Camelot Unchained discusses dev tools, art and animation progress in latest newsletter

    
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Camelot Unchained’s end-of-April newsletter has arrived, and as always it’s stuffed to the brim with plenty of behind-the-scenes info on the game’s development progress. One of the biggest bits of news for the month is that in the midst of the ongoing castle-siege playtests, mages have entered the fray, allowing testers to sling some spells if they’re tired of swinging swords.

In this month’s Dose of Design feature, Game Designer Ben Pielstick dives into the details on the team’s dev tools and discusses “the many challenges, twists, and turns that go into making and maintaining them.” With most of the dev team hard at work actually, you know, making the game, it can be a challenge to ensure that the dev tools are updated to keep pace. This leads to the necessity of some less-than-ideal workarounds, such as developers implementing new skills by manually coding them into the game to “allow forward progress without diverting limited tools resources toward building an internal ability component editor.”

Meanwhile, on the art and animation end of things, the team recently made the switch from 3ds Max to Maya as the production software of choice. While the transition has come with its own trials and tribulations, the devs say it’ll pay off by providing more “flexibility in customization, easier workflows, and tools both built in and third party.” If you want to learn more about all the latest Camelot Unchained developments, you can read everything for yourself in the full newsletter.

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Reader
Truvidien

Does anyone know if CU will have any pet or shapeshifting classes?

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glak
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Mark Jacobs

Ooh Ooh Mr. Kotter, I know the answer to that!

Yes, to both questions.

Pets – https://camelot.gamepedia.com/Pets

Shapeshifter – https://camelotunchained.com/v3/class-reveal-shapeshifters/

And there are more we have talked about and more coming.

It’s 2AM here, time to head to bed. Thanks for your interest in Camelot Unchained even if you don’t end up playing the game.

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Dug From The Earth

I REALLY hope they steer away from the whole “brown/orange” look of their lighting engine.

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Mark Jacobs

That’s a very old screenshot. :)

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silverlock

I just hope it wont require a thousand hours of game play to get to the sieges a couple of hundred sure but not a thousand, yeah that’s right I’m looking at you LiF!

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Mark Jacobs

Hehe, no, I think I would shoot myself if that was the case. I wouldn’t want to do that myself.

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Bannex

Trying to stay interested but the lack of recent gameplay videos isn’t a good sign.

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tiltowait

That’s a good thing for me. Not looking for signs, but the hype train running full steam tends to put me off, I’m happy to wait for actual news.

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Mark Jacobs

Bannex, we hadn’t done any true gameplay videos except for the ones that we showed at DragonCon. :)

Feel free to ask any of our Backers who been in our tests over the last few weeks. They’ll tell you that what you see in the screenshots is absolutely representative of what’s going on in the game.

We’ve been working on improving the look of the game (more and better VFX, updates to the testing scenario, etc.) in preparation for our first video as well as to give our Backers a better looking place to test. More of this is on the schedule for this month along with gameplay.

I promised our Backers, during the Kickstarter, that I would not be buying a first-class ticket aboard the hype train and I’m sticking to that even when our game can now do things no other game in the world, that I’ve seen/know about. Being able to destroy a 9.4M block building, in real-time, with progressive damage and block-by-block destruction networked across all the players is a pretty big deal. So you can take that for what it’s worth. :)

Progress is great, the new ability builder just went in today, so yea, things are going quite well.

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Bannex

Not to be a dick but have you ever purchased a game on screenshots alone? (Not including sequels to games o which you’re already a fan.

Words are great and all but kickstarter is full of words. Looking forward to a gameplay video when this hits beta!

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Mark Jacobs

You’re not being a dick Bannex, but we’re also not making any effort to encourage new people to subscribe which is why no special “sales” or hype-type videos. Plus, you’ve seen me post here telling people to do their research, talk to people who are in the game, not to rush a purchase, etc.

And since we still offer a refund of a person’s donation, there really isn’t much to lose but a little time. Again, not encouraging you to do that, not one bit, but just saying that while promptness is not among our strengths, giving full refunds is. So people who are really curious can see the results of our efforts for themselves.

So, if you are looking for good signs vs. bad signs, which I also do, look at a very fair refund policy (no questions asked, no hour/day time limit, etc.) and a dev who isn’t hyping the game, etc. That’s fair surely?

And again, you’re not being a dick, not in the least.

Reader
Doulos

Saturday Night Sieges coming so sooooon!

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Mark Jacobs

Yep, and more. The current sprint for the team is really heavy on the gameplay, not the tech. We have some cleanup to do based on what we saw from all the siege tests but the core gameplay loop is performing really well. We’ve seen some balance issues (duh, right?) and bugs with abilities and it feels so good to have to fix them versus constantly having to work on tech.

Thanks, as always, for your patience and support D!