Beta 1 Feature List:

  • Ability to choose from a selection of work-in-progress races.
  • First pass generic working Vox Magus
  • Assembly of refined materials into recipe-based (recipe system to be replaced during Beta 1) items
  • Use seeding system to create nodes/farms of minerals
  • Destruction of buildings at varying game speeds (slow, normal, fast, etc.)
  • One generic siege engine.
  • First pass NPC guards
  • Plot ownership, access permissions, change of ownership.
  • Sounds created and linked to components, abilities, etc
  • Refactor of animation system with upper and lower body animations.
  • Support of more than 2k Backers/bots per large island
  • Multiple movement speeds - combat, normal, travel (fast)
  • First pass group system
  • First pass guild system.
  • Additional sound support.
  • Help button in client that leads to video
  • Encumbrance penalties
  • First pass inventory system.
  • First pass working armor, shields, and weapons in game.
  • Ability to choose gender from available race choices.
  • Primary character stats are tied into game`s mechanics
  • Sampling of working banes and boons per race/class combinations
  • Three work-in-progress classes based on a "Fighter" trio
  • Three work-in-progress classes based on a "Pure Healer" trio
  • Three work-in-progress classes based on an "Archer" trio
  • One "generic" crafter class
  • Ability system with "Day One - Thirty" components with working progression system
  • One "safe" island per Realm
  • One large island in the middle
  • 3 additional smaller islands surrounding large island
  • Transportation between islands via portals.
  • First pass buildings/architecture art per Realm
  • First Place of Power on map
  • "First Final" pass at player item structure.
  • Items exist in the real world: Can be dropped, traded, picked up by any player, and persist in world.
  • Inventory system with encumbrance.

Beta 1 Extended List:

  • Image-based ambient and specular lighting.
  • First pass working emotes.
  • A selection of Realm-based weapons, using temporary art, for testing.
  • A sampling of realm distinct weapons using updated materials.
  • A sampling of Realm-distinct light, medium, and heavy armor.
  • Players can teleport between physically different servers.
  • Add Nvidia Waveworks
  • Add Nvidia GameWorks "super-advanced" volumetric lighting.
  • Improved VFX rendering system
  • Sound bank editor to reduce patch times and bandwidth usage when updating sound resources.
  • Automate bot testing into a single command, and enable them to restart themselves.
  • Updated Patcher that better delivers community content, as well as supporting both 32 and 64 bit client installations.
  • Glow maps for materials.
  • HDR Bloom.
  • HDR tone mapping support.
  • New physically based rendering model. (PBR)
  • Pre-existing materials, updated to use new physically based lighting.
  • Terrain updates based on realm control.
  • Threading library to improve client efficiency in multiple areas.
  • Updated character creation UI and process.
  • Physics updates running on its own server

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

  • Building damage design.
  • Second Pass: Visually represent building blocks with stand in cracked blocks.
  • Third pass: Building metrics improvements.
  • Second pass: Building metrics.
  • First pass: Building metrics
  • Define first pass of building data structure.
  • Visually represent building damage.
  • Turn the 'island' of blocks into a new structure that uses physics. ie: Chunks of a building fall off and collide with the main structure and eachother. - First Pass
  • Determine how to turn an "island" of blocks into a separate structure. An 'island' is a selection of blocks with not enough support to remain as part of the main structure.
  • Engineering: Determine how we will damage structures.
  • Third Pass: Improve damage visuals per block types.

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

  • Building stability design.
  • Engineering: Determine stability of structure while building it. - First Pass
  • Engineering: Determine stability of a structure as it is being damaged in combat and send those updates, cheaply, to players.
  • Engineering: Visually represent what is unstable in a structure when building.

As a Backer, I'd like to be able to use modifier components when building abilities.

  • Integrate modifier component with pre-existing ability components.
  • Unlock modifier components in spellbook UI.

As a melee weapon player, I want the ability to create ability combos.

  • Add multiple ability trees to the pre-existing ability system.

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

  • Update the MongoDB drivers in the various solutions.
  • Update Wwise to current version and fix any resulting issues.
  • Improve our crash reporter so it's easier for other devs to use without support.
  • Move characters and crafted abilities onto worldState DB.
  • Move worldState information onto WiredTiger enabled Mongo DB.
  • Update Wwise to address bugs in previous build.
  • Update build and game servers post VS15 upgrade.
  • Metrics hooked up for disk usage and replica set health for MongoDBs.
  • Set up new server hardware, for faster builds!
  • Add more logging to VPN.
  • Set up a secure VPN.
  • Update CEF
  • Update to Visual Studio 2015 CTP 6
  • Migrate the Perforce repository to Git.
  • Improve our crash reporter so it's easier for other devs to use without support.

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

  • Add animation support for stances.
  • Animation resource collection
  • Client animation stance transition
  • Stances use child effects, which are applied when the stance is entered.
  • Make a new, well-defined animation stance assetlib class.
  • Update build server if necessary.
  • Update client if necessary.
  • Test and review stance editor.
  • Add documentation.
  • Stance animation built into animation resource
  • Notification of ability fail due to bad prereqs.
  • Associate stance with character.
  • Stance netcode.
  • Create stance ability components.
  • Behavior editor to define animations associated with a stance.
  • Stance editor to define applied active effects.
  • Abilitiy components define what stances they can be activated from.
  • UI 2.0 swaps ability sets based on stances.
  • Weapon cog defines what stances are available for weapon type.
  • Two characters of the same Realm will collide with each other unless one or both of them are in Travel Stance.

As both a Backer and developer, I'd like to have more dev commands to facilitate testing, and general interactions with the player community.

  • Dev command infrastructure to support new Administrator class on the server.
  • Admin's can adjust control game on the fly.
  • Admin's can trigger old abilities for testing.
  • Admin is invincible and takes no ability effects.
  • Ability to set one's movement speed value.
  • Ability to set one's stat to a value or percentage of the pre-existing value.
  • Ability to teleport to a location in the world.
  • Ability to kill oneself. Available to all players.
  • Ability to make the admin invincible.
  • Fly command now properly communicates position to the server.
  • Added vsync toggle to test frame times.

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

  • First Pass: Melee impact sounds
  • First Pass: Battlecry variants for Valkyries.
  • First Pass: Battlecry variants for Luchorpán.
  • Third pass stability network optimizations.
  • Second pass stability network optimizations.
  • First Pass: Arrow impacts metal armor blocks.
  • First Pass: Arrow impacts and penetration cloth and leather.
  • First Pass: Metal armor melee penetration for certain damage types.
  • First Pass: Metal armor melee impacts for all damage types.
  • First Pass: Leather armor melee impacts for all damage types.
  • First Pass: Leather armor melee penetration for certain damage types.
  • First Pass: Cloth armor melee impacts for all damage types.
  • First Pass: Cloth armor melee penetration for certain damage types.
  • First Pass: Modular swiftness/slow sfx components.
  • First Pass: Modular stat drain based sfx.
  • First Pass: Modular stone/earth based sfx
  • First Pass: Battlecry variants for male and female humans.
  • First Pass: Hit impact sounds for melee secondary components.
  • First Pass: Battlecry variants for Picts.

As a Backer, I'd like Camelot Unchained to have sound through the start up, character creation and selection process. - First Pass

  • First Pass: Server select background music.
  • First Pass: Loading screen background music.
  • First Pass: Character select input sfx and background music.
  • First Pass: Character creation input sfx and background music.
  • Second Pass: Loading screen background music.
  • First Pass: Random ambient music in game.

