Howdy, Stranger!

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

Monthly Updates (TL;DR)

francis_baudfrancis_baud Member RarePosts: 479
edited April 2021 in Camelot Unchained
January 2021

Progress:

  1. Table-based system for alchemy (combination and experimentation)
  2. Golems are available in-game
  3. AI improvements : guards behavior
  4. WIP - Animation : aesthetics pass on the ragdoll component (realistic skeletal motion)
  5. WIP - Animation : more generalized procedural motion capability (interesting effects : head tracking, pointing, and dynamic impact response during combat)
  6. Content pipeline improvements : tools improved in prevision of multiple devs working on the same content
  7. Build pipeline improvements : extension to make transitions less painful
  8. Database availability improvements
  9. Bug fixes : jumping interrupting attacks, missing textures, terrain loading, etc.
  10. Projectiles timing update (sync the creation of the projectile with the animation)
  11. Damage and kill tracking : properly attribute an action to a player for more complex situations
  12. Volumetric fog : regions of thick semi-transparent gasses like fog or mist (high framerate)
  13. Verdant forest biome is available in-game
  14. Verdant forest : dozens of 3D assets (glowing vegetation, flowers, bushes, shrubs, etc.)
  15. Verdant forest : second set of trees and improved canopies
  16. Verdant forest : bug fixes (lighting and rendering)
  17. WIP - Verdant forest :  atmospheric conditions (lighting style packs)
  18. Asset materials and LODs fixes : daggers, bows, axes, maces, hammers, elixir bottles, and instruments
  19. Point of interest : shipwreck cove content
  20. Major updates to the existing and future races


Proof of Concept Zone for the Verdant Forest Biome


Tower in the Verdant Forest


Volumetric fog


Mockup of all the broken bits for the TDD ship


3D assets for the Verdant Forest


First concept pass of the Valkyrie remake


Concept art for the new St'rm


Concept art for the Vanirkin


Monthly update : https://camelotunchained.com/v3/by-the-pricking-of-my-thumb-something-verdant-this-way-comes-friday-january-29th-2021/
Newsletter : https://mailchi.mp/citystateentertainment/unveiled-camelot-unchained-newsletter-642424
End of month Twitch stream : twitch.tv/videos/893063631

Post edited by francis_baud on

Comments

  • francis_baudfrancis_baud Member RarePosts: 479
    edited April 2021
    February 2021

    Progress:

    1. WIP - Alchemy system (working version in spreadsheet)
    2. 90-day plan: RvR3, updated races, alchemy, etc.
    3. Fir Bog available: grow over time, racial ability
    4. Fir Bog ability: essentially becomes a siege engine themselves (lobs a diseased projectile filled with toxic spores)
    5. WIP - Enhancement to the projectile system: target arbitrary positions (random or intentional misses, arrow volleys, aiming at specific body parts, etc.)
    6. WIP - Volumetric fog: wobble, gradients, etc.
    7. Verdant Forest: bidirectional reflectance distribution function (reduces the unnatural sheen)
    8. Bug fixes: building geometry and stability visualization, animation tags, projectile hit FX, etc.
    9. Improved monitoring and alerting: WebAPI, relay server, internal patch clients and secondary database members
    10. Logging configurations: simplification of the management and better configurations
    11. WIP - Framework upgrades: containerized process to upgrade Visual Studio, .NET, gcc, etc. on the different levels of build (Hatchery, Nuada, etc.)
    12. WIP - Split of the WebAPI: easier and safer to roll out new features without risking breaking builds
    13. WIP - Database driver migration: the last of the legacy driver out of the way
    14. Native Coordination Service: the few servers not yet included in the NCS are being included
    15. WIP - Parameterized statuses: more freedom to the designers to create abilities and status effects, and facilitates the interaction with other systems
    16. WIP - Golden Plains: design of the new biome
    17. WIP - RvR3 map: design of the overall scope (distances to objectives and overall size)
    18. WIP - Island of Banba: ensuring setup for gameplay aspects are in order (PoIs, towers and other TDD related components)
    19. Revamp of weapons' textures and LODs (swords, shields, spears and bows)
    20. Valkyrie: update to the old concepts and complete revisit of the race
    21. WIP - Animation: test and spotfix of any major animation or armor fitting issues
    22. Dragon’s Web rebirth portals: Viking's done, TDD almost done
    23. WIP - Dragon’s Web item set: animation work (item-use animation for the disruptors)
    24. WIP - Verdant Forest: bug fixes, improved signage, new foliage, etc.
    25. Verdant Forest: focus shift to implementation in the RvR3 map
    26. Verdant Forest: Overmind allows automatic testing of the zone
    27. Verdant Forest: spawn points added directly from their respective starting town
    28. Verdant Forest: concept art for climbable roots (ambush opportunities)
    29. Verdant Forest: new foliage: flowers, banana leaf, starleaf shrubs, hanging vines, etc.



    Giant wearing an heavy armor


    Valkyrie concept art


    Golden Plains concept art


    Wobbly fog around ship wreck


    Large roots assets


    Fog and castle


    Verdant Forest


    Dragon’s Web resurrection portals


    Valkyrie concept art


    Foggy port


    Monthly update : https://camelotunchained.com/v3/a-great-ending-to-a-very-cold-month-friday-february-26th-2021
    Newsletter : https://mailchi.mp/citystateentertainment/unveiled-camelot-unchained-newsletter-642463
    End of month Twitch Stream : twitch.tv/videos/929506861
    90-day plan Twitch Stream : twitch.tv/videos/928719936

    Post edited by francis_baud on
  • KyleranKyleran Member LegendaryPosts: 43,498
    Yep, pretty good progress for a game so early in development.

