Camelot Unchained News

Announcing Announcement – Friday, January 12, 2018

Folks,

ThursdayThursdayThursday! Yep, that’s the day for the first, and in my opinion the most important, of our big announcements. As the final details are worked out, I will have at least one special livestream, followed by Q&A, covering the announcement. It has been a long time in coming, but I promise you, it will be worth the effort. If you can’t join us for the livestream, don’t worry, I’m sure that there will be plenty of questions asked by our Backers about it!

On top of that, it was another great week in CSE-land! As the Top Tenish list will show, there has been lots of progress on our game, and not just on our tech. Progress continues apace, albeit slower than our Backers would like, but the pace is consistent, and as we add additional team members, will increase further. Speaking of team members, the latest additions to our studio have survived another week, and so by next week, we can remove the balls and chains that have kept them with us! Will they run away, screaming into the cold, damp Seattle air, or will they stay longer? Stay tuned, and I’ll CU on Thursday!

Top Tenish:

  1. WIP – Tech – Engine Gameplay Systems Improvements: George–and recently, several other teammates as well–have been working on a large commit that rewrites the game loop and input logic to facilitate a lot of current and future improvements. This moves us more to a separation of engine and gameplay code, so we don’t have to manually thread the two together everywhere. This is the work mentioned in one of our update emails for Backers who may be using Hatchery for their C.U.B.E. creations. When this large update goes in (likely next week), we expect quite a bit of follow-up

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A Good Start to a Great Year – Friday, January 5, 2018

Folks,

As promised, we’re starting the year off strong here at CSE, and presenting the first of four announcements coming this month, all of which we’re sure you’ll enjoy. In today’s livestream, Mark announced the first, and in some ways, the least earth-shattering (really, not at all) of those announcements. CSE is hiring big time, with two new hires: our new Community Manager as well as a Senior Animator, both starting this month. We have a third person starting in two weeks, and we’re still recruiting hard for additions to the Seattle and Virginia team.

So, expect lots of changes to our Team Page over the next few months. 🙂 Again, this is not the “big” announcement that Mark has been talking about for weeks, it’s only the first of four announcements. As time goes on, the announcements’ importance in terms of our Backers current concerns/worries/”BETA WHEN?” will grow, and more questions will be answered, news will be shared, and the question of the Beta 1 start date will be addressed. Stay tuned this month for more in our weekly updates. As you’ve heard Mark say several times, it only gets better from here!

We hit the ground running this week, focused on finishing work from the end of last year to move us through our current milestone, and the second of our scenarios. Let’s move into our Top Tenish for the highlights of the week!

Top Tenish:

  1. Tech – Progression Dev UI: The DevUI is our first step in the process of displaying information before we sex it up with some art. Christina’s new DevUI will show progression info on the client, including:
    • Collecting progression: View statistics about what you did as a player during a game day and what item, stat, and

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A Warm and Toasty End to the Year – Friday, December 22, 2017

Folks,

Welcome to the last weekly update of 2017, all! We’re ending the year here on a strong note, with a great end-of-the-week stream from Tim and Andrew and a quick guest appearance by Mark. You can catch that stream HERE. A big shout-out to the guild “Sword of the Dragon” for the amazing, handmade gift of epic mugs for everyone on the team! Great for drinking mead from! A very genuine and heartfelt letter accompanied the gift as well, reminding us all we’re not just making a game, we’re building a world for our Backers to make their own.

The team quickly unpacked the mugs, ending the stream with a thank-you toast to the Sword of the Dragon guild and a very warm toast to Mark, expressing our thanks for taking us along on this epic journey!


Top Tenish:
  1. WIP – Scenario and ECTs: Caleb and Bull have been working on a new way to author gameplay content. Our editor will have the capability to describe detailed gameplay concepts right in our world editor. Iteration speed on our scenarios will really start to pick up after this milestone.
  2. WIP – Tech – Floating Combat Text: Dave completed a first pass of the system this week, hooking up some basic damage and healing flyouts. The purpose of this system is to improve combat readability, so players can not only tell better what is happening, but also help us test more efficiently. Ie: we can use this system to throw more info at players to help debug issues. Of course, this is just a proof-of-concept that the tech works, and is NOT indicative of how this will eventually look.  
  3. WIP – Tech – Ability Buttons: Matt handed off the next update to the ability buttons for AJ to hook up. This includes preparation, recovery, unusable, and disruption states. AJ already has this hooked up on his branch!
  4. WIP – Tech – Patcher Design Update: After getting his Warband UI work into review, AJ began work on the patcher update. This should be up for review fairly soon, and out to Backers next. This mainly includes a change to character and patcher selection.
  5. WIP – Tech – Server Stability: Colin has been working on making the server more resilient to network encoding bugs, which is going up for review today. This should not only improve server stability, but also help us find network encoding bugs easier.
  6. WIP – Tech – Scoreboard and Permissions: Christina is making solid progress on two projects this week. The first is data support for a scenario scoreboard, so players can get more insight into the details of a round. The second item is upgrading spawn points to use

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With Extra Cheese – Friday, December 15, 2017

Folks,

Welcome to another weekly update with CSE! We’ve been very busy this week on several different fronts, ranging from combat readability and new scenario functionality to patcher updates and new VFX. We also had a lively livestream this afternoon with myself (Tyler) and Tim, plus a couple of drop-ins by Mark as well. You can catch that stream HERE.

Without further ado, let’s take a look at the week’s highlights!