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

  • First Pass: Archery components UI art.
  • Improve queuing of abilities.
  • Allow firing of arrows to be more precisely timed, as a separate action from drawing the bow.
  • Update player camera "feel."
  • Second Pass: Simple UI elements display targeting arc.
  • Hook up UI targeting arc to ability stats so aiming can correctly predict target.
  • First Pass: UI elements display targeting arc.
  • First pass: Camera offset positioning for first pass archery.
  • First Pass: Animations for archery.
  • First Pass: I can fire a projectile that uses physics.
  • First Pass: I can build a basic ability in the ability editor to fire an arrow.
  • First Pass: Archery stance is activated by the player.
  • First Pass: A bow is an item the player can equip, and use, in the game.
  • First Pass: Implement the three modes of archery. Idle, nocked, drawn.
  • Snap view yaw to the aiming yaw .
  • Add spatial query to arrows.
  • Switch to modal cursor tracking.
  • Smooth out targeting camera's tracking of the hit position.
  • Buildvar to disable manual aiming
  • Leave the camera pointing toward the hit position when firing projectiles in aiming mode.
  • Start drawing trajectory arc as soon as prep begins.
  • Switching to the targeting camera on client.
  • Configure archery skills to use manual phase advancement.
  • Toggle Aiming mode.
  • Manual aiming revisit post re-ab
  • Server-driven auto-advancement when not aiming.

As a Backer, I'd like to see general improvements in C.U.B.E.'s interface and functionality.

  • Paint Bucket tool keybind fixed. Holding 'P' when clicking on a set of blocks will paint those blocks with the selected material.
  • Block selection UI shows the Substance and Shape ID`s separately for swapping.
  • Small art fixes/improvements to environment and character assets.
  • Improve thumbnail rendering time in UI.
  • Create backups of old save files before converting current save file to updated version.
  • Add new shapes in next C.U.B.E. push.
  • Create additional materials for C.U.B.E.
  • Add new materials in next C.U.B.E. push that better show off rendering and lighting improvements.
  • Add new shapes in next C.U.B.E. push.
  • Add new materials in next C.U.B.E. push that better show off improved rendering and lighting improvements.
  • Block substances (Mats) properly render icons to the UI.
  • Update all previously available material resources to use new art creation pipeline.
  • Update new UI with CU CSS styling and art.
  • C.U.B.E. version selectable in map selection window.
  • Keyboard-moveable ghost blocks.
  • Blueprint naming supports longer names with additional text characters.
  • Paint Bucket tool in C.U.B.E. uses the normal keybind rules so it can be rebound.
  • C.U.B.E. files back up after every push.
  • Slash commands for C.U.B.E. work in new chat.
  • Block/Material icons load during load screen to reduce UI update lag.
  • Improve rendering of lots of blocks or buildings in zone through improvements in threading.
  • Config file saves between logins.
  • Undo and redo.
  • "Paint Bucket" - Can select a substance, then paint that onto pre-existing blocks.
  • Block "snap" mode.
  • Gizmos color coded to world space direction. (X, Y, Z)
  • Add ability to rotate all blocks selected.
  • Add commands to swap block shapes and substances (including blueprints) as an additional safeguard for players when devs make changes.
  • Additional memory reductions to building meshes. (Approximately 500megs!)
  • Add rendering options that can now be adjusted in the options menu on C.U.B.E. and game client. (Shadow quality, distance, on/off, texture quality, HBAO toggle, shader quality.)
  • Fix missing water in zone.
  • Move all user-generated files out of executable folder and into AppData.
  • Add a delete button for blueprints.
  • Add ten more materials.
  • Optimize rendering of blue prints when moving and placing.
  • Cube tags now fully functional for searching.
  • Implement C.U.B.E. page on CU website.
  • Mockup webpage for information about C.U.B.E.
  • Create a logo for C.U.B.E.
  • First pass: Added the ability to place a light in the world.
  • Stop saving block icons to disk.
  • Blocks now have handles to place or delete multiple blocks at one time. - Foundation of the blueprint system.
  • Twitter integration to share screenshots.
  • Add numeric values to blocks as they are drawn before placing, for better measuring.
  • Placing blocks now shows block count near selection.
  • Increase the size and distance at which transparency kicks in for the size counter.
  • Remove extraneous control game models, floating assets, material spheres, etc.
  • Updated UI provided by Mod Squad!
  • Update all previously available material art assets from 1024 textures to 512x512 for new scaling.
  • Reduce building material textures by 75% - Material scaling was 8x8 meters, now 4x4 meters.
  • Perfhud UI: New panel displaying rendering performance for additional developer feedback.
  • General reduction in memory usage. Worst case maps reduced by 1.5gb !
  • Reduce client memory usage of collision physics.
  • Reduce the size of the character texture arrays while in C.U.B.E.
  • Reduce memory usage of simplified building meshes.
  • Large blueprints no longer run you out of memory
  • When deselecting a text area by left or right clicking the mouse will no longer move to the last place it was clicked.
  • Can now use the scroll bars on UI with scroll bars.
  • Facebook integration to share screenshots.

As a Backer, I'd like to play in a procedurally-created environment. - Part One

  • Gut & Clean the existing zone editor and bring it back to life.
  • Add ability to move "stuff" around by dragging it.
  • Add new subdivision terrain code into a proper editor.
  • Terrain saved in DB, through builder, and sent to client as part of binary zone data.
  • Client renders terrain.
  • Client and server use the terrain for collision.

As a Backer, I'd like to see the sun, moons, and stars in the sky with sky color changes based on time of day and position of those celestial bodies. - First Pass

  • Render a tessalated icosahedron with uniform face distribution. (A skybowl :P)
  • First pass: Sun and moons.
  • Color of the sky is derived from the light emmitted from the celestial bodies.
  • Stars in the sky!
  • Render the sky in a different scene.
  • R&D and implement a very pretty cloud shader.
  • Create the editor for all sky parameters.
  • Second pass cloud improvements.
  • Clouds take sun/moon color and lighting direction.

As a developer, I'd like to have an automated system for running a CU test environment on my own PC.

  • Manage Channels.
  • Copy / Migrate Channel data between channels.
  • Run a local Build Server
  • Run a local Game Server
  • Run a local User Proxy
  • CUEMAN on CU Patcher for Devs with CI (Continuous Integration) builds
  • Manage large binary assets and libraries not stored within Git
  • Build Server cleans up unused data from GridFS
  • Bug reporting in CSE's .NET Utilities library allows .NET projects to report bugs to Jira.

As a Backer, I'd like to see visual improvements to the current Alpha map terrain.

  • Break map into multiple parts to improve performance.
  • Create overlay geometry to smooth transitions.
  • Revisit terrain material settings to reduce visual repetition.
  • Clean UV's of overlay geo.
  • Add new generic items such as boxes, barrels, etc. to center castle.

As a Backer, I'd like to see the world begin to be propped out with generic fantasy items. - Set #1.

  • Create documentation for assets.
  • Small storage chest.
  • Storage covers lrg and sml.
  • Wicker baskets x 3
  • Wagons x 3. Loaded wagons, w/ extra wheel asset.
  • Crate and barrel groupings.
  • Generic wood crates.
  • Barrels, generic, x2
  • Wood plank groups lrg, med, sml.
  • Stick bundle lrg, sml, and group.
  • Generic wood tables, lrg and sml.

As a Backer and developer I'd like the bots to have more functionality to facilitate testing.

  • Bots will use new ability builder.
  • Bots will now take a target, face it, and move towards it.
  • Bots are now aware of their archetype.
  • Bots can now teleport.
  • Additional Tasks TBD

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

  • Create foundation of requirements system.
  • Refactor Server Requirements in order to better support abilities.
  • Create editor to integrate checks in game.
  • Abilities check player equipment tags.
  • Abilities check player or target.
  • Abilities check race and archetype.
  • Abilities check position.
  • Abilities check active effect tags.
  • Abilities check stance.
  • Abilities check stats.
  • Refactor Editor to support new requirements.

As a Backer, I'd like to test the updated male luchorpan model.

  • Create base body concept and worksheets.
  • Model high poly sculpt.
  • Model and rig low poly model.
  • Import and test model parts.
  • Replace old model with updated model in game.

As a Backer, I'd like to test the updated female human model.

  • Create base body concept and worksheets.
  • First pass UI elements for character creation - TDD.
  • First pass UI elements for character creation - Viking.
  • First pass UI elements for character creation - Arthurian.
  • Create three additional face variations for testing.
  • Create three additional skin tones for testing.
  • Create three alternate hair colors for testing.
  • Create UI elements for character creation.
  • Update base mesh with better underwear.
  • Audit current melee armor set to fit human female for testing.
  • Update UV coordinates of Human female to optimized layout for LODs.
  • Create textures.
  • Create UI elements in character creation.
  • Character is selectable in game.
  • Import and test model parts.
  • Model and rig low poly model.
  • Model high poly sculpt.
  • Third pass underwear using masking system, and overall visual improvements.

As a Backer, I'd like to test the new female luchorpan model.

  • Create base body concept and worksheets.
  • Update textures to new UV layout - match to updated male Luchorpán.
  • Rebuild female Luchorpán model to adhere to new pipeline. New vert count, body part topology, UV layout.
  • Create UI elements in character creation.
  • Create textures.
  • Character is selectable in game.
  • Import and test model parts.
  • Model and rig low poly model.
  • Model high poly sculpt.
  • Update base mesh with underwear.

As a Backer, I'd like to test the updated male golem model.

  • Create base body concept and worksheets.
  • Model high poly sculpt.
  • Model and rig low poly model.
  • Import and test model parts.
  • Replace old model with updated model in game.
  • Create textures.
  • Update UI elements in character creation.
  • Second pass textures - improvement
  • Audit current melee armor set to fit male Golem for testing.

As a Backer, I'd like to play in a procedurally-created environment. - Part Two

  • First pass: Epic terrain LOD'ing
  • TT: Apply type effects during subdivision.
  • TT: Define binary format, provide builders.
  • TT: Define format in DB, save and load in editor.
  • TT: Rules for subdividing into other types.
  • TT: Auto placement trees, rocks, grass.
  • TT: Texture overrides.
  • TT: Subdivision points can be assigned one or more types.
  • TT: Shape distortions.
  • Terrain Types (TT): subdivision points can be assigned one or more types.
  • First pass - simple water shader.

As a Backer, I'd like to see the sun, moons, and stars in the sky, with sky color changes based on time of day and position of those celestial bodies. - Second Pass

  • Stars rotate with the sun.
  • Add a "Milky Way" type of visual to the sky bowl at night.
  • Fix the moon so it's larger and shows up in the night sky again.
  • Night sky and star rotations now synced.
  • Moon rotation supports phases.
  • Update moon materials and increase resolution.
  • Second pass moon concept art.
  • New moon from second pass concept art created.
  • Update sun and moon materials to work with HDR improvements to sky.
  • Turn down the moonlight intensity.
  • Factor in sunlight brightness into the skydome better.
  • Editor can assign moon model settings, instead of having them hardcoded.
  • Create first pass collided moons object.
  • First pass moon concepts
  • Stars get more intense towards the zenith.
  • More sky dome improvements.
  • Improve sun/moon materials.
  • Add glow and lens flare effects to sun.
  • Add the second moon - First Pass
  • Moon shows phases.
  • Further optimization to dome.
  • Differentiate sunrise from sunset.
  • Improve color blending in sky dome.
  • Match fog color to sky color.
  • Stars twinkle more at horizon.
  • Tweak sky color values and star brightness to work better with PBR update.

As a Backer, I'd like to test the updated female Golem model.

  • Create base body concept and worksheets.
  • Model high poly sculpt.
  • Model and rig low poly model.
  • Import and test model parts.
  • Character is selectable in game.
  • Create textures.
  • Create UI elements in character creation.

As a Backer, I'd like to test the updated male Fir Bog model.

  • Create base body concept and worksheets.
  • Model high poly sculpt.
  • Model and rig low poly model.
  • Import and test model parts.
  • Character is selectable in game.
  • Create textures.
  • Create UI elements in character creation.

As a Backer, I'd like to test the updated female Fir Bog model.

  • Create base body concept and worksheets.
  • Model high poly sculpt.
  • Model and rig low poly model.
  • Import and test model parts.
  • Replace old model with updated model in-game.
  • Create textures.
  • Update UI elements.

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

  • Agility affects max move speed.
  • Vitality affects max health and health regeneration.
  • Endurance affects max stamina and stamina regeneration.
  • UI feedback on character creation sheet.
  • Faith increases incoming healing power
  • Resonance increases positive status effect duration.
  • Agility affects encumbrance.
  • Dexterity reduces encumbrance penalty.
  • Strength raises carrying capacity.

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

  • Improve previous implementation.
  • Updated slash commands - build vars can be set with just /command, rather than /var command (previously were shift+enter commands).
  • Adjust encumbrance calculations.
  • Air density/resistance, gravity, backwards, forwards, and sideways movement speed multipliers, sliding force multiplier, sliding slope angle threshhold, and on-ground gravity (Ground stickiness - so you don't launch off small rocks!)
  • Max block limit on building plots.
  • Minimum preparation time for abilities.
  • Absolute minimum and maximum movement speed allowed.
  • Create corresponding editor.
  • Selection of variables added: character collision stickyness, strafe and reverse speed, turn to run speed ratio, jump strength, max walkable slope, run speed min/max, projectile speed min/max, object max lifetime cap, etc.
  • Expose variables to server.
  • Automatic reloading of gameplay config for quicker iteration on Ben's side.

As a Backer, I'd like to see the world begin to be propped out with generic fantasy items. - Set #2.

  • Create documentation for assets.
  • Wood and metal buckets.
  • Large beer cask on stand.
  • Old wooden well.
  • Saw for cutting down those trees!
  • Log piles and logs.
  • Standing and hanging braziers.
  • Ladders!
  • Three hay pile assets.
  • Generic battering ram
  • Generic trebuchet
  • Various chests.

As a Backer, I'd like to see the world begin to be propped out with generic fantasy items. - Set #3.

  • Create documentation for assets.
  • Hanging tapestries.
  • Paintings for wall art.
  • Mounted deer antlers.
  • Small hay piles for ground clutter.
  • Small rocks for ground clutter.
  • Boxes of assorted food goods.
  • Books and bookcases.
  • Generic wood tables, chairs, benches, cupboards, oh my!
  • Old lamps updated as group with vfx and lights.
  • Stacks of books

As a Backer, I'd like to be able to create, save, and load blueprints in C.U.B.E.

  • Block/Blueprint selection design. - First Pass
  • Block/Blueprint selection implementation. - First Pass
  • U.I. art assets.
  • Saving/loading of blueprints within C.U.B.E
  • Saving/loading of blueprints on server.

As a Backer, I'd like to see improvements and added functionality to the CSE store.

  • Create an easy-to-use tool to review transaction history and logging - First Pass.
  • Additional features to transaction history tool - First Pass.

As a Backer, I'd like to see the sky transition from a sunny day to an overcast and rainy day.

  • Create first pass on rain vfx.
  • Add flag to vfx to orient particles by velocity.
  • Sky becomes overcast, lighting changes, sky bowl color changes, and rain particles are generated - first pass.
  • Terrain shader for rain splashes.
  • Sound can be defined by rainy weather state.
  • First pass: ambient rain sound for rainy weather.