    Oh wait, coming up on 8 years now I think, so nevermind.

     :D 
    francis_baud

    "True friends stab you in the front." | Oscar Wilde 

    "I need to finish" - Christian Wolff: The Accountant

    Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm

    Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV

    Don't just play games, inhabit virtual worlds™

    "This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon






  • francis_baudfrancis_baud Member RarePosts: 479
    Kyleran said:
    Yep, pretty good progress for a game so early in development.

    Oh wait, coming up on 8 years now I think, so nevermind.

     :D 
    lol well, it is what it is, but I'll just copy an earlier post here to get the argument going  :p

    "[...] over the years they have improved the engine to the point it can render and network 5,000 autonomous remote clients (simulating real players), built a top-notch lighting system (visually great and very performant), great animation and VFX systems, an innovative ability builder that let players create their own abilities with components, a block-by-block construction system with server-side physics checks for stability and destruction, C.U.B.E. which is in a pretty good state with all the textures and materials, procedural map generation system that works very well and is being improved, classes and races as part of the non-mirrored realms, collision of projectiles mid-air with the AIR system (plus interesting effects like fire + water = steam), initial pass on the crafting system (actually I've no idea how far this system is), lot of vegetation and landmark assets, AI / pathfinding system, and all kind of technical stuff like tools, servers and engine technologies."

    They surely did more than that, like progression systems, UI, chat functions, SFX, different models, etc.
    Kyleran
  • KyleranKyleran Member LegendaryPosts: 43,498
    And left to do before release is... (Anyone?)


    francis_baud

    "True friends stab you in the front." | Oscar Wilde 

    "I need to finish" - Christian Wolff: The Accountant

    Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm

    Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV

    Don't just play games, inhabit virtual worlds™

    "This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon






  • francis_baudfrancis_baud Member RarePosts: 479
    edited April 2021
    March 2021

    Progress:

    1. WIP - Alchemy system: implementation into the game (potions created through the Vox, using harvest tents' crafting materials)
    2. WIP - Revisit of the entire movement system
    3. WIP - Changes to the movement speed (from 5 to 7)
    4. WIP - Early design for caravans
    5. Enhancement to the NPC archery: ability to target arbitrary positions (missed shots, ability to lead moving targets, volley of arrows, etc.)
    6. WIP - Upgrade to NPC targeting: ability to track multiple targets simultaneously (tactical judgments, attack multiple targets, attack enemies while helping allies, aim at one target while moving towards another, etc.) 
    7. Improvement to how support class statuses notify the player
    8. Bug fixes: Blessed Crow cauldrons, tab targeting, Blessed Crow items, torches not showing up in travel stance, inventory UI, Vox to not showing up in the correct rotation, etc.
    9. Improved Logger Serialization: rework on how the data gets written and captured (helps better triage and diagnose server issues and overall improves stability and availability)
    10. Improved debugging process and experience of local Launcher API servers and removed all unnecessary game/shard API endpoints from Launcher API
    11. WIP - Framework updates (Visual Studio, .NET, gcc, etc.) and efforts at containerizing the process
    12. Database driver migration: the few remaining databases were upgraded 
    13. Network patch client rollout: improvement to the way asset, like collision, make it on to the servers (update and start up faster) 
    14. WIP - Fog: performances improvements and new shapes for fog volumes, including cylinders and ellipses
    15. Upgraded TDD island: improved visual with Verdant Forest assets and improvements and cleanup to the master terrain mod (improved efficiency for future iteration)
    16. Upgraded TDD island: improved materials
    17. Upgraded TDD island: repairing height maps to terrain that resulted in better visual detail and creation of new path material
    18. Upgraded TDD island: core path mods were improved to aid in layout and further upgrades for all home islands down the line
    19. Upgraded TDD island: Updated portals and locations
    20. Upgraded TDD island: New TDD ship models
    21. Dragon’s Web Rebirth Portals: last one is completed
    22. Art fixes: staffs, scepters, wands, and tomes of all realms
    23. St’rm male and female 3D models
    24. WIP - giant armor fix for all current giant armor sets
    25. WIP - assets for the  Elder Hawthorn Tree PoI: updated tree and new petrified trees
    26. WIP - Golden Plains biome: environmental concepts
    27. WIP - Golden Plains biome: main trees are being set up and different rock varieties are being created for random generation
    28. WIP - Golden Plains biome: preparation to implementation of different grass heights while maintaining high engine performance
    29. WIP - Indirect illumination and reflections update: massive effect on how things look in shadows (organic materials have a more realistic sheen and side lit objects look less flat)
    30. WIP - Indirect illumination and reflections update: bug fixes (distant areas no longer receive ambient light from brightly colored objects next to the player)
    31. WIP - Indirect illumination and reflections update: performances improvement (2-9 fps boost)
    32. WIP - Indirect illumination and reflections update: reflections no longer swim around slightly when the camera moves (highlights on all objects more stable and realistic looking)


    TDD home island


    TDD port


    Portals


    Improved TDD island


    New shore lines


    Golden Plains concept art


    TDD home island


    Female St'rm


    Enhanced illumination


    Home island of Ériu


    Verdant Forest


    Monthly update : https://camelotunchained.com/v3/marching-into-april-wednesday-march-31st-2021/
    Newsletter : https://mailchi.mp/citystateentertainment/unveiled-camelot-unchained-newsletter-642503
    End of month Twitch stream : https://www.twitch.tv/videos/970399682

    Post edited by francis_baud on
Sign In or Register to comment.