User Stories & More!

Folks,

Another week of crunch is behind us, and even though we have a lot of things still in front of us, we made great progress this week. We surprised you with a fun diversion for us, a table-top board game that takes place in The Depths™, but most importantly with our brand new patcher. As to the board game, this is something that we have been working on in our spare time, and no resources from art, design, or programming have been devoted to the game’s very early design. Max has been leading the effort on this game and slowly but surely (hmm, where have I heard that line before), it has become a fun game. For now, it has been a fun thing to play after hours and soon we will be inviting some of our Backers to join us in some play-fun (it really isn’t play-test) sessions.

As to the much more important announcement, we have been working on a next-generation patcher, chat system, and so much more. Thanks to the efforts of JB and The Mod Squad (and especially the awesome work done by one of our favorite Backers, Mehuge), we have delivered an early Alpha version of the patcher that already blows away what we had created previously. And as per above, a lot of the work was done by non-CSE developers, a true win-win for us. FYI, reaction from our Backers has been overwhelmingly positive, and If you haven’t had a chance to see it yet, you really should!

As to a Friday Night Fights, we are testing it right now. Hopefully, we’ll have it running in the next hour, and open the FNF around 11PM Eastern Time tonight! Also, as a reminder, we’ve enlisted one of our talented Backers, Necromaniak, who has graciously offered to livestream his work in C.U.B.E. for 24 hours straight! During the livestream, we’ll have some CSE folks drop by what will be an awesome stream Necromaniak has been quietly creating some absolutely amazing structures with C.U.B.E. If you’re at all still unfamiliar with C.U.B.E. (Camelot Unchained Building Environment), head on over to our website for a quick overview and a peek at some of our Backer’s creations here: (http://camelotunchained.com/v3/c-u-b-e/). The TL;DR version is that C.U.B.E. is a Minecraft-like building system that has grown from a very humble beginning, to starting to push the envelope. This will be seen technically and soon, aesthetically, thanks to the work of people such as Necromaniak, as well the addition of our new lighting and material systems.

Also, we would like to extend our thanks to our Backers (or others) who’ve thrown a few tasty snacks at us with our Munchies for Crunchies donation page (http://camelotunchained.com/v3/munchies/) that will only be open during crunch. We really appreciate it!

In terms of our User Stories, things went really well. We had 34 old cards with 197 Completes, and one new card with 2 completes. You may notice a dearth of new cards and in this case, it is a good thing as we made a ton of changes to already existing stories! 🙂

Old Cards:

As a Backer, I’d like to be able to damage, and ultimately destroy structures in the world.

Second pass: Building metrics. – Complete

Third pass: Building metrics improvements. – Complete

First Pass: Visually represent building damage. – Complete

As a Backer, I’d like structures to be able to collapse based off of block placement, building material stats, and damage taken.

Engineering: Determine stability of a structure as it is being damaged in combat and send those updates, cheaply, to players. – Complete

Second pass stability network optimizations. – Complete

As a Developer, we continually need to update our software.

Move worldState information onto WiredTiger enabled Mongo DB. – Complete

Move characters and crafted abilities onto worldState DB. – Complete

As a Backer, I’d like to have abilities associated with stances.

Stances use child effects, which are applied when the stance is entered. – Complete

As a Backer, I’d like to be able to be able to play an Archer.

First Pass: UI elements display targeting arc. – Complete

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

Improve grass LOD’ing: Use fewer, bigger, denser cards at distance. – Complete

As a Developer, I’d like to have the tools and knowledge necessary to create terrain Biomes that change with Realm territory control.

Define first test Biome with Realm variations – Concept Art – Complete

First pass Biome asset list definition: Identify asset list to be built, with concept and photographic reference. – Complete

Environment models carry vfx and lights in new terrain, using procedural placement. – Complete

As a Backer, I’d like a system that checks for certain requirements that can be used in other systems like the ability system.

