Unveiled: Camelot Unchained Newsletter #45 - City State Entertainment View this email in your browser Share Tweet +1 Team Tidings -by Max Porter Hey, folks! It’s the end of April, and we are one month closer to launching Beta 1. I hope you are as excited to jump in and see what the very start of Beta looks like as we are excited to show it to you! It’s been an incredibly busy month for Camelot Unchained®. Reading back over the weekly news posts for this month, we said that people were “heads down” so many times, it’s a wonder they looked up at all!



Speaking of being busy, no less than two different babies were born to team members this month. First, programmer Colin and his wife Krista welcomed a healthy baby girl into the world on April 2nd, and then animator Joe and his wife Wendy announced baby Madilynne Lee just last week! Congratulations to all of you from all of us at City State Entertainment®!



The team has run a large number of tests each week for our Alpha, IT, and occasionally Beta 1 Backers, pounding away on our servers, trying out new features, and collecting bugs for our engineers to diligently repair. Thank you so much to all who took the time and effort to participate! Onward to more tests and good times killing each other in the scenarios we will continue to run next month.



Here at the East Coast Studio, we have had our fair share of spring showers and grey days--and perhaps you know the saying about how April showers bring May flowers! In terms of development, that’s almost exactly the stage we find ourselves in, with our current hard work expected to pay off later in terms of great fun testing. We continue the journey toward making the great game we promised our Backers from the very beginning, and proving ourselves worthy of our words.



As we have done for quite some time now, we have continued to produce a weekly schedule of raw, unedited, and unrehearsed streams, showing you everything from impressive creative work by our artists and programmers to our latest updates and news. The streams are fun for us, but they are also very important, as we always want to be as informative as possible for our Backers and fans, especially as we head into Beta. If you want to catch up on any missed streams, they can always be found on our Twitch and YouTube channels. For a good read of our news, as well as our weekly Top Tenish updates, check out the News section of our website.



Check out the rest of the newsletter for articles, updates, and the highlights I put together for you folks this month, with help from excellent writers and editors on the team. Please remember to click on the “view this email in your browser” link on the top right to see the whole thing. Read on, and please enjoy your read of the forty-fifth issue of Unveiled. Hot Topics

The latest topics of discussion on the forums right now include crafters and scouts, the body part system, and the UI for Camelot Unchained!



Backers, come and join the discussion in the Forums on our website to bring your thoughts and ideas to the table! The latest topics of discussion on the forums right now include crafters and scouts, the body part system, and the UI for Camelot Unchained!Backers, come and join the discussion Thank You A great big thank you to Poxer, who sent hats, snacks, and lots of goodies to sustain us this month. We really enjoyed all of your incredible generosity! You are an absolute blast to have as a Backer, and we truly appreciate the gifts! A massive thanks to Ludovic, who sent us these truly astonishing mugs. Let the halls ring once more with praise for the amazing Ludovic, a truly Community-focused Backer who not only sends gifts to keep our spirits up but also provides a question-asking service on the Forums for Backers who cannot make our weekly Q&A streams! Thank you Ludovic! Dose of Design -by Ben Pielstick Battling Bugs

Video games have bugs. No matter how careful you are, or how much experience you have, nothing is ever perfect. Since bugs are inevitable, a key part of developing games is fixing them. Every member of a game’s development team ends up involved in bug fixing to some extent, but for designers, there are some specific considerations that might not be immediately obvious.



As a general rule, designers tend to generate the most bugs while games are in development. This is mainly due to the way content is generated. When designers need to make something new, they take an assortment of new and pre-existing features and combine them in unexplored ways. This frequently uncovers bugs as various pieces of the game are being put together in ways they were never intended to work.



Additionally, game designers maintain a lot of data. From the scripts that make various parts of the game work, to massive tables of data that provide all the statistics for the game’s content, there are a whole lot of places for things to go wrong. This is especially true when you consider how interconnected various parts of a game are. A change in one place might be perfectly fine for the purpose it was intended, while inadvertently breaking something else, even if only related indirectly.



Finding and filtering bugs is mainly the responsibility of Quality Assurance testers. Bugs reported by testers, players, and developers go to the QA department for verification. This makes sure the reported bugs can be reproduced reliably, and that there are no duplicate bug reports of the same issue.



