A hefty haul of work this week, and that’s only the highlights! User Stories this month, like our Top Tenish, are chock full of lots and lots of items. 178 to be exact! If you want to find something specific, you can always head over to our User Stories page which is searchable. If you’re not interested in all the details, scroll down until you start seeing some of the art from this week.

User Stories:

180 Total

33 Old cards with 167.

2 New cards with 13 completes.

As a Backer, I’d like to know about smaller changes that don’t have their own user story.

Add GraphQL to DevUI. – Complete

Give DevUI access to API requests and use indexes instead of titles for mapping tabs to content. – Complete

Set up protobuf message and plumbing to send a ‘show dev UI’ message from server to client. – Complete

Create infrastructure for dev UI for hot-reloading C# classes the same way we do XML files. – Complete

Show list of dev UIs in a perfhud tab in the client. – Complete

Create PostOffice system for managing message sending and receiving. – Complete

As a Backer, I’d like to see the world of Camelot Unchained continue to develop through its lore.

Silverhands Becoming – Part 5 Final Draft – Complete

Silverhands Becoming – Part 6 Final Draft – Complete

As a Backer, I want to be able to own a plot of land and build within it.

When claiming a plot, claim for faction and player. – Complete

Prevent player from owning more than one plot. – Complete

Add DevUI to expose plot management slash commands. – Complete

Add admin page for building plot DevUI. – Complete

Building plots can be initialized to a master blueprint. – Complete

As a Backer, I’d like characters to have vocalized combat, damage, and death reactions.

Upload vocal assets for testing and sort by flinch, exertion, grunts, etc. – Complete

As a Developer in Beta 1, I’d like to have a strong library of sounds for abilities during Beta 1.

First Pass: Equip and unequip – axe. – Complete

First Pass: Axe – slash. – Complete

First Pass: Polearm – crush and slash. – Complete

First Pass: Dagger – slash and pierce. – Complete

First Pass: Axe – slash leather impact. – Complete

First Pass: Axe – slash cloth impact. – Complete

First Pass: “Large blade” slash and pierce impact. – Complete

First Pass: Spear slash and pierce. – Complete

First Pass: “Blunt weapon” crush impact. – Complete

First Pass: Shield crush attack, metal and wood variations. – Complete

As a Developer and Backer, I’d like to see improvements in memory usage and threading.

Remove need for multicontext threading from placeable objects. – Complete

Add multithreaded logging system for ParLL. – Complete

Run UI deferred message update on all scene contexts. – Complete

Further combination of ParLL internal context state into a single unified non-locking state machine. – Complete

Protect against semaphore order contention. – Complete

Prevent ParLL multi-context split from sometimes losing one or more of the contexts split on an earlier job. – Complete

As a Developer and Backer, I’d like to see improvements in lighting and rendering.

Factor in the light radius to the bounds of our system to prevent randomly turning on/off when particles are larger than the system they are a part of. – Complete

MeshCombiner improvement – don’t queue the same buffer multiple times for multiple accumulation passes in shadows. – Complete

Fix flicker when building higher LOD character through Character Manager. – Complete

Don’t change a model’s pooled meshes outside the render context lock in the Character Manager. – 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!

Update PatchNote ID query argument to be a string instead of an int. – Complete

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

Improve performance when sending large numbers of Vox ingredients through GraphQL crafting queries. – Complete

Alloys

Add slash command to list all alloys in game. – Complete

Add CSV test to ensure alloy loadouts are not specified on non-alloy items. – Complete

As a Backer in Beta 1, I’d like to have a selection of character emotes to use.

