Camelot Unchained continues work on the Minstrel and other support classes

    
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Camelot Unchained was all about taking its first steps into support classes last week and this week’s update is certainly no exception. The regular dev report checks in with news on the Minstrel, further support class updates, and the usual broad swath of development on the sandbox MMORPG.

The first iteration of the Minstrel is up and live for testing, though it is an extremely early draft of the class full of placeholder effects and animations, imbalance, and bugs. Hence the need for testing. Those who are able to get in are asked to bring their best feedback and bug reports.

On the subject of support classes, more work is being done on the Skald and the Dark Fool classes, including modeling of Dark Fool bone-reed pipe and further polish and design of the instruments for the Minstrel and Skald. Other work done in Camelot Unchained focused on Linuxification, fixing invalid polygons and bugs in the game’s navmesh, and working on NPC behavior to stop them targeting and loitering around dead players.

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Anstalt

Yay, support classes!

I’ve always found the trinity to be too limiting so I love support classes. They open up so many more possibilities for tactics, thereby adding much needed depth to the game. Depth keeps things interesting for much longer, and also helps foster emergent gameplay.

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Dakota Royal

SOOOOoooooo….when is this game actually coming out. my kids have nearly gone through grade school watching this game over the last few years…they should of waited until way later to even think of mentioning this game. I had so much faith in this project but sadly much smaller companies have done so much more time with their mmos. I almost dont think it should be legal to carry out something like this for so long while holding on to folks “funding” money like this. December 23, 2012 was the first teaser…lets let that sink in. Yes I do know these things take time but when we start to hit the down hill towards a decade of development. 4 years-5 years- but were hitting almost 7 years of “were working on and tweeking these things and fixing these broken things” kind of videos. like dang this project is gonna hit a 10 year anniversary before the rocket even hits its countdown.

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Dankey Kang

I can’t help but feel that ~10 years is how long it takes to build an MMO in this day and age, unless you want it to be hot garbage ofc.

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Dakota Royal

i mean yeah sure i get that, but then they should of waited later to announce it. I just dont get why this game isnt in an almost finished state with how long the game has been public. we the people shouldnt even have gotten a glimpse of this until about 2015 maybe even 2016. were talkin about honest folks who have put honest dollars into these peoples pockets for these *ingame rewards and names in credits for almost 10 years lol* iv yet to see another mmo do this for that long and i hope it never becomes the case again. and yes i know their have been some long runnerups but nothing like this. specially on a funded mmo

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Mark Jacobs

DR, just responded above, but the reason we announced the game when we did was we used KS to see if people were interested in the game. If the KS had failed, I wouldn’t have put my money into the game. My thinking was that if we didn’t attract enough support, I should forget about making this type of MMO.

Time to get back to my day job. :)

Thanks again for taking the time to post.

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Mark Jacobs

FYI, we’re not “holding on to people’s money” we’re using it, as well as my/investor’s money, to make the game. And besides, we offer a full refund policy, so anybody can get their money back. :)

And we didn’t start work on the game, as we said during the KS, until after we funded, and then not until October 2013. Now, does a year make that much of a difference as to how late we are? No, of course not but facts are facts and if you want things to “sink in” it might be important to some people.

And if you compare us to other MMOs that funded around the same time, Star Citizen, Crowfall, and some others, we all share one thing, the desire to do some special. Our thing is large-scale battles, building destruction, etc. as we said in the KS video. Our Backers have seen us achieve that and more is coming. Nobody to date, other than us, has shown that they can put 1K players/ARCs/NPCs in a small area and have a non-slideshow/laggy battle. That took time as did the kind of networked building destruction we have. Yesterday I was running around with 3K NPCs having them chase me, surround me, attack me, use abilities, etc. all nicely networked to the players in the battle. While in a single-player game other engines have done that off course (and even more such as the great Total War games), but in a networked game like an MMO?

Have we been perfect? Nope, we made our mistakes, like all teams do but we’ve been upfront with our Backers, still offer full refunds, haven’t gone to any length to raise additional money from non-investors, etc.

And at the end of October, we’ll have a State of the Game announcement/live Q&A that will be expansive in terms of knowledge sharing, game update, etc.

