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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