Once a designer gets a bug, there are a few important decisions that have to be made. One important consideration is weighing the importance of fixing the bug against delivering new features. Many times, unimportant bugs will go unfixed due to low severity, especially while bugs higher on the priority scale are still being worked on. Additionally, there are deliverable dates to consider for new content, so when it is important to finish new work, non-critical bugs can sometimes take a back seat until there is time to give them attention later on.



Designers in particular also often have to evaluate whether a bug actually should be fixed at all. Sometimes, reported bugs may actually be features working as intended, that someone assumed was a bug. This can bring into question whether the intended functionality should actually be redesigned due to the assumption something was wrong with it, or if the bug report should simply be closed as the feature did exactly what it was meant to.



On the other hand, sometimes bug reports can describe something that is definitely wrong, but that happens to be fun. Personally, I feel that one of the most defining characteristics of a designer is how they respond to these kinds of bugs. Fixing a bug like this resolves the bug report as if it never happened, and moves the game back toward the direction originally envisioned for it. Integrating the bug however, means designing it into a new idea for the game, and potentially ending up with something more fun but less like what the designer was originally thinking.



Some games actually have entire systems built around unexpected outcomes. Camelot Unchained, for example, has designed skill parts as separate pieces that can be combined together in any valid combination a player can imagine, no doubt leading to some bugs when certain combinations occur, but also providing the opportunity for a lot of unexpected results that can help make the game fun and interesting.



As a small independant studio without a large QA department, Backer participation in tests is especially important in helping us to identify and resolve bugs. For those of you with access to our tests, be sure to report any bugs you encounter as you give the game a try. We’ll be doing our best to resolve them and ensure that CU is as fun and bug-free as possible. Developer Quote “What is best in life? To crush the packet sizes. See them driven before me. And to hear the lamentations of the routers!” -- Andrew Meggs, during a stand-ups meeting State Of The Build -by Max Porter As mentioned above, the team has been super heads down this month. So many things have gotten done! In this section, I take a look at some of the accomplishments and challenges overcome in the past month, by pulling out some of the highlights of our Top Tenish lists. Think of this section as the “highlights of the highlights,” if you will! Hopefully, this will give you some idea of where we’re at and how the build has progressed; each entry has the date of when it was published.



Lots and lots (and lots) of Testing: (4/6/2018) - Testing: We’ve continued lots of testing this week! Thank you all for joining us! We even had two internal tests today on one of our new servers, Nuada Prep, in preparation for testing with our Backers next week. Thank you to everyone who jumped in this week to have some fun and fight the good fight against the vicious bugs!

We’ve continued lots of testing this week! Thank you all for joining us! We even had two internal tests today on one of our new servers, Nuada Prep, in preparation for testing with our Backers next week. Thank you to everyone who jumped in this week to have some fun and fight the good fight against the vicious bugs! (4/13/2018) Testing – Weekend Test: This week, we focused on readying a build for a weekend playtest. We ran several playtests with IT, Alpha, and Beta 1 Backers this week on NuadaPrep, Nuada, and Wyrmling. Brian ran much of this testing, becoming more familiar with moving builds between shards, so we can support various tests before and during Beta 1.

This week, we focused on readying a build for a weekend playtest. We ran several playtests with IT, Alpha, and Beta 1 Backers this week on NuadaPrep, Nuada, and Wyrmling. Brian ran much of this testing, becoming more familiar with moving builds between shards, so we can support various tests before and during Beta 1. (4/20/2018) Testing: This week, we ran several tests on Wyrmling. No weekend Backer test has been planned for this weekend. But don’t fret, we have many more incoming changes that will need testing by our stalwart Backers this week! We’re also looking at some of the feedback from the last couple of testing sessions to see if we can get some quick fixes in next week for the current build of Wyrmling.

This week, we ran several tests on Wyrmling. No weekend Backer test has been planned for this weekend. But don’t fret, we have many more incoming changes that will need testing by our stalwart Backers this week! We’re also looking at some of the feedback from the last couple of testing sessions to see if we can get some quick fixes in next week for the current build of Wyrmling. (4/27/2018) Testing: This week we began testing and bug fixing on a new build on Nuada Prep. This build had several new things, including working traits, updated health UI, art updates to the zone, new animations, and several bug fixes. Thank you very much to those IT Backers who jumped in to help us find issues! Design Progress (4/6/2018) WIP – Design – Taking: Though he was flat on his back and asleep for most of the work week (Mark’s forever-awful back was doing its forever-awful thing), Mark continued work on his Taking game design and progression calculator. A lot of oohs and aahs were heard, but unfortunately, that was just Mark when he tried to sit upright.

