Afternoon Update – Friday, April 15th, 2016

Folks,

Tyler here, to tell you that it has been another productive week at CSE as our trek to Beta 1 continues. Unfortunately, Mother Nature has sent her seasonal yellow-tinted pollen plague upon us! We’ve had a varying tally of people in the office as either allergies or a really rough cold took people out of the fray for a number of days. Those of us still capable of cogent thought, however, are trucking on: getting more work in, fixing bugs, or finding ways to add more to previous work. We continued to stream this week, maintaining one of the most open productions I’ve ever been a part of. However, we had to postpone our Beta 1 Update stream that was planned for today, as Mark has been one of the hardest hit this week. I can personally attest that it takes a mountain to move the man out of the office, so we felt the smart thing would be to delay the Beta 1 Update with Q and A till early next week. We figured it would be much easier to do when he was capable of speech for more than ten minutes at a time.

You can find more info in our forums here (https://forums. camelotunchained.com/topic/ 14070-beta-1-update-coming- early-next-week-updated/ ).

As work progressed this week, many of you noted our new in-house artist, Dionne. Dionne has been doing some great work for us in the background, and is now getting the recognition she deserves. Here’s a shot of her from this week, working on materials for the Vox model that Jon made, and Sandra and Michelle concepted. A team effort, for sure!

As an example of extras we are trying to get into Beta 1, here’s some concept art of the TDD’s light armor, which some of you may have seen both Michelle and Jon working on during their streams earlier this week.

To continue the trend, Scott is currently working on additional animations more specific to our Beta 1 classes. Here’s some WIP of new Stone Healer animations, doing their healing with rocks. I love it! (Note the purple water balloon is just a temp prop for the animations…but would be fun!)

And last, and certainly gorgeous, some art that may soon make its way in animated form onto our new and awesome patcher.

To finish off this week’s update, we’ve got our User Story update, per our usual two-week cycle. This week’s User Story update is smaller than before, as the team’s focus has gone from an “everyone into the pool” mentality with lots of new features and assets, to more one of bug fixing and auditing of the work done. Also, there’s that whole plague that hit the office this cycle.

To get us rolling, we’ve updated our Beta 1 Feature List card with several items we’re confident in checking off at this time.

Beta 1 Feature List:

Ability to choose from a selection of work-in-progress races. – Complete

Ability to choose gender from available race choices. – Complete

First pass buildings/architecture art per Realm. – Complete

A selection of Realm-based weapons, using temporary art, for testing. – Complete

Destruction of buildings at varying game speeds (slow, normal, fast, etc.) – Complete

Additional sound support – Complete

Updated Patcher that better delivers community content as well as supporting both 32 and 64 bit client installations. – Complete

New physically based lighting model. (PBR) – Complete

New materials in editor to support new lighting model. – Complete

Image based ambient and specular lighting. – Complete

Old Cards:

As a Backer, I’d like to play in a procedurally-created environment. – Part Four.

Second pass grass art resources to improve frame rate and density. – Complete

Terrain generation performance improvements:

Re-thread terrain generation\ to happen asynchronously in the background. – Complete

Make realm control point changes seamless. – Complete

Make several smaller improvements to terrain generation. – Complete

Improve terrain editing in editor, to reduce hitching and pauses. – Complete

As a Backer in Beta 1, I’d like to be able to select my race, gender, and class, as well as set my stats and banes and boons. (Based off B1 tech and features.)

Create SFX for character creation UI. – Complete

Additional CSS changes for art pass. – Complete

As a Backer, I’d like to test the male Pict model.

Make character selectable in game. – Complete

As a Backer, I’d like to test the female Pict model.

Create textures. – Complete

Import and test model parts. – Complete

Make character selectable in game. – Complete

Update UI elements. – Complete

As a Backer, I’d like to play in new biomes that change according to Realm ownership. – Biome 01

Concept ambient SFX pass biome 1 – “Neutral” and “Owned” by each Realm. – Complete

Concept ambient bird calls specific to each realm. – Complete

As a Backer, I’d like to know about all the smaller enhancements the MOD Squad makes to Camelot Unchained.

Basic Crafting UI – Complete

Refactor building mode toggle button UI. – Complete

Bug fixes to new patcher. – Complete

Show percentage on install/download progress. – Complete

Set focus on the correct input field when patcher loads. – Complete

As a German Backer, I’d like to visit the German version of the Camelot Unchained website.

All additional updates translated to March 25th – Complete

All additional newsletters translated to #15. – Complete

As a Backer I’d like a patcher to not only update my game, but also give me the most important news and updates, get support, chat with the community and look awesome while doing it!

Animate splash screen 10. – Complete

Animate splash screen 11. – Complete

Animate splash screen 12. – Complete

As a Backer in Beta 1, I’d like to have a sampling of Arthurian light, medium, and heavy armor to wear in game.