Create skill part that plays an emote with the specified tag. – Complete

Hook pre-built emote skill to play on slash command. – Complete

Add the concept of ‘implicit’ skill defs for emotes, so that they don’t need to be in the skills known list, or on the ability bar, or in the crafted skills database. – Complete

Add Hide Model Effect to hide your weapon on an emote and properly push the tag. – Complete

Create Emote AnimSet tag so we can play animations specifically from that set and don’t need all other sets to include emotes. – Complete

As a Developer, I’d like to have a selection of weapons that visually represent each Realm’s identity. – Arthurians

Quiver: modeling and materials. – Complete

Longbow – v2: Modeling, materials, integration. – Complete

Shortbow – v2: Modeling, materials, integration. – Complete

As a Developer, I’d like to have a selection of weapons that visually represent each Realm’s identity. – TDD

Quiver: modeling and materials. – Complete

Longbow – v2: Modeling, materials, integration. – Complete

Shortbow – v2: Modeling, materials, integration. – Complete

As a Developer, I’d like to have a selection of weapons that visually represent each Realm’s identity. – Viking

Quiver: modeling and materials. – Complete

Longbow – v2: Modeling, materials, integration. – Complete

Shortbow – v2: Modeling, materials, integration. – Complete

As a Backer in Beta 1, I’d like to be able to pick an item up off the ground, put it in my inventory, and if applicable, equip it.

Add nine new columns (one per player stat) to item sheet. – Complete

Check all nine stats when checking if a player meets item requirements. – Complete

Check equipment on character load and move items to inventory when they don’t meet requirements. – Complete

Check item stat requirements when equipping items, and move items to inventory when they don’t meet requirements. – Complete

Hook up trash sound effects when an item is destroyed. – Complete

Early move operations when the item is being asked to move to the exact spot it is already in. – Complete

Armor:

Adding armor stat calculation type information to the item context, which computes armor stats. – Complete

As a player, I want to view a character UI that shows me my stats, allows me to swap out my equipment, organize my inventory, and see my collection of crafting resources.

Implement failsafe to prevent inventory hang if API server goes down. – Complete

Make sure an item can leave your inventory when it is the only one left in the collection. – Complete

Match client equip flow with moveItem requests. – Complete

Add more character related data to GraphQL queries for use on the character details page. – Complete

Addtional inventory UI SFX. – Complete

As a Backer in Beta 1, I’d like a progression system that allows me to upgrade my abilities, stats, and items

Apply effects to character as a reward for a skill part level. – Complete

Apply skill nodes to the character during the acceptance of their daily log. – Complete

Add progression events for creating and destroying blocks. – Complete

Credit placer of the blueprint with creation of blocks. – Complete

Track event data for the plotID and position of the plot. – Complete

Track total blocks created and destroyed by character in their logs. – Complete

Have shards track the sum of all blocks created and destroyed across the shard in their log. – Complete

Hook up skill progression dev UI. – Complete

Enable progression tracking for damage, healing, and death. – Complete

Apply progression bonuses from player stats to the actual player. – Complete

Factor progression bonuses into stat calculations. – Complete

Recompute player stats when progression components are updated. – Complete

Convert progression app to state machine. – Complete

Split DB and shard information out at the start of the application. – Complete

Setup option config settings for controlling application flow. – Complete

Enable configurable length of day. – Complete

Adding server command for globally resetting progression. – Complete

Allow player stats to have XP and gain XP through skill part use. – Complete

Track a list of stat requirements and current player stat values for each part and use them in the progression app to figure out how much XP to grant. – Complete

Store current progression points per stat in player data. – Complete

While processing the events for a character, if a useSkillParts event shows up, examine the new stat data. – Complete

Add a config option to be able to turn on/off progression tracking of damage/healing over time. – Complete

Update rules for distance moved calculations on progression summaries to help detect events such as teleports. – Complete

From the progression app, while deciding if a processed day should be published, the option is now given to export the character adjustments to a CSV document. – Complete

Update tracking of damage/healing dealt through progression system to track for multiple types of entities. – Complete

Revamp skill requirements to have sufficient metadata to power progression and client UI. – Complete

Create SessionStats component to track only player session information. – Complete

As a Developer, I’d like the Camelot Unchained ability system to fully support the design scope of the game for B1.