Abilities check position. – Complete

Refactor Editor to support new requirements. – Complete

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

Model and rig low poly model. – Complete

Import and test model parts. – Complete

Character is selectable in game. – Complete

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

Model and rig low poly model. – Complete

Import and test model parts. – Complete

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

Concept pass VFX 1 – “Neutral” and “Owned” by each Realm. – Complete

Biome 1 – First pass VFX – Complete

Biome 1 Arthurian – Create small to medium assets. (Bushes, rocks, etc.) – Complete

Biome 1 Arthurian – Create large assets. (Trees, rocks, etc.) – Complete

Biome 1 Viking – Create ground texture sets. – Complete

Biome 1 Viking – Create grass and ground cover assets. – Complete

Biome 1 Viking – Create small to medium assets. (Bushes, rocks, etc.) – Complete

Biome 1 Viking – Create large assets. (Trees, rocks, etc.) – Complete

Biome 1 TDD – Create ground texture sets. – Complete

Biome 1 TDD – Create grass and ground cover assets. – Complete

Biome 1 TDD – Create small to medium assets. (Bushes, rocks, etc.) – Complete

Biome 1 All Realms – First pass changes for gameplay. – Complete

Biome 1 All Realms – Additional assets, dead trees, ground clutter, branch types, tree stump, etc…..PINE CONES! – Complete

As a Backer, I’d like to see player stats have real meaning in the game.

Dexterity reduces encumbrance penalty. – Complete

As a Developer, I’d like a way to be able to edit gameplay variables on the server, live.

Adjust encumbrance calculations. – Complete

As a Backer, I’d like to see the world begin to be propped out with generic fantasy items. – Set #6.

Additional various “scraggly” bushes. – Complete

As a Developer, I’d like to increase physics performance, as well as make changes easier to integrate.

Improvements:

Additional tuning to sliding. – Complete

Additional improvements to pefhud and feedback for network hud. – Complete

Performance improvements removing assets from world. Improves performance in areas, such as forests, with lots of placed assets. – Complete

Minor fixes/improvements to projectile motion. – Complete

First Pass: Improve physics performance on 36 core servers. – Complete

Rewrite building saving code to be more performant. – Complete

Remove buildings that are more than 1100 meters away to reduce client memory usage. – Complete

Additional re-threading work on building physics to improve performance. – Complete

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

Create and implement “Munchies 4 Crunchies” donation page. – Complete

Make improvements to ParLL to support older CPU’s. – Complete

Material assignment to models no longer has issues with material names with more than 32 characters! – Complete

Create a system to remind us when SSL certs are going to expire. – Complete

As a Backer, I’d like to see the sky and environment transition from a sunny day to a snowy day.

Improve snow vfx. – Complete

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

Improve sustainability of plot ownership system. – Complete

Building within a plot is no longer instantaneous. – Complete

Build times decrease based on the number of players of your realm within your plot. – Complete

As a Backer, I’d like to see graphical and networking performance improvements, when building and destroying structures.

Rewrite building performance metrics to improve feedback of load, build, etc times.

Improved performance of blueprint rendering inside CU proper as was previously done in C.U.B.E.

As a player, my character health is allocated to each body part which can take damage from different attacks and suffer wounds seperately from blood.

Create system to determine spatial relationship of attacker, attack, and defender. – Complete

Validate attacks on target based on attack location and attack. – Complete

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

Patcher: Embedded Youtube videos in chat. – Complete

Patcher: Embed images and gifs in chat. – Complete

Patcher: Embed links. – Complete

Patcher: Chat colors can be changed. – Complete

Patcher: Bold and Italic font using markdown syntax. – Complete

Patcher: chat room remembers previous rooms and will autojoin upon re-login. – Complete

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

Fix hitching and lockup on slower machines with threading system caused by running out of memory. – Complete

Fix threading stability problem with physics. (hangs/crashes) – Complete

Fix threading handle leak. (hang) – Complete

Fix threading orphaned context problem (hitch) – 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!