Light Armor – Adjust armor to fit female humanoid form. – Complete

Create material ID sheet for light, medium, and heavy armor, for ease of updating textures. – Complete

As a Backer in Beta 1, I’d like to have a sampling of Viking light, medium, and heavy armor to wear in game.

Light Armor – Material references provided. – Complete

Create material ID sheet for light, medium, and heavy armor, for ease of updating textures. – Complete

As a Backer in Beta 1, I’d like to have a sampling of TDD light, medium, and heavy armor to wear in game.

Update work sheets to reflect silhouette and low poly improvements. – Complete

Light Armor:

Light Armor – High and low poly sculpt complete. – Complete

Light Armor – Material references provided. – Complete

Create material ID sheet for light, medium, and heavy armor, for ease of updating textures. – Complete

As a Backer in Beta 1, I’d like to play as a Crafter with basic gathering and crafting mechanics for testing.

Vox Magus model high. – Complete

Vox Magus model low. – Complete

Vox Magus textures. – Complete

As a Backer in Beta 1, I’d like to be able to choose from a selection of classes for each Realm.

Rough Pass ability SFX for testing:

Blackguard – Complete

Forest Stalker – Complete

Winter’s Shadow – Complete

Physician – Complete

Empath – Complete

Additional Functionality:

Additional animations sets of rock throwing one hand, and with off hand weapons. – Complete

Additional art for placed Stone Healer assets. – Complete

Additional weapon draw animations from back of player. – Complete

New, basic, standing idle animation. – Complete

Set-up classes in sound system. – Complete

As a Backer in Beta 1, I’d like to be able to build with stability, as well as destroy the buildings of other Realms.

Rough first pass sfx when blocks are destroyed. – Complete

First pass vfx for B1 block types – stone and wood. – Complete

Update plot marker VFX to be larger. – Complete

Add an inner sanctum VFX to indicate the center of the plot’s location for capturing. – Complete

Doors are removed when an opposing faction captures the plot. – Complete

Construction UI shows number of allies contributing to build speed. – Complete

Optimization pass building/plot mechanics. – Complete

Reduce need of stability updates. – Complete

Improve building mesh performance further. – Complete

Improve managed building interface. – Complete

Tune threading values to increase performance. – Complete

Additional stress testing feedback. – Complete

Owner of a plot can re-order or cancel items within the construction queue. – Complete

Construction UI lets the owner know if a blueprint doesn’t have enough materials to be completed. – Complete

Improve server handling when many buildings are being modified at the same time. – Complete

As a Backer in Beta 1, I’d like to interact with the first pass of a Place of Power in Camelot Unchained.

Rock intersection models. – Complete

As a Backer in Beta 1, I’d like to see the pre-existing textures in Camelot Unchained make use of the new rendering and lighting systems.

Update TDD Med armor. – Complete

Update TDD Heavy armor. – Complete

Update Arthurian Med armor. – Complete

Update Arthurian Heavy armor. – Complete

Update Viking Med armor. – Complete

Update Viking Heavy armor. – Complete

Update Viking grassland materials. – Complete

Update Arthurian grassland materials. – Complete

Update TDD grassland materials. – Complete

Update Neutral pine forest materials. – Complete

Update Viking pine forest materials. – Complete

Update Arthurian pine forest materials. – Complete

Update TDD pine forest materials. – Complete

Update the old alpha forest materials. – Complete

Add some fun materials to C.U.B.E. that take advantage of the new rendering and lighting. – Complete

Audit material creation software for future use. – Complete

Create additional realm specific mats for later use. – Complete

Update control point dragons. – Complete

As a Backer in Beta 1, I’d like the ability to build, spawn, aim, and fire a ballista at players and buildings.

Create SFX for ballista firing, impact, etc. – Complete

New Cards:

As a Backer, I’d like to play in new biomes that change according to Realm ownership. – Biome 02

Neutral grass land terrain materials created. – Complete

Neutral grass land grass and rock mats and assets created. – Complete

Neutral grass land terrain mod created. – Complete

Viking grass land terrain materials created. – Complete

Viking grass land grass and rock mats and assets created. – Complete

Viking grass land terrain mod created. – Complete

Arthurian grass land terrain materials created. – Complete

Arthurian grass land grass and rock mats and assets created. – Complete

Arthurian grass land terrain mod created. – Complete

That about sums up the last two weeks here at the hospital ward known as City State Entertainment.

Fortunately, all things will pass, and in the next few weeks we anticipate a return of all of sickies/patients/etc. Also, wish us luck, as we also have more interviews with potential programmer hires. Life is never dull at CSE, and I wouldn’t want it any other way!

-Tyler