Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Week in review (TL;DR)

francis_baudfrancis_baud Member RarePosts: 479
edited April 2017 in Camelot Unchained
November 7-13

Development

  1. The first stances are in the game: travel and combat
  2. Better network performances (optimization of network data)
  3. Visual and functional update to the patcher's UI
  4. Offensive and defensive combat movement animation prototypes
  5. UV layouts and materials for axes
  6. Materials and integration for spears
  7. CSE is up to 6 people in Seattle, Cory is leaving CSE
  8. Improvement to the lighting system: first pass on bloom, desaturation, eye adjustment and light shafts

This week's update: http://camelotunchained.com/v3/8694-2/

Post edited by francis_baud on

Comments

  • francis_baudfrancis_baud Member RarePosts: 479
    edited April 2017
    November 14-20

    Development
    1. Several bot tests in the last 2 days. The results (on a GeForce 970):
    2.  240 bots* at 110 FPS,  600 bots at 67 FPS,  960 bots at 43 FPS.  More optimization to come.  *Bots are real "headless" clients consuming more CPU & network bandwidth than players' client. 
    3. Improvement to the visual fidelity and performances of the impostors (i.e. distant models, like forests, displayed as flat planes)  
    4. Basic guild features: creating, joining, inviting and chat
    5. Refactor of the building grid: work begun to add round towers
    6. TDD Fall Court armor model completed
    7. New assets added and existing assets tuned for the Autumn biome

    This week's update: http://camelotunchained.com/v3/big-bot-beltway-battles/
    Post edited by francis_baud on
  • francis_baudfrancis_baud Member RarePosts: 479
    edited April 2017
    November 21-27

    Development
    1.  Great network and rendering performance with 1,500 bots
    2.  Increased frame rate thanks to a more aggressive characters' LOD'ing
    3.  Work in progress on implementing the VFX and sounds for the abilities
    4.  Concept art and 3D model of the new moons
    5.  TDD Fall Court armor added in-game
    6.  Autumn biome: texture, material, model, particle and light adjustments

    This week's update: http://camelotunchained.com/v3/cse-evening-update-wednesday-november-23rd-2016-leaving-on-a-jet-plane/

    Post edited by francis_baud on
  • ShinimasShinimas Member UncommonPosts: 67
    It's a thankless job, but someone's gotta do it... Seriously though, you gonna keep up with this for the next 4 months until Beta 1? Or even after that? You have more patience than I do. Hell, 99% of the people don't even have patience to watch any of that at this point.
  • JamesGoblinJamesGoblin Member RarePosts: 1,242
    Shinimas said:
    It's a thankless job, but someone's gotta do it... Seriously though, you gonna keep up with this for the next 4 months until Beta 1? Or even after that? You have more patience than I do. Hell, 99% of the people don't even have patience to watch any of that at this point.
    @Shinimas I hope he'll continue, and speaking of "99% people...patience" - I guess ~600 views after only three posts is more than satisfactory.
     W...aaagh?
  • francis_baudfrancis_baud Member RarePosts: 479
    Shinimas said:
    It's a thankless job, but someone's gotta do it... Seriously though, you gonna keep up with this for the next 4 months until Beta 1? Or even after that? You have more patience than I do. Hell, 99% of the people don't even have patience to watch any of that at this point.
    I appreciate your message! I've no idea how long I'm going to do it, for now I thought it could be useful to a few people who are not interested in reading the whole newsletter or search through several live streams to find the "meat".  :p Speaking of thankless job, there are several fans (including JamesGoblin) who are putting a lot of effort to support CU, it's a pretty dedicated / active community. =)
  • ErevusErevus Member UncommonPosts: 135
    How about 2000 bots casting projectiles, spells.....etc ?
    Would this roll out smoothly ?
    "Human beings make life so interesting. Do you know, that in a universe so full of wonders, they have managed to invent boredom. (Death)”
    ― Terry Pratchett,


  • francis_baudfrancis_baud Member RarePosts: 479
    erevus said:
    How about 2000 bots casting projectiles, spells.....etc ?
    Would this roll out smoothly ?
    The last time they've tested with a huge number of projectiles (bots were spam-casting abilities) I think it went pretty well, both for the servers and engine. Now they've made lot of visual improvements that could maybe impact on performances (they've created better looking VFX, lot of lighting improvements, new animation system, etc.). I guess that we will have the answer once the new animation, ability and particle systems are totally implemented and tested. =)
  • francis_baudfrancis_baud Member RarePosts: 479
    edited April 2017
    November 28-December 4