Though he was flat on his back and asleep for most of the work week (Mark’s forever-awful back was doing its forever-awful thing), Mark continued work on his Taking game design and progression calculator. A lot of oohs and aahs were heard, but unfortunately, that was just Mark when he tried to sit upright. (3/13/2018) WIP – Design – Crafting: Another good week for MJ in terms of crafting. Not only did he finish a solid version of his Taking calculator, but he also coded a version of it in C for the programmers to use as a guide for their implementation, as well as the basis for further testing he wants to do on the system. Bad news for us, however, as several programmers were accidentally blinded by the awfulness of his code when they ignored his advice not to view the code directly, but only through a “prism of protection from evil.” Here’s hoping their recovery will be a swift one!

Another good week for MJ in terms of crafting. Not only did he finish a solid version of his Taking calculator, but he also coded a version of it in C for the programmers to use as a guide for their implementation, as well as the basis for further testing he wants to do on the system. Bad news for us, however, as several programmers were accidentally blinded by the awfulness of his code when they ignored his advice not to view the code directly, but only through a “prism of protection from evil.” Here’s hoping their recovery will be a swift one! (4/20/2018) WIP – Design – Banes and Boons (Traits): Ben and Rob continue to fix, add, and test traits for Beta 1. Rob updated his traits tool, allowing Ben to target other players and give or take away traits to speed up testing.

Ben and Rob continue to fix, add, and test traits for Beta 1. Rob updated his traits tool, allowing Ben to target other players and give or take away traits to speed up testing. (4/27/2018) WIP – Design – Banes and Boons (Traits): This week saw the return of the first pass of new working traits from Ben, supported by Rob. Ben will continue to flesh out this list of traits. These allow Backers to add a bit more variation into their characters during the creation process. The Return of Buildings! (4/6/2018) WIP – Tech – Taking and Building Placed Objects: Earlier today, we ran a successful playtest of updates to taking and crafting. Taking from a node is now a skill, allowing us to trigger an animation and use flyout text to show what players have taken. Christina has also added data sheet support deployment settings on items, which will support placing objects within a building plot.

Earlier today, we ran a successful playtest of updates to taking and crafting. Taking from a node is now a skill, allowing us to trigger an animation and use flyout text to show what players have taken. Christina has also added data sheet support deployment settings on items, which will support placing objects within a building plot. (4/6/2018) WIP – Building Placed Objects (BPOs): Speaking of which, Matt made a lot of progress on the first pass of end-to-end deploy/placement support for items and siege engines. With assistance from AJ and Christina, we’re very close to having the ability to deploy items and siege engines in specific positions with specific rotations. This will let players begin to customize their defenses and decorations. Further support for placing items in buildings is planned for future sprints.

Speaking of which, Matt made a lot of progress on the first pass of end-to-end deploy/placement support for items and siege engines. With assistance from AJ and Christina, we’re very close to having the ability to deploy items and siege engines in specific positions with specific rotations. This will let players begin to customize their defenses and decorations. Further support for placing items in buildings is planned for future sprints. (4/20/2018) WIP – Tech – Buildings: What, BUILDINGS!?! Over the past several weeks, Andrew was heads-down working to update and optimize our building code. Earlier this week, that work was handed off to Matt for integration on the client.

Over the past several weeks, Andrew was heads-down working to update and optimize our building code. Earlier this week, that work was handed off to Matt for integration on the client. (4/27/2018) WIP – Tech – Buildings: Andrew and Matt continue hammering away on the update to building improvements. This week, Matt got C.U.B.E. in Hatchery, or “cube=1,” working again, minus undo/redo and blueprint, and handed that off to Andrew. Andrew in turn pushed all his CUBE architecture changes through all the client code, and worked with Matt on connecting things back to the UI. Placing blocks now happens as fast as you can press the mouse button! So Many UI Updates! (4/6/2018) WIP – Tech – Coherent Integration: George has begun work on integrating Coherent GT into the CU engine. This will replace our current UI framework, an implementation of Chromium Embedded Framework. The switch to Coherent GT will give our engine many benefits, for both our development team as well as for you, the player! On the dev side, we’ll have more direct control over the memory and CPU usage of our UI renderer, plus access to better dev tools for debugging the UI, and much more. For the player, this switch will give better overall UI performance, and will bring many new features that allow more dynamic and interactive interfaces to be developed! This is not a new development for CSE, as we have been planning on making this move for more than a year. Fortunately, right now is the time to make the move, and with George leading the way, we look forward to a fairly smooth integration process.