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

  • First pass C.U.B.E. video.
  • Determine cause of patch server slowdown, fix and improve speed.
  • Set up local patch server for internal use.
  • Create "fast-path" entry for Jenkins that can do the release-build process for any branch and push to any set of channels.
  • Push build number and time to the server, so that we can track down issues related to continuous integration.
  • Updating code signing cert no longer triggers user's antivirus programs.
  • Improve patch server performance.
  • Bots pick new random location to move to - second pass.
  • Better null handling in serialization.
  • Death movement state added, to prevent sliding around while dead.
  • Add command to build server to shutdown after building but before a new build starts.
  • Patcher can run in offline mode.
  • WebAPI server properly notifies patcher when a server goes offline.
  • Create an arrow-firing turret model for testing arrow spam that can be placed on the ground.
  • Fix auto run when alt-tabbed.
  • Set game client window to start on top of other windows, instead of starting up behind other windows occasionally.
  • Updated character creation to calculate character health on creation, rather than starting a new character with 1 hp.
  • Organize GitHub repositories
  • Improve server startup by asynchronously loading configs.
  • Metrics more configurable (to improve server performance)
  • Fix issues with ecosystem that were preventing password resets in certain cases.
  • Remove an unused logger that was slowing down server startup on debug builds.
  • Improve detail in asserts by including user name, character name, time, and the specific server.
  • Update loading screen to use new CU logo.
  • Bots have simple targeting - second pass.
  • AssetCache works via MD5 instead of CogID to prevent asset conflicts.
  • Fast Entity Reader implemented to improve server performance.
  • Buildvar for near clip distance.
  • Update follow camera to always point at character's approximate head location.
  • Wait for building plots to finish before making server available.
  • Update and add variants of CSE_WARN message.
  • GroupServer, API, and Game server setup use read-only StateProvider and Handlers.
  • Create DefRef, a method for looking up a reference to a piece of data.
  • Bots use abilities from the updated ability system.
  • Remove local-only skills from the client's skill queue when they get cancelled
  • Create a small system to cache asset files locally on the build server by their MD5 to speed up (re)builds.
  • Better support for modes other than stances.
  • Added slash command to limit the server update rate for the current client.
  • Increase update speed for WebAPI servers.
  • Set up network states for entity components.
  • Create entities from terrain-spawned items.
  • Bots have simply targetting - second pass
  • Automatic reloading of gameplay config for quicker iteration on Ben's side
  • Improve number of bots that can be controlled by a single server.
  • Load and compile config files into single assemblies.
  • Update CSE store styling - Mockup.
  • Add a test case wind ability to the game for all mage Archetypes.
  • Add logging to editor and clientmanaged for better bug tracking.
  • Fix saving of Assets and Cogs so that they are easier for programmers to use.
  • Separate preparation time adjustments from recovery time adjustments on abilities.
  • Create a tool to generate 2d maps from terrain.
  • Refactor character movement code.
  • Give bots a new move mode: Scatter upon login, then occasionally all move to random region.
  • Bots cast less when far away from targets.
  • Bots pick new random location to move to when they're trying to move and can't.
  • Add collision to control game spawns.
  • Character inventory changes by devs don't need a server reset to update.
  • Area of effect abilities use the caster's center of mass.
  • Movement causes disruption damage instead of directly stopping abilities in progress.
  • Create vfx for test wind ability.
  • Add stamina regen to warrior shout and bandage.
  • Abilities can be hasted or slowed. Tech for later usage.
  • Jump costs stamina.
  • Track down and fix persistent bug with a small group of people concerning their ISPs shutting down their connections.
  • Fix UserProxy crash with unresponsive clients or bots.
  • Movement causes disruption to abilities being cast.
  • Character inventory changes by devs don't need a server reset to update.
  • Improve channeling: Caster can go into a channeling recovery loop, vs. being able to immediately start next cast.
  • Add Visual Studio 2015 to api/account page.
  • Restructure database in code so servers and tools opt-in to only connect to databases that they use -- resulting in faster startups.
  • XMLformatter serialization support for IXMLserializable - including bug fixing.
  • Add automated reporting of statuses of our World State and ChatLog databases.
  • Create whitelist for usable unicode characters to be used in character names.
  • Create character name normalizer that will map unicode characters to standard characters for normalization.
  • Create an in-game free cam mode with speed control.
  • Player character can be controlled independently of free cam.
  • Free cam can do a 360° rotation around a pivot, independent of player control.
  • Create an intro video for the "Hot Streamy Summer" streaming event.
  • Create an intro video for "Mornings with Max."
  • Add ability to pull assets from DB and save locally.
  • Update perfhud and fix bugs.
  • Implement CSE comics web page.
  • Assets placed in world now correctly display attached vfx and lights from model 2.0.
  • Create and implement "Munchies 4 Crunchies" donation page.
  • Make improvements to ParLL to support older CPU's.
  • Material assignment to models no longer has issues with material names with more than 32 characters!
  • Create a system to remind us when SSL certs are going to expire.
  • Terrain editor now supports textures of different sizes and no longer reduces all textures to the lowest size used in a map.
  • Closed doors image/art for stretch goals page.
  • Concept art pass on biome variations using current assets.
  • Mock up web page to house CSE comics.
  • Create an intro video for "Q&A" streaming events.

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

  • Gargoyles Becoming - First Draft
  • The Andvaranaut - The Becoming - Part 1 - First Draft.
  • The Andvaranaut - The Becoming - Part 1 - Final Draft.
  • The Great Depths Raid Part 3 - First Draft
  • The Great Depths Raid Part 3 - Final Draft
  • The Great Depths Raid Part 4 - First Draft
  • The Great Depths Raid Part 4 - Final Draft
  • The Great Depths Raid Part 5 - First Draft
  • The Great Depths Raid Part 5 - Final Draft
  • The Great Depths Raid Part 6 - Final Draft
  • The Great Depths Raid Part 7 - Final Draft
  • The Great Depths Raid Part 8 - Final Draft
  • The Great Depths Raid Part 9 - Final Draft
  • The Great Depths Raid Part 10 - Final Draft
  • The Great Depths Raid Part 11 - Final Draft
  • The Great Depths Raid Part 12 - Final Draft. This completes the entire Great Depths Raid.
  • The Great Depths Raid Part 2 - Final Draft
  • The Great Depths Raid Part 2 - First Draft
  • The Great Depths Raid Part 1 - Final Draft
  • Silverhands Becoming - Rewrite
  • Valkyries - rewrite
  • Golems Becoming - Part III
  • Gargoyles Becoming - Second Draft
  • Stormriders Becoming - Rewrite
  • Frost Giants Becoming
  • St'rm Becoming - First Draft
  • St'rm Becoming - Second Draft
  • To Be A Helbound - First Draft
  • To Be A Drengr - First Draft
  • Picts Becoming part 1 - First Draft
  • Picts Becoming part 1 - Second Draft
  • Picts Becoming part 2 - First Draft
  • Picts Becoming part 2 - Second Draft
  • The Great Depths Raid Part 1 - First Draft
  • Picts Becoming part 2 - Final Draft

As a Backer, I'd like to see the world begin to be propped out with generic fantasy items. - Set #4.

  • Pile 'o' skins to protect the battering ram from FIRE!
  • TDD medium basket.
  • TDD medium box. x2
  • TDD medium chest.
  • Viking stone markers x 3
  • Broken down wagon
  • Generic market stalls x 3
  • Create documentation for assets.
  • Axe and stump
  • Wood external stairs with scaffolding - 1 and 2 story
  • Cauldrons
  • Wood pile lrg and sml.
  • TDD hero tree growing from rock.

