
come at a cost, both in rendering time and studio development time and we are not willing, right now, to commit to that level of customization. So, players will be able to customize some aspects of their character’s appearance, but certainly not in the kind of quantity and quality of something like Black Desert. Is there anything you are would like to highlight in the character creation system? Our focus is on delivering a game that handles large-scale battles, not large-scale boob sliders. The Banes and Boons system is going to be a major boost to character customization and will epitomize the concept of “Choices Matter” that has been at the heart of this game’s Foundational Principles.Īre you using a 'homegrown' solution or Middleware solution and what total number player cap are you looking to attain?Īlmost all the tech currently in Camelot Unchained is homegrown. The core rendering and server engines were, and are, being written from scratch.Īt the present time, the major exceptions are Nvidia’s PhysX (server side), HBAO+ (client side) and Wwise (sound engine). In case you missed their Friday live stream, catch it below.As far as player cap, that is TBD but we expect our servers to handle more load than most other MMORPGs because of the lack of the kind of NPC traffic/CPU usage in Camelot Unchained.

#Camelot unchained open beta install#
If you need to download and install the latest VC redist from Microsoft, you can grab it here. As you might have seen in the email that was sent a few days ago, this will result in a faster download/install, and it will require *all* of our Backers to use the latest VC redist from Microsoft. Tech – Installer: Tim has built a new installer for CU. The next step is to get this data to a more physics-brained engineer, so we can get this issue addressed and added to the game.
#Camelot unchained open beta code#
He also identified the general area in the code which causes NPCs to interpenetrate much more frequently than we’ve seen in the past.

He found that our biggest performance hits come when several character controller capsules interpenetrate. WIP – Tech – Performance: Wylie investigated a performance issue seen when dealing with high numbers of NPCs. Understanding the problem, though, as always is 90% of the battle, and we expect a fix fairly quickly. He has narrowed down (what he thinks is) the final major problem with generating the navmesh polygons, but doesn’t quite have a way to fix it yet. This was causing the navmesh to not label some vertices with the proper information, and causing some holes to appear. He fixed problems with invalid polygons being generated for obstacles, and now we have a reliable way to split self-intersecting (complex) polygons. WIP – Tech – Navmesh: Lee continued on his navmesh quest this week. Several support components exploit enemies with a maxed-out panic resource, locking up movement or preventing certain kinds of abilities from being used.

Stamina locks at 0 for a bit when you’re exhausted, and Panic will lock at your MaxPanic stat for a bit when it reaches that threshold. Panic, as we discussed last week, is a stat that functions a lot like Stamina.

WIP – Tech – Game play: This week, Anthony added a few more Minstrel harmonies, including their panic abusers. Camelot Unchained’s Beta 2 is open to backers today, according to a new roundup from the team.ĭuration: 3 hours: 12pm – 3pm EDT / 9am – 12pm PDT / 6pm – 9pm CEST ( Get localization)Īdditionally, highlights for last week include:
