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Camelot Unchained

Massively Exclusive: Camelot Unchained armor dev blog concludes with part 3

Fantasy, MMO Industry, New Titles, News Items, Dev Diaries, Sandbox, Camelot Unchained

In the preceding installments of Camelot Unchained's three-part armor dev blog, you've seen the images Lead Concept Artist Michelle Davies and Concept Artist and Animator Sandra Pavulaan have provided on the Vikings, the Arthurians, and the Tuatha Dé Danann. Now, hear about the thought processes behind their work!

This exclusive series concludes with these two artists joining Mark Jacobs to talk shop about the development of armor, ruminating on subjects like customizing armor pieces to accommodating non-human body parts and using different combinations of materials when crafting the armor. Oh, and it's got lots of early mockups to marvel at as well!

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Massively Exclusive: Camelot Unchained armor dev blog, part 2

Fantasy, MMO Industry, New Titles, News Items, Dev Diaries, Sandbox, Camelot Unchained

Monday, we brought you the first installment of an exclusive three-part series about Camelot Unchained's armor development. Today, City State Entertainment co-founder Mark Jacobs and Lead Artist and Animator Scott Trolan continue the discussion by introducing the looks of two more races. Where part one delved into the details of the Vikings, part two focuses on the Tuatha Dé Danann and the Arthurians. These two groups have very different approaches to armor and distinct looks, as seen in the included images by Lead Concept Artist Michelle Davies and Concept Artist and Animator Sandra Pavulaan. Read up on the ideas behind the art and see the sketches in part two of the CU armor dev blog series.

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Mark Jacobs talks character aging: Nixed in Warhammer Online, planned for Camelot Unchained

Fantasy, MMO Industry, New Titles, Warhammer Online, News Items, Camelot Unchained

Players who were disappointed when the character aging feature was cut from the release of (the now defunct) Warhammer Online can look forward to seeing it implemented in Camelot Unchained. Mark Jacobs, an instrumental man in the creation of both games, talked with Eurogamer about that system and how it got scrapped as well as delved into the details of how it will work in CU.

Basically, the system would allow players to visually judge the veteran status of others and therefore their threat both up close and from a distance. For instance, a larger-than-normal Greenskin or a Dwarf with a very long beard would signify a player who is more experienced and likely tougher. Jacobs relayed that he was never even informed that the feature was actually removed from the game and only discovered it when a beta tester inquired about it, noting "Nobody was more embarrassed than me when I had to say that that feature of the game had to be removed."

The feature is not dead, however, and will make its appearance in Camelot Unchained. What does that mean for players? In CU, the changes will be more than cosmetic, they will actually be meaningful in the world. Jacobs added,
"There will be some downside to aging, but there will also be a greater amount of upsides, because we want it to be a net-positive experience for the player. However, players won't have to worry about getting old to the point of major gimping [becoming not as effective] of their characters, or worse, perma-death, as that would simply be no fun."

Massively exclusive: Camelot Unchained dev blog discusses armor, part 1

Fantasy, MMO Industry, News Items, Dev Diaries, Camelot Unchained

Currently in internal testing, work on the fantasy PvP sandbox Camelot Unchained continues rolling forward. But even with the plethora of news out there, there are still plenty of details unknown about the game. In the first of a new three-part series, creator Mark Jacobs reveals the artistic vision for CU's armor system with the help of Lead Artist and Animator Scott Trolan, Lead Concept Artist Michelle Davies, and Concept Artist and Animator Sandra Pavulaan.

If you are hoping for dental floss-inspired metal bikinis, you're going to be disappointed; Jacob's vision espouses realistic ensembles befitting warriors who depend on their armor for survival. Read the team's vision and see some of the concept art right here in this first installment of this series, exclusively on Massively.

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Camelot Unchained's internal testing 'successful' so far

Betas, Fantasy, PvP, Dev Diaries, Camelot Unchained

CU
Camelot Unchained Producer Tyler Rockwell wrote a letter to the community today saying that internal testing on the MMO is going well and that the team is ready to work toward its second milestone.

"We had a very successful start to internal testing," Rockwell reported. He mentioned that while Camelot Unchained's internal testing has taken place with small groups in limited environments, at one point the team had worked up to 286 players fighting in an area.