As both a Backer and developer, I'd like to have more dev commands to facilitate testing, and general interactions with the player community. - Moar!

  • /adminhelp lists admin commands.
  • Ability to teleport a player to the admin.
  • Ability to teleport admin to a player.
  • Ability to summon all players to you.
  • God Mode!
  • Admins visually discernable with new icon over head.
  • Admin state now toggleable in game.

As a Backer, I'd like to be able to equip and use different types of melee weapon combinations. - First Pass Animations - Part 1

  • First Pass Animation: Right hand weapon.
  • FPA: Right hand weapon w/ shield attacks.
  • FPA: Right hand spear with shield.
  • FPA: Right hand spear, left single handed weapon.
  • FPA: Right hand spear.
  • FPA: Right hand dagger with shield.
  • FPA: Right hand dagger.
  • FPA: Right hand weapon with left hand dagger.
  • FPA: Right hand weapon with left hand shield.
  • FPA: Left hand shield with right hand spear.

As a Backer, I'd like to be able to wear armor that protects against different damage types.

  • First Pass: Design different damage types.
  • Define damage type enumeration.
  • Damage types can be set in ability editor.

As a Backer, I'd like to be able to equip and use different types of melee weapon combinations. - First Pass Animations - Part 2

  • FPA: Dual dagger.
  • FPA: Crossbow
  • FPA: Spear, two hands.
  • FPA: Staff, two hands.
  • FPA: Polearm weapon, two hands.
  • FPA: Left hand dagger with one hand weapon.
  • FPA: Left hand dagger with spear.
  • FPA: Polearm weapon.
  • FPA: Dual single hand weapon.
  • First pass test case bow rigging and animation test.

As a Backer, I'd like to see character, item, and ability stats have real meaning in the game - First pass design.

  • Design player character stats.
  • Design player character stat progression.
  • Design equippable item stats.
  • Design equippable item progression.
  • Design ability component stats.
  • Design ability component progression.
  • Design list of equipment locations/slots.
  • Design combat model

As a Backer, I'd like to see improvements to ability VFX to make visual distinction of abilities easier.

  • Initiate Tears and Primal water dart and ball effects use different vfx.
  • New Liquid Flame dart, ball, cone, wave.
  • New Primal Stone dart, ball, cone, wave.
  • Improved look of Primal Fire wall.
  • Initiate Tears, Primal Stone and Liquid flame new casting vfx.
  • Primal Stone and Primal Earth dart and ball effects use different vfx
  • Improve Liquid flame based spells.
  • New wall spawning effects.

As a Backer, I'd like to see the world begin to be propped out with generic fantasy items. - Set #5.

  • Create documentation for assets.
  • Generic stick bundles v2 large and small.
  • Viking boxes/storage containers
  • Viking chests
  • Viking Basket x 3
  • Arthurian storage container groups x 5
  • Additional variations of chests and containers.
  • Additional generic bushes with texture variations.
  • Sacks, and group of sacks with food.
  • Brazier models include fire vfx and lights.
  • Standing and hanging braziers, single and double.
  • Large and small lumber piles.
  • Showcase platforms for artists.
  • Arthurian storage containers x3
  • Arthurian chests x3
  • Concept art pass on realm, generic, items.
  • Additional generic bushes.

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

  • First Pass: Snow VFX
  • First Pass: Snow VFX in camera.
  • Snow on terrain fades in and out during snow cycle. - first pass.
  • Create snow material.
  • Terrain shader uses snow material and applies to terrain elements correctly.
  • Snow state triggers material change in environment assets.
  • Improve snow vfx.

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

  • Building plot design - First Pass
  • Building within a plot is no longer instantaneous.
  • Build times decrease based on the number of players of your realm within your plot.
  • Plot capture and combat states updated to work with changes from re-abilitation.
  • Revisit code and develop plan for data structure improvements to allow for CylinderMorphs.
  • Implement functionality to nest grids inside of other grids, to allow for parent and child grids
  • Update rotation code to allow us to change directions of cylinders.
  • Updates to UI to allow players to build towers
  • Support rectangular structures inside CylinderMorphs.
  • Harvested resources can be used to build buildings.
  • Each Grid/Morph has a location in the world, giving us a direct relationship between world space and grid space.
  • Start building mode with a selected block.
  • Set Shift+Tab to cycle selected blocks.
  • Expose hotkey combos to slash commands to speed up debugging.
  • Buildings encoding and decoding.
  • Add the ability to specify block type by ID for building commands.
  • Improve sustainability of plot ownership system.
  • Plot performance on server improved. - Server checks control based on player location.
  • Plot ownership persists after logging out, or server restart.
  • CSE defined plots can be owned and released by a player. - simple /command
  • Display plot boundries when placing blocks.
  • Concept art for cornerstones.
  • Create generic unowned cornerstone and 3 owned cornerstones, one for each realm.
  • Cornerstones and plot markers define plot borders.
  • Cornerstones swap to show ownership info.
  • Players are limited to one plot at a time. - testing purposes.
  • Limit maximum number of blocks that can be placed in a plot.
  • Make blocks Realm-sensitive and destructible by enemy Realms.
  • Plots can be placed in the world using the terrain editor.
  • Lose plot ownership on death - for testing purposes.
  • Plot owners can now set permission of who can build on their plot: Self, Realm, and All.
  • Plots owned by Realms use control point mechanic for testing the building system.
  • Create UI that allows players to control their plot's permissions.
  • Create and attach VFX for neutral plus each Realm's plot markers.
  • Support permissions for groups and guilds.

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

  • Face adjacency culling.
  • Improve handling of terrain loading/updates by delaying character loading behind a load screen.
  • 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.
  • Audit third-party software to use in the creation of materials for buildings.
  • Use our shader in third-party material creation software.
  • Update pre-existing C.U.B.E. materials to use new material format tech. This makes a big reduction in texture usage and more material versatility from player perspective.
  • Additional memory reductions to building meshes. (Approximately 500MB!)
  • De-rust buildings and building UI for testing and metrics gathering.
  • Improve damage output for buildings in combat log.
  • De-rust stability for testing and metrics gathering.
  • Change APIs for getting BuildingGrids to speed up iteration over children.
  • Improve threading model for creating renderables.
  • Better mapping for sub-grid rendering stuff.
  • Refactor data structures for holding BuildingEntity's renderables and physics.
  • Serialization: update how buildlings are saved out to disk and the database.
  • Improve how we send out deltas/building changes over the network.
  • Caching building bounds on the server.
  • Improve building scalability on the server by caching off bounds and improving tracking of pointers.
  • User proxies no longer send everything to player upon initial login.
  • Limit the number of TCP entities sent per frame to reduce load on user proxies.
  • Backface culling enabled on buildings.
  • Research and implement LOD'ing on building structures.
  • Network Deltas for building. - Send only changes to a structure, vs. sending status of every block in a structure.
  • Optimize stability calculations.
  • Remove redundant building updates.
  • Fix building concurrency issues.
  • Improve building performance metrics.
  • Use UDP for buildings when viable.
  • Optimize building node traversal.
  • BuildingMeshProvider - no longer loops over entire structure per material.
  • Removed redundant block validation to improve performance when updating buildings on the server.
  • Removed invalid blocks when starting up C.U.B.E. and the game client.
  • Second pass building LOD's - better reductions at further distances.
  • Greatly improve building LOD algorithm to better maintain surface acuity while reducing poly count even more.
  • Further refine mesh simplification to reduce visual errors in buildings.
  • Second pass mesh simplification to reduce visual errors in buildings.
  • Add distance-based priority to buildings so we only send data of buildings within 1km of the player.
  • Threading update: Break segment building on the client out into 4 contexts.