    Development
    1. Several environment and weapon VFX completed
    2. Improvement to bandwidth usage allowing bigger and smoother battles
    3. Work in progress on integrating sound effects to the new ability system
    4. Work in progress on hooking up the animation system to the ability system
    5. Refactor of the skydome and lights
    6. Work in progress on the two-handed hammer animations
    7. Optimization on bits per positional update: reduced by 20%
    8. Improvement to rendering performance (distant players' shadows & geometry)
    9. Work in progress on curved surfaces in buildings
                                                                       
    This week's update: http://camelotunchained.com/v3/cse-evening-update-friday-december-2nd-2016-short-and-sweet/
    This month's newsletter: http://eepurl.com/crrC5L
    Post edited by francis_baud on
  • francis_baudfrancis_baud Member RarePosts: 479
    edited April 2017
    December 5-11

    Development

    1. Partneurship with Discord: a robust chat system and integrated voice chat
    2. Combat, normal and travel movement speed completed
    3. HDR Bloom and tone-mapping support completed
    4. Support for stacking and charges (Banes & Boons) completed
    5. Improvement to the networking with 1,000 bots
    6. The art for all the CSE-created weapons for Beta 1 is finished
    7. Update on the default base clothing (belts, shirts, pants)
    8. Additional concept art and props for Realm variations were created
    9. Animations for defensive and offensive stances (two-handed hammer) completed

    This week's update: http://camelotunchained.com/v3/a-little-bit-of-discord/
    Post edited by francis_baud on
    JamesGoblin
  • francis_baudfrancis_baud Member RarePosts: 479
    edited April 2017
    December 12-18

    Development
    1. Work done on memory to stabilize the spikes (networking)
    2. Improvement on particle performances
    3. Sound effects hooked up to primary and secondary components
    4. Robust tagging system created to manage more easily the growing asset library
    5. Work in progress on the Place of Power assets and Realm themed statues
    6. Work in progress on environmental assets (fun things to come across while exploring)
    7. New VFX to be used in current and future biomes
    8. Work in progress on rigging the TDD Fall Court heavy armor (male/female Luchorpans)

    This week's update: http://camelotunchained.com/v3/8749-2/
    Post edited by francis_baud on
    JamesGoblin
  • ShinimasShinimas Member UncommonPosts: 67
    edited December 2016
    Well... I like those statues, even though the lion looks a bit odd to me. Also, what's up with that character's face? It's like a glued on cardboard cut out, kinda creepy, plus it looks like something straight out of 2002.
  • ste2000ste2000 Member EpicPosts: 6,194
    Looking good!
    Thanks for the update.

  • nursonurso Member UncommonPosts: 327
    edited December 2016
    Shinimas said:
    Well... I like those statues, even though the lion looks a bit odd to me.
    The animal statues, especially the lion, look very renaissance-esque to me. So, IMO it's on purpose.


    Shinimas said:
    Also, what's up with that character's face?
    It could be a placeholder.
  • ShinimasShinimas Member UncommonPosts: 67
    nurso said:
    Shinimas said:
    Well... I like those statues, even though the lion looks a bit odd to me.
    The animal statues, especially the lion, look very renaissance-esque to me. So, IMO it's on purpose.

    Oh. Yeah, I can totally see that. Interesting.
  • francis_baudfrancis_baud Member RarePosts: 479
    edited April 2017
    December 19-25

    Development
    1. Memory use improvements that solved intermitent lag spikes
    2. Great performances at 1,800 bots
    3. Work in progress on particle performance improvements (goal: 50x)
    4. Integration of curved blocks to build structures
    5. Work in progress on combining curved & non-curved blocks in the same structure
    6. Work in progress on physics server: less rubber-banding, supports more buildings breaking and abilities going off
    7. Block model phase of the Place of Power completed, ready for rudimentary playtesting
    8. Environment props: whale & human skeletons
    9. Lore: the final draft of The Great Depths Raid Part 11 completed
    10. Some test sounds working on abilities

    This week's update: http://camelotunchained.com/v3/we-wish-you-a-happy-2017/
    This week's newsletter: http://eepurl.com/cuT_0v

    Post edited by francis_baud on
    JamesGoblin
  • francis_baudfrancis_baud Member RarePosts: 479
    edited April 2017
    January 2-8

    Development

    1. Stress tests with 1,000 backers & bots: great networking and client performances
    2. Building destruction tests went very well
    3. New programmer just joined CSE
    4. Improvements to the item system (more character customization options)
    5. Work in progress on Physician sound effects and stance transition sounds
    6. Work in progress on the combat animations for the polearm
    7. First pass completed on new, very large trees
    8. VFX concept pass completed for the Place of Power
    9. Work in progress on the alloy making system for crafting