With the game's first development milestone reached, Rockwell said that the team is now focused on hitting the second one. This includes work on the Depths dungeon and the Giants race. The project will also continue to refine the technical aspect: "Moving forward over the next month we'll be focusing on continued server and client performance and stability. We hope to continue adding art to the client and recently added some simple combat. The big goal is even larger numbers of people in testing with a continued frame rate of 60fps."

Camelot Unchained Q&A talks PvP looting, physical growth, and crafting

Betas, Fantasy, PvP, Warhammer Online, Community Q&A, Crafting, Camelot Unchained, Subscription

CU
There's a new community Q&A up on the Camelot Unchained site dealing with a wide range of topics concerning this up-and-coming RvR MMO. The topics in it range from hooded cloaks (yes, they're in) to just what players will be able to loot from enemy corpses and structures.

Perhaps one of the most interesting pieces of information is that the team is putting in a physical growth system similar to the one that was promised but never delivered to Warhammer Online. Mark Jacobs confirmed the feature: "I'm happy to say that yes, certain races (I won't commit to all of them yet) will have meaningful changes happen to them, both cosmetic and gameplay. For example, our Dvergr might have more stone covering their body and their beards will grow. Other examples could be with our HelBound's faces, Hamadryad's tails, etc."

The Q&A also addressed the role and importance of crafters, emphasizing that those players will be able to generate basic materials from their land and that they'll "contribute majorly" to battles.

Camelot Unchained meets Depths stretch goal, Giant race next

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Camelot Unchained giants teaser
Camelot Unchained has met another of its stretch funding goals, which means that The Depths are now confirmed for the forthcoming fantasy RvR title. CU's website has updated with the next stretch goal, which is "the giant races of Camelot."

"Giants will be used as both player races and as inhabitants of The Depths," says the update. "Each giant race will be unique to their Realm (no mirrors used here either). While the concept of giants isn't new, it wouldn't be Camelot Unchained if we didn't do things just a wee bit differently." Details as to what "differently" means are pretty scarce at this point, but keep on eye on this space for more Camelot Unchained news as it happens.

[Thanks Guinness!]

Mark Jacobs promises stretch goals won't delay Camelot Unchained

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CU
Camelot Unchained's Mark Jacobs penned an insightful piece today about how the possible dangers of stretch goals in crowdfunding. "Stretch goals are, in theory, generally a good thing for both players and developers," he wrote. "Unfortunately, while on the surface it looks all nice and serene, underneath the calm waters there is danger and that is the ever-looming problem of <insert theme from Jaws here> DELAYS."

To avoid any future conflict with funders, Jacobs went on to list several principles that his studio will adhere to for stretch goals. He said that future stretch goals must add something very useful to the game, not be thrown in just to raise funding, not require adding too many new people to the team, and be added only if they don't conflict with other goals. Jacobs also indicated that he's perfectly fine with halting further stretch goals or waiting to put them in until the time is right and the team has already finished what it needs to do.

Finally, Mark Jacobs made a sacred vow to fans: "I PROMISE, ON BEHALF OF CSE, NEVER TO ADD, OR ALLOW TO BE ADDED, STRETCH GOALS THAT ENDANGER THE ESTIMATED LAUNCH OF CAMELOT UNCHAINED IN DECEMBER 2015. Okay, now it's official."

Camelot Unchained's internal testing begins

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Camelot Unchained
Mark Jacobs just announced that fantasy PvP sandbox Camelot Unchained is officially undergoing internal testing. "Over the last 24 hours, we have done two stress tests of our client and server. This afternoon's peaked at around 407 client connections from our pool of internal testers," he wrote. "We experienced no crashes even though many players ran multiple instances of the client on their machines."

Full details are available via the CU Kickstarter page.

Camelot Unchained eyeing $2.5 million Depths stretch goal

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Camelot Unchained concept
City State has updated its Camelot Unchained website. It's also unveiled some new pledge tiers designed to speed the RvR sandbox on its way toward the next stretch goal. That stretch goal is The Depths, and it will be realized once the crowdfunding total crosses the $2.5 million barrier (it stands at nearly $2.41 million as of press time).

