Camelot Unchained continues work to make NPCs behave properly and look good doing it

    
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Last week, the folks at Camelot Unchained were focusing on making sure their NPCs were dolts when it comes to moving around in a 3D space. That work continues apace in this week’s update, as one would expect; programming AI to not be goofy is probably a lot of work.

One of the more significant updates is regarding the NavMesh system and its “3D-ifying” (their word, not ours, but it’s in our lexicon now) to help NPCs better navigate elevations in terrain and objects that are stacked on one another like battlements and ramparts. The team also worked on tech that lets the server track objectives and instruct NPCs where to go, and new NPC ideas were floated for undead and female magic-using characters; none of these are being used immediately, but they lay the groundwork for later addition and are the subjects of this week’s concept art showcase.

Of course, it’s not only about NPCs, as the report checks in with work on materials, VFX improvements, server tech, and fixes for the corpse chucker among other updates. You can get your usual fill of updates at the dev blog itself and in the video wrap-up below.

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Brown Jenkin

Its weird, I’m so curious about what’s going on with CamelotUnchained but just not enough to hop on with pre-alpha/beta funding. Its so interesting to see the differences between Crowfall’s super-transparent approach to development and CamelotUnchained’s super-opaque approach. I’m sure Crowfall has taken tons of hits for doing its development so openly and publicly, while the game continues to crawl leisurely toward release… in contrast I honestly have no idea what CU even looks like or feels like at this point.

For folks currently playing the game, I totally respect that you’re under an NDA… but how does the game play? Do you feel like its on the right track? Do you feel like the original concepts are coming through well? What might the end-product be like? What might differentiate it from the rest of the current MMO field?

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Mark Jacobs

Thanks for your curiosity about CU, appreciated. BTW, our players can talk about what they have seen in recent weekend tests that I’ve been a part of, just no videos/screenshots or talking about internal testing/non-weekend tests. The reason is that in the case of the later, we are testing things that we expect will bring versus testing where we usually think it will work. :)

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Brown Jenkin

Yep, I totally get and respect the lack of media and stuff. I just don’t feel like I often hear from CU players, which is weird. Maybe I’ll go search for a CU forum or reddit or something. Best of luck with the project :)

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Buddy Barlow

Man, this engine is gonna be the deathknell to what CU could’ve been. Time is ticking guys

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Mark Jacobs

Well, time will tell of course but I know one thing for certain, that if a game comes out unstable and performance is bad, people won’t stay and play either. I’ll trust in our team to build a great engine and a great game.

I think if you saw the Cherry Keep scenario with 1K trebuchets, magic mortars, mages and archers fighting around a 9.4M block building, you’d see what we are going for. Is that worth waiting for? Depends on the player of course but I think a truly epic siege is worth the wait (as long as we deliver of course).

And here’s the thing that sometime gets overlooked. Because our engine can handle that scale of battle, it can easily handle smaller battles at a high FPS which means this game won’t just be for the top end of the PC world.

I wish that we’d hadn’t been so late but I know that we couldn’t have delivered that experience 2 years ago if we had used a commercial engine for the same reason nobody else has either – they weren’t built for it. Our engine is and the proof, well, it’s in the rubble, not the pudding. :)

Have a good night/morning/whatever BB, I’m off to get some sleep!

Covynant001
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Covynant001

Don’t look now, there’s a new Unchained kid in town.

Mark better hurry up before all of the good names are gone.

;)

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Mark Jacobs

Hehe, love it! Funcom beat us to using Unchained and then, of course, was Django Unchained and others since we used it.

evilized
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evilized

Mark you troll, get back under your Dev Bridge™ and get us a fresh PvP(RvR) game to play!

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Mark Jacobs

Hehe, working on it. I posted a bit more on MOP today than usual as I was also working some of the support emails while reviewing all the footage I shot on Saturday and prepping an editing timing sheet for the video for DragonCon. I love having three monitors on my desk. :)

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Buddy Barlow

Some gameplay footage for DragonCon?

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Mark Jacobs

Of course, we do that every year. Depending on how good/bad the connectivity is, we also play the game LIVE and in living color! :)

That’s also why I’m putting together a video, cuz sometimes, well, the connectivity is pretty bad.