    This week's update: http://camelotunchained.com/v3/its-2017/
    Post edited by francis_baud on
    JamesGoblin
  • francis_baudfrancis_baud Member RarePosts: 479
    edited April 2017
    January 9-15

    Development

    1. Updates on building plots: info UI and queued items
    2. First pass on resources harvesting used to build structures
    3. Improvements to building code (UI, grid lines, rectangular / circular structures)
    4. Work in progress on the secondary armor layer: multiple shirt layers under the armor
    5. Work in progress on making body part animations independent from each others
    6. Work in progress on greatsword and polearm animations
    7. Environment props: several statue models created
    8. Permission granted to Beta 2 testers to install the patch client and use the chat
    9. Second pass and some VFX completed for the Place of Power

    This week's update: http://camelotunchained.com/v3/cse-evening-update-friday-january-13th-2017/
    Post edited by francis_baud on
    JamesGoblin
  • francis_baudfrancis_baud Member RarePosts: 479
    edited April 2017
    January 16-22

    Development

    1. Work in progress on blending multiple independent animations simultaneously: running and attacking, using sword and shield, etc.
    2. Work in progress on gear slots and addition of new slots (e.g. face, neck and skull replacing the generic "helmet" slot)
    3. Some of the primary VFX for the Place of Power completed
    4. Work in progress on Realm variations concept for the dark forests
    5. Work in progress on environment art: faces in the trees
    6. Work in progress on the first pass on some combat animations
    7. Work in progress on skin and hair that allow races and Realms variations

    This week's update: http://camelotunchained.com/v3/oring-with-charon/
    Post edited by francis_baud on
    JamesGoblin
  • francis_baudfrancis_baud Member RarePosts: 479
    edited April 2017
    January 23-29

    Development

    1. First pass of the animation system: more functionality and variety, improved workflow, smoother animations, customization (e.g. Realm, race, class, gender and gear)
    2. Optimization to terrain threading and increased performances
    3. Successful second phase of IT testing of the patcher
    4. Work in progress on more armor parts (e.g. helmet, face and neck) and multiple armor layers (e.g. shirt and chest armor)
    5. Creation of multiple subzones allowing for significantly bigger maps
    6. Work in progress on island size increasing from 16 km to 32 km
    7. Work in progress on the art for the Place of Power (materials, geometry details, assets)
    8. First pass on the Place of Power ambient music
    9. Work in progress on the art for the darker forest (wood branches, barks, bits)
    10. Several plant models created for the darker forest

    Live Streaming

    This week's update: http://camelotunchained.com/v3/the-andrewmation-has-landed/

    Post edited by francis_baud on
    JamesGoblin
  • francis_baudfrancis_baud Member RarePosts: 479
    edited April 2017
    January 30-February 5

    Development

    1. Work in progress on setting up the animations for the damage types (crushing, piercing, slashing) and for high, mid and low attacks
    2. First pass on assigning armor art assets regardless of race or gender
    3. Work in progress on the terrain editor (adjustment for bigger maps)
    4. Update to characters' hands
    5. Work in progress on new head materials to support a wider range of hairstyles
    6. Work in progress on the art assets for the new dark forest biome
    7. Additional body sculpts for the dark forest biome completed
    8. Prototype of a full-body animation (as opposed to separate upper and lower body animations)
    9. New ambient music and SFX

    Live Streaming


    This week's update: http://camelotunchained.com/v3/friday-february-3rd-2017-assembling-all-the-things/
    This month's newsletter: http://us5.campaign-archive2.com/?u=2b70fd18d895dd960141bac55&id=4ea5362d33

    Post edited by francis_baud on
    JamesGoblin
  • WizardryWizardry Member LegendaryPosts: 19,332
    What i look for is depth in design.

    Those weapons,are there any meaning/stats behind them or just visual choices?
    Example a certain type of weapon might be better for reach or speed or even adding some defense.Some would cut through plate mail better than others,while blunt would straight out deliver a denting blow that causes internal damage while a sword might just ricochet off the plate.
    Point being,pictures don't do anything for me,can you imbue the weapons,give them magical properties,do the weapons perform various combo attacks?

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • WizardryWizardry Member LegendaryPosts: 19,332
    The weapons go right through the players :( ,including the player just standing there holding it as it phases through the legs.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • nursonurso Member UncommonPosts: 327
    edited February 2017
    Wizardry said:
    The weapons go right through the players
    Weapons aren't 'physical' objects yet.

    Wizardry said:
    Those weapons,are there any meaning/stats behind them or just visual choices?
    Weapons differ in:
    • the skills and skill-components one can use
    • damage
    • durability
    • weight
    • etc.
    What weapons don't have are +stats.
Sign In or Register to comment.