Revamp starting skills defined in xml by simplifying SkillDef. – Complete

Add starting skills during player login if they don’t have any skills. – Complete

Assign unique IDs to skilldefs. – Complete

When sending SkillsKnownComponent to another server, also send the blocked and allowed categories. – Complete

Fix subject group logic to have two groups; targets and recievers (and make it so that not all event components have subjectGroupLookup as a field). – Complete

Support target track that checks friend first and falls back to enemies. – Complete

Change OwnerHistoryComponent to store an EntityID instead of an IEntity. – Complete

Projectile Entities remember the skill that spawned them on the server, and send it down to the client. – Complete

Update skill XML so ClientProjectileEffects correctly target Self. – Complete

Creation of clientside Effects now gets an ActiveSkill for use by the Effect. – Complete

Send projectile physics predictions to everyone instead of just the person using the skill, so they can inform client predictions. – Complete

Add an IgnoreInitialContacts physics flag that can be used for projectiles to escape from their source’s geometry. – Complete

Add AttachProjectileEffect that will attach the Renderable from a predicted projectile (on an ActiveSkill) to an Entity as part of its animation. – Complete

Store ActiveSkill in constants collection. – Complete

Fall back on the skill entity’s model rather than trying to get a parent that doesn’t exist. – Complete

ActiveEffectsController supports ActiveEffects that do not have time durations. – Complete

Add options for projectile effects and active effects to skill detail command. – Complete

Hide weapons anim event for equip/unequip weapons. – Complete

When firing local projectiles, use the gravityFactor from ClientProjectileDef. – Complete

As a Developer, I’d like to prototype various combat animations to support future system improvements during Beta.

Polearm polish pass. – Complete

As a Backer in Beta 1, I’d like to be able to hold a torch during travel stance and use it as a weapon when in combat stance.

Set torch as a weapon that can be used in travel stance, with animation setup complete. – Complete

Create left arm combat idle flinch. – Complete

As a Backer in Beta 1, I’d like to test the look and feel of combat with the new animation system, while wielding a greatsword.

Offensive stance: Mid slash attack, 3 swings with static timings for testing. – Complete

Offensive stance: Mid pierce attack. – Complete

Offensive stance: Equip and unequip (travel to combat). – Complete

Offensive stance: Arrow impact flinch. – Complete

Offensive stance: Mind damage flinch. – Complete

As a Developer, I’d like to find a simpler solution to equipping and unequipping my weapons from different stances that reduces animation overhead.

First pass test: Equip and Unequip of two-handed weapons using shared animations. – Complete

As a Backer, I want to seamlessly move between islands and zones without being aware that I’m moving between different game servers.

Physics Subzones:

Avoid deleting PhysX actors when removing ActorProxy from a physics subzone. – Complete

As a Backer in Beta 1, I’d like the updated encumbrance system to use an item’s weight and compare that to the stat-driven carrying capacity of my character.

Upon creation of Inventory Component, check for encumbrance (so a player can’t log off/on to lose debuff). – Complete

Tie re-application time more directly to length of debuff in skill node if possible. – Complete

Add a flag to the Inventory Component to see if they are already encumbered so we don’t apply multiple debuffs if your inventory changes multiple times. Or remove an existing debuff before applying the new one. – Complete

Remove encumbered debuff when a player’s weight goes below max. – Complete

As a Backer in Beta 1, I’d like the set of animations the player uses to be controlled by the player’s stance, equipment, and other such gameplay factors.

Add sound effects to stance changes. – Complete

As a Backer, I want an animation system that blends multiple animations together, and allows for immersive and fun combat.

Google Sheet integration:

Improved error handling on Build Server when loading sheets fail. – Complete

New Animation System

AnimWalker client side commands for toggling a state on how the ClipTime is updated. – Complete

Add a PerfHUD panel for debugging animations. – Complete

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

Make right-click interaction with siege engines pop open a menu instead of immediately using the engine. – Complete

Add new dev UI with buttons for all the primary siege slash commands, and round-trip parameters to perform those actions *and* refresh or close the UI. – Complete

Allow click-to-interact on siege engines that are in use, unless you’re the one using it. – Complete

Allow picking up siege engines that you’re not using, as long as no one else is using them. More work pending here as regards control/ownership. – Complete

Create several new Scorpion components for siege-focused testing. – Complete

First pass VFX: Siege Testing ability impacts. – Complete

First pass VFX: Siege Testing ability travel. – Complete

First pass VFX: Siege Testing bolt travel. – Complete

First pass VFX: Siege Testing ability prepare. – Complete

SkillDetail supports siege skills. – Complete

Add debug visualization to siege projectile prediction and orientation. – Complete

First pass SFX assets: Siege pack up, deploy, enter, and exit. – Complete

First pass SFX assets: Siege load, unload, fire, drop. – Complete

First pass SFX assets: Siege Test ability impacts. – Complete

First pass SFX assets: Siege Test ability bolt on travel. – Complete

As a Backer in Beta 1, I’d like the landing areas to be propped out with a wharf from which player can travel to and from other islands.

