Mark Jacobs and the team working on Camelot Unchained have released their very first class design document. Clockwork Labs, today announced the start of Pre-Alpha testing for the upcoming. The focus was the game's engine and the servers handling tens - hundreds - of people fighting in the same area. Camelot Unchained is an Arthurian fantasy MMORPG from City State Entertainment and Mark Jacobs, founder of Mythic Entertainment and known for his development of Dark Age of Camelot. Control Game - Second pass larger map design. Camelot Unchained is an in-development MMORPG based on the mythology of. Control Game - First pass placement of block models to support. When too many people descend on an area in most other MMOs, things grind to a halt and even prompt a server crash.Įnsuring this doesn't happen in Camelot Unchained, which bases its entire concept on large realm versus realm battles, is priority number one. Servers held up without a crash, though, and saw 150 people fight in a small area "without any system-wide slowdowns". "What was especially cool, given the size of the battleground and all the magic flying around the space, players fought happily in a generally lag and latency-free war, even when people were connecting to our AWS servers from all over the world," wrote Mark Jacobs, the boss.ĭeveloper City State Entertainment created a special 'capture the duck' mini-game in a small area for the occasion, and threw in plenty of widely varying abilities - and then messed with their values - to ensure it was fun, and rigorous for the servers. You understand that this game is currently in an Alpha state. "The biggest objections from the players were things like slower movement speed than they expected, longer cast times, liberal use of cooldowns, no cast bar, and some other things that they thought were final game-design choices," added Jacobs. That means that you are not going able to play in a finished/polished game immediately, rather you are helping us create the game which currently has a release date TBD. "As we stated in the FAQ, this pre-alpha test is for testing the engine, not for testing the game design of Camelot Unchained. Learn more about the Camelot Unchained project at their official site."Now that we have a nice, stable build up for our pre-alpha folks, our team will go back to building and breaking new stuff. First pass Concept – TDD Archer (shown below). VFX now properly attach to bones at lower LODs.ĩ. Slope Sliding – Character will now slide down slopes, dependent upon the angle of terrain on which they stand.Ĩ. Models 2.0 complete – Assets can now be made of multiple parts, such as meshes, VFX, and lights.ħ. Better error handling in client if it encounters a missing resource.Ħ. Editor – User is now able to create their own working channel in an easier manner.ĥ. Multithreaded renderable/animation updates on client.Ĥ. Overall this would mean a higher quality product at launch, and possibly even a launch date on time with early estimates!Īlongside today’s announcement came some new technical reveals of additional elements being added to the third alpha rendition patch, as well as some preview concept art of the TDD factions archers and arrows as seen below!Ģ. No this isn’t a hippie charity stretch goal but in fact funding to hire additional artists to polish out world graphical visuals, allowing the core animation and art departments more time to polish and prepare character models and effects. With this comes the latest and, in its simplicity, possibly most exciting stretch goal yet, Hug the World. Camelot Unchained continues pushing forward with more and more funding, now at over $3,025,000 at the time of this publication! This week they reached their latest stretch goal, allowing the hiring of a professional sound engineer to add proper sound effects and music for a more cinematic experience upon their battlefields.
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