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.

  • First Pass: Design wound model.
  • Body Parts: Damage/healing effects apply to body parts rather than one resource pool.
  • Body Parts: Create ability modifiers that target body parts.
  • First Pass: Wound vfx.
  • Vfx play on target when wounded.
  • Create - CureWoundEffect - so design can create abilities to cure wounds.
  • Create abilities to cure wounds.
  • Update temporary, simple wounds UI to include all body parts.
  • First Pass wound UI design.
  • Second Pass wound UI design.
  • Integrate updated wound UI to client.
  • Body Parts: Expand wound UI to display all the body parts.
  • Body Parts: Apply wound system to each body part.
  • Create a simple wounds UI.
  • Rework hit points as a blood pool resource.
  • Send combat information to attacker and defender using logging infrastructure.
  • Set up network code to communicate wound info to the client.
  • Create Wounds structure on the server.
  • 1 wound and 1 trauma applied on depletion of body part's blood.
  • Allow "overhealing" to remove the lesser wound.
  • Create system to determine spatial relationship of attacker, attack, and defender.
  • Validate attacks on target based on attack location and attack.
  • Body Parts: Define enumeration of body parts.
  • Entities (buildings, walls, players, etc.) now use bounding boxes instead of single points for spatial queries. We can now more reliably hit things.

As a Backer, I'd like to test the updated male Frost Giant model.

  • Create base body concept and worksheets.
  • Test and update Two-handed weapon animations for giants.
  • Second pass textures.
  • First pass textures.
  • Update UI elements in character creation.
  • Replace old model with updated model in game.
  • Import and test model parts.
  • Model and rig low poly model.
  • Model high poly sculpt.
  • Audit current melee armor set to fit male Frost Giant for testing.

As a Backer, I'd like to experience positionally-based audio and music within the world of Camelot Unchained.

  • Unchained editor Audio support - Editor can import and parse wwise .bnk files.
  • Create additional ornamental sounds for combat music - third pass.
  • Create additional ornamental sounds for combat music - second pass.
  • Create additional ornamental sounds for combat music - drums and percussion.
  • First pass music transitioning between states.
  • Attach a volume offset parameter to percussion. Controlled by amount of nearby combat.
  • First pass second audio concept: Combat intro/low music.
  • First pass second audio concept: Combat mid music.
  • Integrate Music: Heavy combat music track v1.
  • Integrate Music: Combat middle value music track v1.
  • First pass sound design new ambient music instruments.
  • First pass sound design: Realm-specific vocal layers for music.
  • First pass sound design: Large to small ensemble switch with instruments for music.
  • Translate existing large ensemble music to small ensemble orchestration.
  • Sounds created by yourself vs others are treated independently, allowing for more control.
  • Realm voice track variations:
  • Viking voice phrases and sustains.
  • TDD voice phrases and sustains.
  • Set up "outnumbered" parameter. Determines number of friendly and enemy players around user's character.
  • Set up player proximity parameter for music and sfx queues.
  • Sound Event Cog is created and can be attached to placeables.
  • Builder exports sound events along with .bnk and offset data to the client as a sound event resource.
  • Placeables (Models) play Audio from any attached Sound Events.
  • Combat music changes based on intensity of combat around player, using current audio event tech. - First pass.
  • First pass audio concept: Combat intro and build music track v1.
  • First pass audio concept: Heavy combat music track v1.
  • First pass audio concept: Character death music track v1.
  • First pass audio concept: Combat middle value music track v1.
  • Second pass audio concept: Combat intro and build music track v1.
  • Second pass audio concept: Heavy combat music track v1.
  • Second pass audio concept: Combat middle value music track v1.
  • Second pass audio concept: Character death music track v1.
  • Integrate Music: Combat intro and build music track v1.
  • Integrate Music: Character death music track v1.
  • Create additional ornamental sounds for combat music - first pass.
  • Optimize first pass sample instruments. Cut down CPU usage.
  • Set up automated volume leveler in Wwise for music.
  • Arthurian voices phrases and sustains.

As a Backer using an older graphics card, I'd like some love.

  • Split the Light Handler in two so we can handle DirectX 10 & 11 users individually. - DirectX 10 users no longer crash entering world.
  • Visual update to rendering for DirectX10 cards. - TBD

As a Developer, I'd like to work more closely with members of our Community to create the best possible UI for Camelot Unchained, through the Mod Squad!

  • Create a forum section & conference room on our chat server specifically for Mod Squad.
  • Add a Mod Squad permission to our backer permissions system.
  • Auto assign forum based Mod Squad permissions based on account level Mod Squad permissions.
  • Set up Trello boards for tracking & organization of Mod Squad work.
  • Setup GitHub Organization & repositories specifically for Mod Squad.
  • Prepare a web conference for the Mod Squad to clearly articulate CSE goals, practices, and procedures to the Mod Squad volunteers.
  • Prepare documentation for the Mod Squad to outline goals, practices, and procedures.
  • Prepare a Contributor Agreement for the Mod Squad volunteers.

As a Backer, I'd like a UI that is easy to develop mods and themes for.

  • Design a new more maintainable & modern UI standard with the help of the Mod Squad.
  • Create new CU library projects based on the new standard with the help of the Mod Squad.
  • Refactor the current UI into the new standard with the help of the Mod Squad.
  • Document core UI library to further facilitate modding.
  • Document cu-events to further facilitate modding.
  • Finalize and implement wounds UI prototype to replace current targeting UI modules.
  • Refactor login UI

As a Backer, I'd like to be able to equip and use different types of melee weapon combinations. - Weapon Models

  • Generic polearm: concept pass.
  • Generic axe: Low poly model.
  • Generic spear: concept pass.
  • Generic spear: high poly model.
  • Generic spear: Material pass.
  • Generic spear: Low poly model.
  • Generic staff: concept pass.
  • Generic staff: high poly model x2.
  • Generic staff: Material pass x2.
  • Generic axe: Material pass.
  • Generic axe: high poly model.
  • Generic polearm: high poly model.
  • Generic polearm: Material pass.
  • Generic polearm: Low poly model
  • Generic dagger: concept pass.
  • Generic dagger: high poly model.
  • Generic dagger: material pass with variations for pipeline testing.
  • Generic dagger: Low poly model.
  • Generic axe: concept pass.
  • Generic staff: Low poly model x2.

As a Backer, I'd like to be able to create storm abilities.

  • Component design.
  • New air storm effect for testing.
  • Fire storm effect.
  • Earth storm effect.
  • Storms have an area of effect and track.