George has begun work on integrating Coherent GT into the CU engine. This will replace our current UI framework, an implementation of Chromium Embedded Framework. The switch to Coherent GT will give our engine many benefits, for both our development team as well as for you, the player! On the dev side, we’ll have more direct control over the memory and CPU usage of our UI renderer, plus access to better dev tools for debugging the UI, and much more. For the player, this switch will give better overall UI performance, and will bring many new features that allow more dynamic and interactive interfaces to be developed! This is not a new development for CSE, as we have been planning on making this move for more than a year. Fortunately, right now is the time to make the move, and with George leading the way, we look forward to a fairly smooth integration process. (4/13/2018) WIP – Tech – Updated Item Tooltips and Trade UI: AJ is finishing up feedback on his completed item tooltips work in the player inventory UI, hoping to push that today or at the beginning of next week. Next, he’ll move to the trade window UI.

AJ is finishing up feedback on his completed item tooltips work in the player inventory UI, hoping to push that today or at the beginning of next week. Next, he’ll move to the trade window UI. (4/20/2018) WIP – Tech – UI Subsystem refactor: Part of the core system that renders our UI has been undergoing a significant refactor to provide additional features and functionality. This significant update will provide extended web UI support in the near future. Art Galore! (4/6/2018) WIP – Art – Scenario 2 Environment Assets: Dionne and Tyler continued adding assets to this zone, despite a few sick days from Tyler (the spring environment here in Fairfax literally defeated the environment artist)! New ruin assets and ruin rubble. LODs and collision completed on raven, stag, and lion statues. New mossy rock wall assets for forested areas. New first pass cobblestone path material to denote connections between control points. WIP – Collision and LODs on bridge assets to improve performance and gameplay.

Dionne and Tyler continued adding assets to this zone, despite a few sick days from Tyler (the spring environment here in Fairfax literally defeated the environment artist)! (4/6/2018) WIP - Art - New Ability Animations and Class Idles: This week, Sandra finished the Forest Stalker’s new ability animation and began work on the Winter Shadow’s new ability. Scott finished the Empath’s ability animation and class unique idle, and is now working through the secondary animations, such as movement and deflect for the Black Knight. Joe blocked out several poses for the Fianna idle, and began work on the class unique ability. Both of those will be finished up next week so he too can move on to the secondary animations.

This week, Sandra finished the Forest Stalker’s new ability animation and began work on the Winter Shadow’s new ability. Scott finished the Empath’s ability animation and class unique idle, and is now working through the secondary animations, such as movement and deflect for the Black Knight. Joe blocked out several poses for the Fianna idle, and began work on the class unique ability. Both of those will be finished up next week so he too can move on to the secondary animations. (4/27/2018) WIP - VFX - Updated Realm Variations: Using Michelle’s concept art we’ve previously shown, Mike is developing different techniques for generating sprites and new motion templates. This prototyping will next be put to use on the Blackguard and Black Knight’s new abilities.

Using Michelle’s concept art we’ve previously shown, Mike is developing different techniques for generating sprites and new motion templates. This prototyping will next be put to use on the Blackguard and Black Knight’s new abilities. (4/27/2018) WIP – Art – Environment Art: This week continued focus on the Dragon Fang map, which is our second scenario. While we continued to add more assets to the map, we also began work on collision, performance, and gameplay. You can see my (Tyler) environment art stream HERE. First pass design placement of assets to affect primary combat areas. WIP – Improving assets to be easier to move over and around, and adding LODs and collision to existing assets to improve performance. First final pass on Arthurian starting spawn point, assets, and hand-placement of mods to define paths. First rough pass Viking spawn point mods set up.

This week continued focus on the Dragon Fang map, which is our second scenario. While we continued to add more assets to the map, we also began work on collision, performance, and gameplay. You can see my (Tyler) environment art stream HERE. (4/27/2018) WIP - Art - One-Handed Hammers: The Mjölnir is getting an animation update that will give him his own unique idle, dual wielding one-handed hammers. Michelle concepted those this week, and the models have already been finished by Jon. Next up, these will go to Scott to begin fleshing out the new animations. Thanks for reading through our monthly newsletter! It’s been a pleasure as always to put this together for you folks, and I hope you have enjoyed reading it too. We shall continue on, persevering in our mission to bring you Beta 1, and the Camelot Unchained game we have promised. Until next time, Max out!