I’m truly sorry that it’s taken this long but as our updates keep showing, lots of progress especially in terms of the things we need to launch and succeed with a LIVE game (such as Linuxification of our server code).

Thanks for keeping an eye on us, hopefully we’ll launch a real game sooner, rather than later.

Have a great day!

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Giggilybits

Four Words. “Camelot Unchained Battle Royale”. LOL just kidding (don’t ever do that).

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Mark Jacobs

While we could easily make a Battle Royale game with our engine, the world doesn’t need CSE to make a unbranded (as opposed to Terminator, Warhammer, etc.) BR game right now.

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Bruno Brito

I just want a good Warhammer MMO, Mark.

Is that too much to ask for? Why is this world against me? Why is that this IP curses everyone who tries?

Why am i crying?

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Mark Jacobs

BB, I feel your pain, I really do. Given the fact that GW has made licensing their IP open to more developers, maybe somebody will deliver a win for you and other Warhammer fans. It’s not us, at least not right now, but I hope somebody does deliver the goods.

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Justin Bourgeois

Any idea on when more gameplay videos will be released that I can show my friends? I’m already in the alpha and know what the game looks like, but I’m trying to keep my friends interested in the title while it’s being developed.
Also, thanks for being so direct with the development process. It is extremely refreshing to see.

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Mark Jacobs

We will definitely be releasing more info after we do the October State of the Game.

I/we have every intention of rewarding the folks who have been so patient with us. We know how long this is taking and are deeply appreciative of our Backer’s support. That will never change as long as I’m running the studio.

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yoh_sl

You also had the issue that many people fail to recognize, a lack of talent to hire.
People tend to think that money + time = video game, but they often leave out that games are made by people with very particular skills sets. And they just don’t grow on trees.
All the money in the world doesn’t matter if you can’t actually hire the people you need to build the game you want.
If I recall that was a huge stumbling block, and one of the main reasons the game has been delayed as long as it has.

Which is why I am much more willing to cut you some slack.

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Mark Jacobs

Yoh_sl, yeah, a lot of it can be blamed on our inability to hire enough folks but we did make mistakes too. We’ve hired a lot of good people and we are picky and I’m quite glad of it. As I always say, we’re not perfect but the results, as slow as they have been, were worth it. I got to play around with the current NPC test build a lot today and it’s coming along really well. Tons of abilities firing off, NPCs following me around, going after objectives on the map, etc. We’ve also been looking into the rendering side of things and made some improvements. All good stuff along with the support classes coming into the game. And as we move off some of the non-gameplay tasks like Linuxification and NavMeshes, we’ll have more engineering talent to throw back on gameplay. We might also have our first pass at adding some ragdolling in the engine as well. All fun stuff.

And, as always, I do appreciate the support and patience.

Night Yoh_sl and MOP!

Hamblepants
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Hamblepants

@Mark Jacobs can you give us specifics of what the late-October state of the game stream will cover, more specific than where the game is at?

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Mark Jacobs

HP, I’m waiting till October to talk about a lot of things but as we’ve been saying, we’ll talk about them when we have a much better idea of things such as release date, state of the game, state of the engine, etc.

It should be an interesting update for folks not the usual fare, that I can promise.

Hamblepants
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Hamblepants

Ok, thanks MJ for letting me know.

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yoh_sl

You know I’m not really sure what this ‘Panic’ condition is, but maybe because I’ve been playing a lot of Darkest Dungeon lately, but it sort of reminded me of it’s Stress mechanic.
Unlike most CC that is all or nothing, it’s either on or it’s off, Stess is accumulative. When low it has little to no effect, when it gets over a threshold however you become Afflicted with one of several negative conditions, which among other things increases your stress and that of everyone else around you, causing that character to snowball really hard and drag down everybody else with them.
And once stress maxes out, they have a heart attack and fall over dead.

Point being I generally love this idea of implementing CC in a way that isn’t your standard stunlocked into oblivion, first order optimal strategy. As zergs are always want to abuse them. Something that is slower and builds over time may be less prone to abuse.

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Mark Jacobs

Glad you like it. Now we just have to implement it brilliantly and all will be well! :)

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Bruno Brito

Just remember that overconfidence is a slow and insidious killer.

Hamblepants
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Hamblepants

@bruno is that a comment about how panic systems work in games, or sage advice to developers..? :P