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

  • Player, Enemy Target, Friendly Target module clean up -- hide unused things, display percent update style
  • Fix formatting for long server names.
  • Prevent exceptions when sound is missing on the patcher
  • CSE Message of the Day UI module added to the game to display upon login
  • Scale and center news images on patcher.
  • Scale and center news images on patcher.
  • Display last login for characters below name on the patcher -- `Last Login x days ago
  • Fix bug in patcher where setState was being called from within a render method.
  • Add setup npm script to patcher.
  • Move attribute names inline with points, and change text size so that they look a bit better on character creation.
  • Fix padding issues with attribute point distribution style on character creation.
  • Fix issue with scroll bars on dropdown menus in the patcher where you would occasionally get a horizontal scroll bar when you shouldn`t. Fixed some styling issues with colors. Long name overflow set to use ellipsis rather than extend, so as not to mess up
  • Redesign character selection & creation side panel on the patcher. Now has buttons for create, delete of characters
  • Add character deletion to the patcher
  • New C.U.B.E. UI UX design.
  • Health and Party bar UX design.
  • Blueprints API added to CU UI library.
  • Fix Perfhud page select, add minimize and close.
  • Set up npm scripts for building ui modules on osx and linux.
  • Sound effects for all the buttons in the patcher
  • Fix server selection locking up channel select sometimes on the patcher
  • Remember last character & server selections on the patcher
  • Sort channels and servers. Hide localhost from showing up for non-CSE users on the server list
  • Sort characters listed on patcher by last login date and display last login date
  • Auto-select new character after creation so that you can click play and immediately log in to the newly created character.
  • Added new CSE-made emoticons to chat on the patcher!
  • Scrolling fixed for chat settings panels.
  • Make the compass perform better and not consume so much CPU.
  • New chat design concept.
  • Simple temporary help window for HUD editor.
  • Fix width of character name input so that it does not cover attribute buttons on smaller resolutions
  • Add wounds to health bars.
  • Add minimum value changes for the "flashing" animation on health / stamina / blood bars so that they don't constantly flash when regen is active.
  • Convert compass to a game HUD module widget.
  • Hero videos are sorted by date, newest first.
  • Save/load sound and music settings from localStorage.
  • Handle null case when API server is misbehaving.
  • Convert MOTD to a game HUD module Widget.
  • Use WebkitClipPath rather than -webkit-clip-path for style property.
  • Getting started points - Github setup, Trello setup, chat setup.
  • Fix character auto-select on patcher.
  • Add character naming rules client-side enforcement on character creation widget.
  • New Building UI Pass 1 & 2.
  • Building UI code structure pass (Pre-Pass).
  • Set correct Sass importer package for game/HUD and patcher.
  • Hide selected server in the server list on the patcher.
  • Building UI pass 3 - moveable/resizeable building widgets.
  • Style server select on patcher to match the rest of the sidebar.
  • Covert crafting module to a widget within the HUD module.
  • Fix input ownership bug with reload UI command.
  • Write Pull Request guidelines for CU Github Wiki.
  • Modifications & Bug fixes for hud movement & scaling.
  • Launcher UX design improvements.
  • Design and implement a Kill Board, hooked to the control game and viewable on the website.
  • CSE - Create a thank you page on the CU website for Mod Squad!
  • Block out character creation UI.
  • Add markdown and colors in chat.
  • Join room dialog.
  • More icons added to the ability builder.
  • When respawning in game, select from closest three spawns nearest player and home.
  • Add uninstall confirmation to patcher.
  • Add command line option to patcher.
  • Add share rooms link in chat.
  • Fix the scrolling bug in chat.
  • Show access level next to server name in patcher.
  • Patcher: chat room remembers previous rooms and will autojoin upon re-login.
  • Patcher: Bold and Italic font using markdown syntax.
  • Add a "Tips" UI element for new users entering Extended Alpha.
  • Add a "Respawn at home base" on the respawn UI to facilitate testing.
  • New perf HUD UI design.
  • Perf HUD pages: Graphical info, network data, physics, integrated to client.
  • Integrate updated version of Chromium Frameworks.
  • Refactor inventory UI
  • Refactor equipped gear.
  • Patcher: Embedded Youtube videos in chat.
  • Patcher: Embed images and gifs in chat.
  • Patcher: Embed links.
  • Patcher: Chat colors can be changed.
  • Add fix for NaN in server counts.
  • Fix download time counting.
  • Remember last chat channels you were logged in with chat and log back into them.
  • New awesome UI for C.U.B.E.
  • C.U.B.E. UI Block & Blueprint selector Pass 1
  • Bug fix where 'unread messages' notification was not going away.
  • Auto-join the new private message "room" in chat when you whisper someone.
  • Added history to patcher chat which can be scrolled through using the up/down arrows from the chat input area.
  • Fix auto-scrolling bug in patcher chat.
  • Allow new lines and multi-line input in chat.
  • Set focus to the text input on the join room modal when it opens.
  • Verified PMs notify the user of new messages.
  • Fix room name parsing to eliminate duplicate parsing. Prevents some false positives and better performance
  • Fix error message if you have a failed log in, it will show success instead of fail when you try again
  • Set focus on the correct input field when patcher loads.
  • Show percentage on install/download progress.
  • Fix issue with PM for certain names that would open two tabs in patcher chat.
  • Fix display of chat room name in the join room dialog.
  • Organize user display list & show CSE at the top.
  • Highlight select words and your name in chat text.
  • Highlight CSE names in chat.
  • Prevent strings like C#? from being room links.
  • Allow @name to work with highlighting.
  • Allow clicking on a name anywhere in chat to send a PM.
  • Tab completion of nickname entering for PMs and in chat.
  • Basic Crafting UI
  • Refactor building mode toggle button UI.
  • Pause all video playback on the patcher when launching the game

As a Sound Designer, I want to customize ambient audio based on dynamic game parameters.

  • Ambient environment sounds triggered by time of day.
  • Register additional Wwise plug-ins: McDSP ML1, FutzBox, Wwise Compressor, Stereo Delay, Matrix Reverb, Room Reverb, Parametric EQ, PitchShifter, Soundseed Air, and many more!
  • Player race and Realm hooked to sound system.
  • Player elevation hooked to sound system.
  • First Pass Sound Assets: ambient rain sound for appropriate weather states.
  • Ambient environment sounds triggered by changes in the weather.
  • Terrain angle triggers sound.
  • Player projectile cast, flight, and impact trigger sound events.
  • Basic support for audio feedback when taking damage.
  • Other players' spawn triggers sound event.
  • Player spawn triggers sound event.
  • Other players' deaths triggers sound event.
  • Player death at re-spawn triggers sound event.
  • First Pass Sound Assets: Generic day and night ambient sound.
  • Audio events for multi-part ability animations.

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

  • Language selection added to site header.
  • Alpha Manual translated
  • C.U.B.E. page translated.
  • All newsletters translated.
  • Stretch Goals translated.
  • Recent news articles translated.
  • All lore translated.
  • Primary game information translated - About, Realms, Races, Classes, BSC docs.
  • Find a group of awesome German speaking Backers to assist us!
  • Primary artwork containing text translated and added.
  • Site navigation text translated.
  • Secondary artwork containing text translated and added.
  • Foundational Principles translated.
  • Veilstalker
  • Specter
  • Physician
  • Minstrel
  • Flame Warden
  • Dread Caller
  • Black Knight
  • Blackguard
  • Abbot
  • Arthurian:
  • Class Reveal Audits:
  • Slaughterwolf
  • Stonehealer
  • Wave Weaver
  • Winter`s Shadow
  • Skald
  • Shadow Walker
  • Mjölnir
  • HelBound
  • Child of Loki
  • Arisen
  • Vikings:
  • Forest Stalker
  • Morrigan
  • Red Cap
  • Wisp
  • Fianna
  • Empath
  • Druid
  • Dark Fool
  • Black Rider
  • Blessed Crow
  • TDD:
  • Second pass audit all new translations.
  • Art with text translations complete.
  • Most Recent news articles translated.
  • Vikings
  • TDD
  • Arthurian
  • Second pass audit - races and Realms:
  • Final review and translation fixes/updates.

As an Italian Backer, I'd like to visit the Italian version of the Camelot Unchained website.

  • Language selection added to site header.
  • C.U.B.E. page translated.
  • All newsletters translated.
  • Stretch Goals translated.
  • Recent news articles translated.
  • All lore translated.
  • Primary game information translated - About, Realms, Races, Classes.
  • Foundational Principles translated.
  • Site navigation text translated.
  • Secondary artwork containing text translated and added.
  • Primary artwork containing text translated and added.
  • Find a group of awesome Italian-speaking Backers to assist us!
  • BSC docs translated.

