Post by Morreion on Oct 12, 2015 15:39:22 GMT -5
I get a WAR vibe off of that presentation.
CU is going to have 30 classes, which is awesome! Lots of classes was one of the great things about DAoC.
CSE is creating 30 classes for Camelot Unchained (MOP)
Camelot Unchained’s current plans are to create a whopping 30 classes for the game, which means a heck of a lot of reveals over the coming months. City State Entertainment decided to include its community in the reveal process by announcing that it will send out surveys to allow its backers to vote on the order of the reveals (grouped in threes).
In other news-
Camelot Unchained is adding lots of cosmetics without a cash shop (MOP)
Rewards include items that may be displayed in your CU house, on your avatar, or in your C.U.B.E. creations. The stretch goal will be completed by launch, City State says, as it will be outsourced with a minimal amount of in-house oversight, which falls in line with the firm’s long-standing policy of not allowing stretch goals to affect launch.
Jacobs on destroying Camelot Unchained structures and more (MOP)
Mark Jacobs is back with a Friday afternoon update for Camelot Unchained. In it, he says that players will soon be able to destroy structures with spells, after which they will break and fall apart (the structures, that is, not the spells or the players).
Camelot Unchained has made progress on performance, procedurally generated terrain, and more (MOP)
There’s also a blurb about procedurally generated terrain, which is “moving along nicely.”
Camelot Unchained wants stealth but not the sucky kind (MOP)
Jacobs goes to great lengths to describe how Camelot Unchained’s version of stealth won’t be easy mode, or an I-win button, or any of the other things that you may have groaned about when you read the word stealth. “It is a word loaded with more baggage than the Kardashian household on a family vacation,” Jacobs says.
Camelot Unchained’s procedurally generated terrain build runs for over 100 hours (MOP)
“A barely-tested build with a brand new procedurally generated terrain system debuted, and not only didn’t it crash, it didn’t even come close to crashing, during a four-day shakedown cruise,” writes Mark Jacobs. “So, a great debut for a rather complicated and important system, and a big step forward for our game.”
Camelot Unchained adds new team members and injury system (MOP)
“I cannot stress enough how important the additions of Marc and George are to the team,” Jacobs wrote. “We have gone from having eight programmers to 10 programmers in a single week. And not just programmers, but senior (10+ years) programmers.”
Camelot Unchained ran an “IT-only” test this past weekend with the first pass of the game’s injury and wound system as well as improved rendering performance.
CU is going to have 30 classes, which is awesome! Lots of classes was one of the great things about DAoC.
CSE is creating 30 classes for Camelot Unchained (MOP)
Camelot Unchained’s current plans are to create a whopping 30 classes for the game, which means a heck of a lot of reveals over the coming months. City State Entertainment decided to include its community in the reveal process by announcing that it will send out surveys to allow its backers to vote on the order of the reveals (grouped in threes).
In other news-
Camelot Unchained is adding lots of cosmetics without a cash shop (MOP)
Rewards include items that may be displayed in your CU house, on your avatar, or in your C.U.B.E. creations. The stretch goal will be completed by launch, City State says, as it will be outsourced with a minimal amount of in-house oversight, which falls in line with the firm’s long-standing policy of not allowing stretch goals to affect launch.
Jacobs on destroying Camelot Unchained structures and more (MOP)
Mark Jacobs is back with a Friday afternoon update for Camelot Unchained. In it, he says that players will soon be able to destroy structures with spells, after which they will break and fall apart (the structures, that is, not the spells or the players).
Camelot Unchained has made progress on performance, procedurally generated terrain, and more (MOP)
There’s also a blurb about procedurally generated terrain, which is “moving along nicely.”
Camelot Unchained wants stealth but not the sucky kind (MOP)
Jacobs goes to great lengths to describe how Camelot Unchained’s version of stealth won’t be easy mode, or an I-win button, or any of the other things that you may have groaned about when you read the word stealth. “It is a word loaded with more baggage than the Kardashian household on a family vacation,” Jacobs says.
Camelot Unchained’s procedurally generated terrain build runs for over 100 hours (MOP)
“A barely-tested build with a brand new procedurally generated terrain system debuted, and not only didn’t it crash, it didn’t even come close to crashing, during a four-day shakedown cruise,” writes Mark Jacobs. “So, a great debut for a rather complicated and important system, and a big step forward for our game.”
Camelot Unchained adds new team members and injury system (MOP)
“I cannot stress enough how important the additions of Marc and George are to the team,” Jacobs wrote. “We have gone from having eight programmers to 10 programmers in a single week. And not just programmers, but senior (10+ years) programmers.”
Camelot Unchained ran an “IT-only” test this past weekend with the first pass of the game’s injury and wound system as well as improved rendering performance.