News page displayed from website. – Complete

Additional CSS improvements at initial launch. – Complete

First Pass new splash screen 2. – Complete

New splash screen 3. – Complete

New splash screen 4. – Complete

Animate splash screen 1. – Complete

Animate splash screen 2. – Complete

Animate splash screen 3. – Complete

Animate splash screen 4. – Complete

New splash screen 5. – Complete

New splash screen 6. – Complete

New splash screen 7. – Complete

New splash screen 8. – Complete

New splash screen 9. – Complete

Additional feedback on file download/validation progress. – Complete

Implement way to capture minidumps on 64bit machines. – Complete

As a Backer and Developer, I’d like some temporary vfx for testing new combat mechanics and tech.

VFX: Wound trauma head, arms, body, and legs. – Complete

VFX: Heal burst cone shape. – Complete

VFX: Heal projectile alternate version. – Complete

VFX: Torso electrical effect. – Complete

VFX: Improve default torch. – Complete

VFX: Petrify speed debuff. – Complete

As a Developer, I’d like to see improvements in the editor to facilitate my work.

Improvements to particle editor functionality. – Complete

As a Developer, I’d like to improve some of our fundamental tech to improve client performance.

Patcher maintains both 32bit and 64bit client. – 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.

Medium Armor:

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

Medium Armor – Weight and integrate assets into editor. – Complete

Medium Armor – Material references provided. – Complete

Medium Armor – B1 version of mats created. – Complete

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

Heavy Armor:

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

Heavy Armor – Material references provided. – 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.

Heavy Armor:

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

Heavy Armor – Weight and integrate assets into editor. – Complete

Heavy Armor – Material references provided. – Complete

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

Heavy Armor – Adjust armor to fit male and female Luchorpán models. – Complete

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

Final first pass refining. – Complete

Final first pass shaping. – Complete

Final first pass making. – Complete

First pass Vox breakdown and repair. – Complete

First pass Purely Outrageous Gem System for Vox. – Complete

Resources exist in inventory and are saved to player character. – Complete

First Pass Beta 1 craftable items design using simplified mechanics. – Complete

Additional Vox interface/tool art concepting. – Complete

Player able to purify materials at the vox. – Complete

Player able to alloy at the vox. – Complete

Rough Pass: Items in game, around vox, will be consumed and new items appear. – Complete

Create texture decals for material containers in world to identify item type. – 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.

Items and Equipment:

Items now display their actual model. – Complete

Items now drop slightly above ground and in front of character. – Complete

Allow items to occupy multiple itemSlots. Items cannot occupy inner and outer layers at the same time. – Complete

Update equipment slots to match model regions. – Complete

Weapons:

Add B1 temp art weapon stats. – Complete

Weapons can be assigned different damage types. – Complete

Improve UI handling when dropping and picking up items. – Complete

Drastically reduce network traffic for items. – Complete

Speed up server handling of items when player logs in. – Complete

Weapons can be assigned left or right hands. – Complete

As a Backer in Beta 1, I’d like to begin testing the progression system for abilities.

Feedback to players about progression. – Complete

Feedback to players about new abilities. – Complete

Progression batch processing: Schedule calculation at regular interval. – Complete

Progression batch processing: Read progression records from database. – Complete

Progression batch processing: Calculate total points based on time online. – Complete

Progression batch processing: Calculate all usages and distribute points proportionally. – Complete

Progression batch processing: Record and save ability proficiency changes. – Complete

Progression batch processing: Record and save stat advancement. – Complete

Progression batch processing: Record and save stat advancement. – Complete

Progression batch processing: Update logged-on characters with new stat/component changes. – Complete

As a Backer in Beta 1, I’d like a selection of temporary weapon art to test the new combat systems.

