7/15/2023 0 Comments Camelot unchained gameplay 2019WIP – Mage Shared Casting: Scott is animating the secondary skirt and cape animations on our mage casting animations. This also supports future animation system work that will display the ability system timing changes better. WIP – Two-Handed Sword: Sandra began work on updated animations that allow us to share the animations amongst all classes and races. Mike is working on improvements to the VFX to make sieges a bit more exciting, and Michelle will begin concepting Realm variations of the current model.Īrt – Animation 2.0: Updated style and timing support. WIP – Art – Siege Engine – Trebuchet: Scott updated the Trebuchet to use a separate rock model for ammo, similar to how we show arrows in character hands with archery abilities. Although it’s still waiting on a bug fix, he’ll also be adding an interface for material replacement in building mode, which will help the builders work faster. This will be used for displaying alert text on screen for gameplay notifications. Passive Alert System and WIP Building Mode Material Replacement: JB added functionality for sending passive alert messages from the game server to the client. Item DB Upgrades: Christina finished up some work to ensure we don’t get any more “angry Mongo slowdowns” like we had right before the break. This means we can find and fix issues before pushing it all over to master so we don’t interrupt testing during the process. We will use this first to begin testing all the character and animation 2.0 work on a local artist machine. This new functionality allows users to create an “egg” file which another user can import, allowing Platypus to preconfigure the environment with the binaries provided by the creator. Tech – Platypus Export/Import functionality: Platypus is an internal tool we use to spin up a client and server locally. He’s closing in on finishing this iteration, and we hope to get it in the hands of testers soon! AJ has an iteration in review, with plenty of fixes. WIP – Tech – Crafting UI: The totally new crafting UI is moving along nicely. Being a first pass, it’s still a WIP–if you can get the time of day and your position just right, you can make it look like laser beams are shooting out of your eyes! If you have access…go stare into the sun?! For example, you’ll see the effect when the sun is low and some trees are between you and the sun. He added a lens flare as well, and both of these are currently on Hatchery. WIP – Tech – Lighting FX: George greatly improved upon the visual quality of our god rays (light shafts). While this map is not indicative of a final scenario, it’s much prettier to look at, and helps test performance with a more verdant landscape. WIP – Art/Design – New Siege Scenario Test Map: Ben and Tyler created a new siege scenario test map, far less barren than the current test map. WIP – Tech – Building Destruction Improvements: Andrew just dropped in several changes amounting to, in his words, “Big progress on breaking apart buildings and minimizing weird/strange behavior.” In other words, we hoped you enjoyed our “bouncy castles,” as they won’t be around much longer. As discussed in items 2 and 3 below, lots of changes are incoming as I type this. Many scenarios were played, bugs were found, fun was had! In other words: lots of progress as lots of new Backers had their first look at V0.1 of our Saturday Night Siege scenario. Tech – Three full days of testing: We welcomed our Backers back into Camelot Unchained with three full days of testing from Wednesday to today. If you missed this week’s livestream with Mark, you can find that HERE.Įven though it was a short week, we still accomplished quite a bit, as can be seen in this week’s Top Tenish! We’re looking forward to the journey with you, our ever-supportive Backers, to help us make 2019 epic! While siege may be our immediate focus, we have plenty of work ahead of us this year, and a fully capable, hard-working team to tackle it. While this is still very much a work in progress, it’s been awesome to see players deploy siege engines against our fully destructible castle while its defenders scrambled to keep the walls up! Watching towers crumble and fall, sometimes in wacky ways, was always entertaining! That, however, didn’t stop us from immediately spinning up all-day testing each day this week on our new siege scenario. Welcome to the start of a new year for Camelot Unchained! We had a short three-day week here at CSE after coming back from our holiday break. Sieging in the New Year – Friday, January 4th, 2019
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