Boats: 1 Viking-themed boat. – Complete

Second pass concept art: Realm-specific boats. – Complete

First Pass concept art – Viking Longship designs. – Complete

First pass concept art – Arthurian ship designs. – Complete

Second pass concept art – Arthurian ship designs. – Complete

First pass concept art – TDD ship designs. – Complete

As a Backer in Beta 1, I’d like to be able to explore a mine using the portaling and zone transition tech, in lieu of the post B1 “bubble” tech.

New parts added to support design needs. – Complete

Import all parts with updated naming convention from Design. – Complete

As a Backer in Beta 1, I’d like an interactive portal system that teleports me to other active portals based on availability and Realm control.

First pass VFX: Viking Portal. – Complete

Arthurian portals – update and improve materials. – Complete

As a Developer, I’d like to improve the speed of creating environments, adding additional assets, and audit work needed for Realm territory variations for Beta 1.

Existing assets set up as individual terrain mods:

Deciduous 001 – Stumps and logs. – Complete

Dead deciduous 001 trees – Complete

New terrain assets:

Terrain: Freshwater muddy bank v1. – Complete

New Models w/ Mods:

Matching weed set for specific terrain material. – Complete

Freshwater reeds v1. – Complete

Generic river plant. – Complete

As a Developer and Backer, I’d like the character selection screens to be updated with new and improved visuals, including character renders that better represent my class choices.

Third pass character select background concept. – Complete

TDD Realm first pass background art. – Complete

Viking Realm first pass background art. – Complete

Arthurian Realm first pass background art. – Complete

As a Backer during Beta 1, I’d like to have a selection of basic clothing to wear about town.

Second pass male concept art – TDD variation. – Complete

TDD male variation concepts. – Complete

First pass male clothing assets v1 breakdown for multi-part armor system. – Complete

As a Developer and Backer during Beta 1, I’d like to see improvements in client rendering performance from improvements in art assets.

Add LODs to Viking, Arthurian, TDD, bow models, including newly added variations. – Complete

New Cards:

As a Backer in Beta 1, I’d like to test the look and feel of combat with the new animation system, while using a shortbow and longbow.

Offensive stance: Shortbow – 3 static timings for testing. – Complete

Offensive stance: Longbow – 3 static timings for testing. – Complete

Offensive stance: Longbow – unique animation for testing. – Complete

Offensive stance: Updated shortbow idle, flinch, block. – Complete

Offensive stance: Updated shortbow movement to match new idle. – Complete

As a Backer in Beta 1, I want NPCs that serve as both allies and enemies in battle, as well as characters that provide important information to players.

Send Entity deltas to API and NPC servers. – Complete

Make NPCs use siege engines. – Complete

Enable NPC server to send client commands. – Complete

Enable NPC server to send slash commands. – Complete

Add NPCDef and functionality to load them from a CSV. – Complete

Slash commands to spawn NPCs from NPCDef. – Complete

Make NPCController set behavior parameters from its NPCDef. – Complete

Add NPC message box UI. – Complete

Lots of progress over the last five weeks! We decided to reduce our testing over the past several weeks so we could really buckle down and focus. It’s really great to see the fruits of that hard work panning out and to show that to our Backers with these results!

Let’s move to art from this week. First up, we have some images of the work Scott and Sandra are doing on a mid pierce greatsword attack from Scott, and a unique longbow attack from Sandra. I wanted to start with static images this week, as the focus of these was stronger posing. We’ll have a video next week!





Next up, we have some concept art from Michelle of possible Arthurian ship ideas.





As mentioned in the update stream, Dionne completed some great-looking small plants. All her assets lately look great while still being cheap to render!



Jon continued work on the sculpt for the Arthurian basic clothing this week.



Jon was also able to complete a material pass on the previously sculpted scorpion bolt models.