Arthurian:

Arthurian: 1h Arming Sword – Complete

Arthurian: 1h Medieval War Axe – Complete

Arthurian: 1h Flanged Mace – Complete

Arthurian: 1h Arming Dagger – Complete

Arthurian: 1h Spear – Complete

Arthurian: Small Pavise – Complete

Arthurian: Large Pavise – Complete

Arthurian: 2h Montante Sword – Complete

Arthurian: 2h Poleaxe – Complete

Arthurian: 2h Spear – Complete

Arthurian: 2h Staff – Complete

Arthurian: Short Bow – Complete

Arthurian: Long Bow – Complete

Arthurian: Arrow – Complete

Arthurian: Hurlbat – Complete

Arthurian: Book – Complete

Arthurian: Focus – Complete

Arthurian: Horn – Complete

Arthurian: Potion Bottle – Complete

Arthurian: Elixir Bottle – Complete

Viking:

Viking: 1h Viking Sword – Complete

Viking: 1h Viking Axe – Complete

Viking: 1h Hammer – Complete

Viking: 1h Seax Dagger – Complete

Viking: 1h Boar Spear – Complete

Viking: Round Shield – Complete

Viking: Norman Shield – Complete

Viking: 2h Dane Axe – Complete

Viking: 2h Hammer – Complete

Viking: 2h Atgeir Polearm – Complete

Viking: 2h Boar Spear – Complete

Viking: 2h Staff – Complete

Viking: Short Bow – Complete

Viking: Long Bow – Complete

Viking: Arrow – Complete

Viking: Book – Complete

Viking: Focus – Complete

Tuatha:

Tuatha: 1h Celtic Sword – Complete

Tuatha: 1h Bearded Axe – Complete

Tuatha: 1h Odo Mace – Complete

Tuatha: 1h Dirk Dagger – Complete

Tuatha: 1h Celtic Spear – Complete

Tuatha: TDD Shield – Complete

Tuatha: Kite Shield – Complete

Tuatha: 2h Claymore Sword – Complete

Tuatha: 2h Odo Mace – Complete

Tuatha: 2h Celtic Spear – Complete

Tuatha: 2h Staff – Complete

Tuatha: Short Bow – Complete

Tuatha: Long Bow – Complete

Tuatha: Arrow – Complete

Tuatha: Javelin – Complete

Tuatha: Book – Complete

Tuatha: Focus – Complete

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

Design ability component stats and import into editor. – Complete

Ability import:

Test ability components after change to ability effect trees on Hatchery. – Complete

Remove ability to create anything but ability effect trees inside ability components – Complete

Update editor for ability components using ability effect trees. – Complete

Test import system. – Complete

Determine whether to create export system for ability data/spreadsheet. – Complete

Improve ability effect editor useability. – Complete

Create ability component icon mockups for presentations and later web usage. – Complete

Body part targeting:

Add a way for an admin to get ability components for testing. – 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.

Improve building admin tools – Pass 02 – Complete

New Cards:

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

First pass design layout and integrate into world. – Complete

First pass art concept pass. – Complete

I think this qualified as another good sprint. 🙂

In term of art, we have a lots of it in today’s update. Let’s start with a bit of quick concept art for a Place of Power.

Here’s another quick promotional piece featuring one of our archers.

In terms of in-game shots, we have some really good ones for you. Please keep in mind that all of these shots are still using our old lighting system. Hopefully, this will be the last week I have to say that (hint hint hint).

First up is a nighttime shot from within a new forest that Tyler put together. Please notice the density of the trees and the “feel” of being in a real forest that we are going for in our game.

Here’s a daytime shot.

In daytime, here’s a mound with purple flowers around it, I wonder what that could mean?

Here’s another shot showing an area with just a few buildings in it. And by few, I mean a few thousand on the island. Each of these structures can be attacked and destroyed by players in real-time on a block-by-block basis. And the best part? They can be destroyed at the same time. This isn’t an instanced map with a mere structure or two, it’s our main island with more than 1K buildings, all open for building and/or destruction. Of course, these structures aren’t representative of the final structures in the game, these were meant to be simple. After all, when you have more than 2K buildings and more than 40M blocks on one island, we have to cut corners somewhere while we are still in Alpha. 🙂

Here’s another look at the how many buildings we had in a small area.

One more.

To end our concept art section, here’s a render of some more “traditional” Viking heavy armor.

Oh never mind, one more shot.

And that wraps up tonight’s wrap up for our weekday work week. Some of us will be working this weekend so things might change. And some things might change a lot (hint hint hint #2).

As always, we thank you for your support!

Have a great weekend!

-Mark