![]() "However, we’re going to fix those issues sooner rather than later (as soon as we get some build machines up with the older cards). with the known cards/OS version with issues, just as we did with the previous AMD card problems," Jacobs wrote. We are actively working with the players to update our F.A.Q. "Major problems were non-existent, and while there were a number of issues with older video cards/CPUs and OS versions, these were in a tiny minority rather than the majority. The game's server-based physics also performed "beautifully," and the character creation system reportedly went over very well. But the servers ran through the entire test without a single crash, and while the battles didn't reach quite the scale the developers were hoping for, they say performance was rock-solid throughout. After more than 9 years (counting from first videos on official YouTube where they were showing people in office actively working on parts of game), all they can show is more concept art of lamp posts in their newsletter and an hour-long Twitch "talking head" streams.It's worth keeping things in perspective: The pre-alpha test was very small, peaking at more than 500 simultaneous players, and the action took place within a fairly tiny arena. I logged into the current beta (build #145) yesterday, everything still looks atrocious including lighting which changes in noticeable distinct "steps" as your characters moves in and out of shaded areas, and at night the lighting oversaturates everything to the point of making distant trees look like a single sheet of dirty gray material and rocks and building walls facing the natural light source look like they were lit with a projector beam.Īnd their other game, "Final Stand Ragnarok", hasn't received a single status update ever since they put it in "Early Access" on Steam 5 months ago: They are still afraid to show an actual gameplay of the current build through videos and are still struggling to add basic things like properly-functioning lighting into their current engine demo. With virtually no active players (1-2 occasional players during last few months according to Steamdb) yet they still expect people to pay $20 for it.Crowd-funded 'fight each other not monsters' MMO Camelot Unchained opened for pre-alpha testing earlier this week and the results are encouraging. Mark Jacobs and the team working on Camelot Unchained have released their very first class design document. ![]() Clockwork Labs, today announced the start of Pre-Alpha testing for the upcoming. The focus was the game's engine and the servers handling tens - hundreds - of people fighting in the same area. Camelot Unchained is an Arthurian fantasy MMORPG from City State Entertainment and Mark Jacobs, founder of Mythic Entertainment and known for his development of Dark Age of Camelot. Control Game - Second pass larger map design. Camelot Unchained is an in-development MMORPG based on the mythology of. Control Game - First pass placement of block models to support. ![]() When too many people descend on an area in most other MMOs, things grind to a halt and even prompt a server crash.Įnsuring this doesn't happen in Camelot Unchained, which bases its entire concept on large realm versus realm battles, is priority number one. Servers held up without a crash, though, and saw 150 people fight in a small area "without any system-wide slowdowns". "What was especially cool, given the size of the battleground and all the magic flying around the space, players fought happily in a generally lag and latency-free war, even when people were connecting to our AWS servers from all over the world," wrote Mark Jacobs, the boss.ĭeveloper City State Entertainment created a special 'capture the duck' mini-game in a small area for the occasion, and threw in plenty of widely varying abilities - and then messed with their values - to ensure it was fun, and rigorous for the servers. You understand that this game is currently in an Alpha state. "The biggest objections from the players were things like slower movement speed than they expected, longer cast times, liberal use of cooldowns, no cast bar, and some other things that they thought were final game-design choices," added Jacobs. That means that you are not going able to play in a finished/polished game immediately, rather you are helping us create the game which currently has a release date TBD. "As we stated in the FAQ, this pre-alpha test is for testing the engine, not for testing the game design of Camelot Unchained. "Now that we have a nice, stable build up for our pre-alpha folks, our team will go back to building and breaking new stuff.
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