Almost 11 years post-Kickstarter, Camelot Unchained devs are working on UI, lighting, NPC navigation, and performance

    
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Camelot Unchained is moving into its 11th year of development this month, and it looks as if most of the work focus from City State Entertainment is improving what’s been built, with specific upgrades to the unreleased MMORPG’s lighting, UI, NPC movement system, and overall engine performance. All of which is probably not the “good news” that was hinted at in the end of last year.

This month’s newsletter gets granular on UI rebuilding efforts that are mostly code-focused along with a promise that “the finish line is in sight,” details the work done to improve the game’s engine in crafting what’s called “the CSE jambalaya” (a metaphor for the three “flavors” that make up these upgrades), and provides a deep-dive into the navmesh system that governs NPC movement in-game and how it’s been refined.

CU’s monthly progress report further outlines some of these efforts, along with some bug fixes, script updates, and several improvements to the game’s lighting in terms of visuals, logic, and performance, all of which promise to bring “beautiful sunrises, better material reflections, and a night cycle you can actually see.”

MMORPG veterans will know that Camelot Unchained, which was originally Kickstarted in 2013, has taken flak over the years thanks to delays, the founding of a second studio, the announcement of a second game using CU’s custom-built engine, delayed refunds, and lack of accountability. The game entered its “beta one” phase back in 2018, with tests capable of putting 3000 humans and bots on the battlefield simultaneously. Though CSE said in 2021 it was still paying refunds and working on both games, some players still say their 2020 refunds haven’t processed, and Final Stand Ragnarok is unpopulated. As of 2023, CSE raised an additional $15M from investors and claims to be “hiring like crazy” but is still evading press inquiries.
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