3 factioned:

  • TDD – blood thirsty, soul sucking, tricky forest dwellers
  • Arthurians – more firey/defensive/traditional classes
  • Vikings – the in your face realm
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TheDonDude

Step 1: Code underpants
Step 2: ?
Step 3: Play MMO

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Schlag Sweetleaf

missed it by that much;p

phase 1 complete.png
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TheDonDude

Great minds think alike.

Alas, I think insane ones do too.

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Schlag Sweetleaf
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Mark Jacobs

Well done Schlag and TDD!

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rafael12104

Man, that is a hairy back. Heh. Heading out to a barbershop, first thing when I get in there.