The Builders Tiers start at $35 and go all the way up to the $425 level. You can browse all the tier rewards individually or scroll down to the bottom of the page for a handy-dandy tier comparison chart.

Camelot Unchained dishes out details on alpha testing, combat, and player interaction

Fantasy, Interviews, Previews, News Items, Camelot Unchained

At long last, dragons will be coiled around stuff in the way that modern games don't allow them to be.
So, are you a backer of Camelot Unchained? Are you wondering when you'll be able to get your hands on the game in a playable form? The earliest build will be available to players in August, but just what will that early alpha contain? In an interview with Eurogamer, Mark Jacobs has stated that at a bare minimum, players should be able to get large-scale battles going in the game. Progression will be there but will not be fully tuned or adjusted, and the earliest stages of building systems will be present.

But what will that large-scale combat look like? In an interview posted today by Keen and Graev, the game's development team confirmed that the game will be avoiding an action-based engine, since it's not in keeping with the old-school ethos of the design. The interview also discusses the social features in the game, including a chat client that will allow players to talk even if they're not in the game. We'll know in August how many of these early concepts make it into testing and whether they work out on the road to release.

Camelot Unchained producer: 'Be excited. Be very excited.'

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Camelot Unchained
Camelot Unchained Producer Tyler Rockwell has emerged from a busy year of work on this upcoming RvR MMO to look forward to the next year through the lens of the game's development.

Rockwell's December producer letter claims that a game is beginning to emerge from all of the hard work. He reiterates that the main focus is preparing Camelot Unchained for January's internal playtest. He also praised many members of the team, including the animation editor, the engineers, and the artists, for their hard work.

Rockwell says that fans of Camelot Unchained have good reason to be pumped for the title: "[Bat shit crazy] is a favorite term of Mark [Jacobs] that, honestly, I believe defines what is going on, mostly in secret, right now. We use the term BSC knowingly because many of the ideas are counter to much of the current MMOs out there. We hope our fan base will be excited by these ideas as we are here. Be excited. Be very excited."

Camelot Unchained Q&A talks box copies, name reservations, and stretch goals

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Camelot Unchained
The community got to kick several questions at the Camelot Unchained team lately, the answers to many of which were returned with gusto in a new Q&A post.

Some of the topics included boxed copies of the game being limited for collectors only, name reservations being done on a first-come basis through Founder's Points, and additional funding stretch goals for developing the Depths and adding more team members to the project. The magic system is coming along as well: "Mark [Jacobs] has been writing and editing the magic and combat systems documents and we have had team meetings to give him feedback. Once we have these systems to a point where the team feels that they are exciting and workable, then we can start releasing details to the community."

The team also gave its monthly update regarding the development of the game. Special mentions were given to work being done on the archery system and preparation for the January playtest.

Camelot Unchained dev blog talks leprechauns

Fantasy, New Titles, News Items, Free-to-Play, Dev Diaries, Crowdfunding, Camelot Unchained, MMORPG

Camelot Unchained
City State Entertainment issued a lengthy update this week centered on the Luchorpan race of Camelot Unchained. In the post, CSE walked through the lore of the Luchorpan, a short humanoid race that lists teleportation, ore detection, and distraction as its strengths while confessing slower movement speed, reduced attack chance against tall foes, and line-of-sight restrictions as its weaknesses.

The post also included a collection of concept art for the new race showing off possible hair styles and jewelry; the Luchorpan appear to be quite fond of beards and gold.

Camelot Unchained has rougher-than-expected development stretch

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Camelot Unchained has slowerthanexpected development stretch
City State CEO Mark Jacobs has an update on Camelot Unchained's development, and it looks as though the recent "sprint" period was rougher than expected.

"Unfortunately, this sprint was not as successful as the last one. Due to illness and travel, a number of items either were not fully completed or in a couple of cases, didn't get started [...] Now, we still had a good sprint but it wasn't as good as the last one," he wrote in his latest update.

Jacobs said that the team is still working to get infrastructure in place but has basic combat functioning and animations improved. Other interesting tidbits from this dev cycle include hints of the next Camelot Unchained video, the initial concepts for a new race, and work being done on the game's magic system. He reports that the team is on track to begin IT testing in January.

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