Top Tenish:

  1. WIP – Entity Component Templates: As mentioned in last week’s Top Tenish, the work to implement these has involved Andrew, Bull, and Caleb this week. Caleb has been working on playing with the new editor functionality, and setting up spawn points to use the new ECT system. Andrew has been providing design guidance, as well as helping Bull streamline some of the editor functionality. Bull has been working on making the editor even more useful, with the goal of allowing other programmers to rapidly change the format of the components that define entities, and have the editor work with the changed format without intervention. This work will support more gameplay mechanics, and make them easier and faster to create and iterate upon; first for scenarios, then for the larger scope of the game.
  2. Permissions Update: Christina has been quietly working on our permissions tech to make it easier to use in multiple gameplay systems, currently affecting items and plots. We’ll also be able to support more types of permissions, such as granting permission to your Realm to build on your plot, but not dismantle it. Plots can now be granted permission settings based on scenarios as well, something specifically needed for the next scenario. She’s also working on remote plot functions, such as the ability to release a plot without being

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A Toothy Update – Friday, December 8, 2017

Folks,

We had a very productive week here at CSE. We’re pushing forward on the next scenario, which adds further functionality to the scenario system, improves combat readability, and tests some new tech that will be fundamental to adding more gameplay elements to our systems. This work will also add more functionality and improvements to the first deathmatch scenario. Ben and Mark go into more details about this next scenario and the map for testing it in today’s livestream, which you can catch HERE.

For more of the week’s highlights, let’s move to what may soon need to be named the “Almost Top 20-ish!”

Top Tenish:

  1. Tech – Entity Component Templates: Entity Component Templates (or ECT for short) is a system we’re building to allow our designers to build templates for entities out of components. A component could be something simple like “Inventory”, “Skills”, or “Spawn Point”, or it could be something more complex like “NPCSpawner”. This system will allow someone like Ben to create things like a plot that spawns guards when captured, or a spawn point that has guards and a murderous kill field to reduce spawn camping. We’ll begin testing this work in the next scenario.

  2. WIP – Design – Dragonfang: Speaking of which, Ben was tasked with creating a rough design of the next scenario map. He knocked it out of the park! This scenario will re-incorporate the first Place of Power model, which was included in our Beta 1 list. You can get more info from today’s livestream HERE.

  3. Tech – Scenario Automation: Caleb added more functionality to the scenarios, now allowing players to queue up to a certain threshold that triggers the start of a scenario. Players are added in, and NPCs can be automatically

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Moor Progress – Friday, December 1, 2017

Folks,

We’re wrapping up another productive week here at CSE with a solid list of the week’s progress highlights. If you missed today’s fairly colorful wrap-up with Tim and myself (Tyler), you can catch that HERE. We go over the Top Tenish items, and there’s a fairly “animated” Q&A ,with some of our awesome, and ever-inquisitive Backers. Let’s take a look at what we’ve been up to!

Top Tenish:

  1. WIP – Milestone Planning: Andrew’s visit to the WA office this week has provided some face time with our sister studio. It gave them an extra opportunity to cover planning on various systems and work on future milestone goals. We’ll be sharing some of these goals as a roadmap for Beta 1. Perhaps the best part of the plan is to make these goals fun to hit, using our Beta 1 scenario system.

  2. WIP – Tech – Google Cloud Platform: When we started down the adventure of making an MMORPG, there weren’t many options when it came to cloud hosting. That has changed, and we’re evaluating some other offerings. We’ve used Amazon’s AWS for a long time, and we’re investigating others, especially GCP, Google’s Cloud Platform.  Supporting multiple platforms make us more flexible, with more choices for features and price points. Currently, GCP looks like a great opportunity to potentially do some really cool things for Backers who are located further away from our main hub (such as West Coast USA, Europe, Asia, and the Pacific) and save City State a bunch of money while doing so. All of this hinges on getting our code talking to their servers and testing it, and that’s what we’re working on now.

  3. Updated Database Ecosystem:  A while back, we spoke about updating our database drivers. We’ve finally finished

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Giving Thanks – Wednesday, November 22, 2017

Folks,

It’s that time of year when, for those of us who celebrate Thanksgiving, we reflect on all that we are fortunate to have in our lives. For us at CSE, we are more than thankful not only for our supportive Backers, but also for the opportunity to work with you on such a great game. As we’ve begun to re-open testing, starting last week with our IT Backers, this was never more apparent as people jumped into Discord voice to join us in the melee. My favorite remark so far was “Get rehked son!”

After each test I had more than one person in the office comment, how much fun the tests were and how particularly colorful some of our Backers can be! Once again, thank you very much to you, our Backers. As an extra thank you, we’ll have an IT test this weekend. Details are included at the bottom of the update and will be followed by a reminder on Friday. So if you’re in IT, watch your email!

We’ll be out of office Thursday and Friday of this week, and back to work Monday, looking to expand the scenarios to support even bigger battles, with more mayhem courtesy of you guys and gals!

As it’s a short week, I expected our Top-Tenish, to possibly not reach ten items. However, we’ve got eleven highlights this week. Read on!

Top Tenish:

  1. WIP – Tech – Scenario Management Updates: After two successful tests of our current SNS build this week, Caleb is working on automating our scenarios so admins are not required to oversee them. Scenarios will auto-restart when they complete, and players will be able to enter a fight when the latest scenario is ready.

  2. WIP – Tech – NPC updates: For scenarios, Caleb has updated how we manage

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