As a Backer, I'd like to play in a procedurally-created environment. - Part Three

  • Quality-of-life improvements to terrain mod editor.
  • Improve performance when generating object collision.
  • Improve texture stretching between points with a high degree of vertical distance between them.
  • Remove additional instances of objects being drawn. - Better frame rate!
  • Terrain collision more accurate to visual geometry.
  • Third Pass: Improved terrain collision generation.
  • Improve material overlapping artifacts.
  • Terrain changes mods based on capture point ownership.
  • Optimize mod loading and unloading during Realm ownership transitions. - (Memory Allocation Refactor)
  • Don't allow players to connect while server physics is still starting up.
  • Fix Models 2.0 system so multiple models can share the same source without drawing multiple items in world. - Better frame rate! (Bushes test in update.)
  • Thread terrain update change to greatly improve performance.
  • Improve materials overlapping artifacts.
  • Assets used in terrain mods display VFX and lights correctly.
  • Second Pass: Improved. Terrain collision generation.
  • Better handling of player position when terrain is updated. - Players don't fall through the world.
  • First Pass: Beach mod.
  • Terrain Warp mod improved to separate positive and negative vertical warping.
  • First Pass: Impostor system. (Objects at distance draw as single poly cards.)
  • Impostor system influenced by object size.
  • Improved rendering of alpha - trees and grass look softer and look more visually accurate at distance. - Nvidia Cards
  • Client has collision for terrain and spawnables.
  • Server has collision for terrain and spawnables.
  • Client is "infinitely" scalable.
  • Server and client reload automagically. Yes...that's a word.
  • New Terrain Editor allows for hand placement of assets.
  • Client is notified when terrain is updated.
  • Client GetTerrainElevation - Smooth out physics, especially below 0.
  • Server replaces spawn points during updates.
  • Adjust how we calculate impostor groups so tall, skinny objects don't always impostor when miles away.

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
  • Different LODs of terrain segments properly connect, leaving no evident seams between them.
  • Sound can be attached to models and placed in the world.
  • Terrain smoothing mod.
  • Height flattening mod.
  • Improve editing of terrain: Multi-select, drag-select, batch modify.
  • Placeables and spawnables can turn into entities: control points, resource nodes, building plots, etc.
  • Add "has collision flag" to assets in editor for easier verification in client.
  • Biomes can influence ambient occlusion parameters, and attenuate based on player's relative position.
  • Biomes can influence lighting and shadow parameters, and attenuate based on player's relative position.
  • Terrain has a sense of Realm ownership, and can be changed by devs for testing.
  • Hand-placed assets can influence the terrain mods.
  • New Terrain Editor allows for hand placement of assets.
  • Environment models carry vfx and lights in new terrain, using procedural placement.
  • Improvements to grass assets - Costs 2/3rds less, but 2x as dense!
  • First Pass: Grass and flower sets for testing.
  • First pass Biome asset list definition: Identify asset list to be built, with concept and photographic reference.
  • Determine a solution to more than three overlapping materials per vertex on terrain. (Fix the white seams in the terrain.)

As a Backer, I'd like to test the updated male Human model.

  • Model high poly sculpt.
  • First pass UI elements for character creation - Viking.
  • First pass UI elements for character creation - Arthurian.
  • Update base mesh with better underwear.
  • Update UV coordinates of Human Male to optimized layout for LODs.
  • UV coordinate system updated to new layout while maintaining existing character UV layouts.
  • Second pass texture improvements.
  • Update UI elements.
  • Replace old model with updated model in game.
  • Import and test model parts.
  • Model and rig low poly model.
  • Create textures.
  • First pass UI elements for character creation - TDD.

As a Backer, I'd like the movement sounds of my character to convey the gear I'm wearing, my race, as well as the environment I'm in.

  • Player foot steps trigger sounds event.
  • SFX: Short grass footsteps.
  • SFX: Twigs footsteps
  • SFX: Mud footsteps v1
  • SFX: Mud footsteps v2
  • SFX: Wooden plank footsteps.
  • SFX: Rocky footsteps.
  • SFX: Deep water footsteps.
  • SFX: Sand footsteps.
  • SFX: Tall grass footsteps.
  • SFX: Leafy footsteps v2
  • SFX: Leafy footsteps v1
  • Player foot steps select from a library of generic footfalls in game.
  • Player foot steps on incline trigger a sound event.
  • First Sound Pass: falling rocks for players on incline.
  • First Sound Pass: Leather foley movement sounds v1
  • First Sound Pass: Equipped wooden gear movement sounds
  • First Sound Pass: Equipped heavy armor gear sounds.
  • TDD SFX: Light armor cape foley.
  • Viking SFX: Light armor cape foley.
  • SFX: Additional slow and fast armor movement variations.

As a Developer, I'd like to have a strong library of sounds to convey player movement.

  • First Pass Sound Assets: Generic leather boot footsteps ver.01.
  • First Pass Sound Assets: Wooden gear movement foley. (Shields bouncing.)
  • First Pass Sound Assets: Heavy armor movement foley.
  • First Pass Sound Assets: Leather gear movement foley.
  • First Pass Sound Assets: Generic foley for falling rocks when climbing an incline.
  • First Pass Sound Assets: Rock/Gravel terrain.
  • First Pass Sound Assets: Brush/Bushes terrain.
  • First Pass Sound Assets: Tall grass terrain.
  • First Pass Sound Assets: Crunchy grass terrain.
  • First Pass Sound Assets: Short grass terrain.
  • First Pass Sound Assets: Dirt terrain.
  • First Pass Sound Assets: Stone feet footsteps.
  • First Pass Sound Assets: Generic heavy-armored boot footsteps.
  • First Pass Sound Assets: Generic leather boot footsteps ver.02.
  • First Pass Sound Assets: "Leafy" footsteps.

As a Backer, I would like to have information about the classes of Camelot Unchained.

  • Silhouette artwork for 'deck of many classes' cards.
  • Silhouette reveal concept art pass - trio #9
  • Silhouette reveal concept art pass - trio #8
  • Silhouette reveal concept art pass - trio #7
  • Silhouette reveal concept art pass - trio #6
  • Silhouette reveal concept art pass - trio #5
  • Silhouette reveal concept art pass - trio #4
  • Silhouette reveal concept art pass - trio #2
  • Silhouette reveal concept art pass - trio #1
  • Update website with class reveal voting page.
  • Website implementation for 'deck of many classes.'
  • Design content for 'deck of many classes' cards.
  • Silhouette reveal concept art pass - trio #3
  • Silhouette reveal concept art pass - trio #10

As a Backer, I'd like Camelot Unchained to have ability-based sound effects. - Integration - First Pass

  • First Sound Pass: Water wave ability with 1sec build-up - 24 variations
  • First Sound Pass: For new 5-part ability event hooks: Lifedrain Build: 11 variations
  • First Sound Pass: Healing ability sustains.
  • First Sound Pass: Earth ability sustains.
  • First Sound Pass: Fire ability sustains.
  • First Sound Pass: Water ability sustains.
  • First Sound Pass: Generic projectile whoosh sound as projectile passes by.
  • First Sound Pass: Water Projectile explosions v3 - 24 variations
  • First Sound Pass: Water Projectile explosions v2 - 10 variations
  • First Sound Pass: Stone Projectile explosions v1 - 15 variations
  • First Sound Pass: Flame Projectile explosions v1 - 14 variations
  • First Sound Pass: Water abilities cast start sound v1 - 4 varitions
  • First Sound Pass: Melee abilities cast start sound v1 - 2part sound 3 & 3 variations
  • First Sound Pass: Healing abilities cast start sound v1 - 5 variations
  • First Sound Pass: Flame abilities cast start sound v2 - 2part sound 5 & 3 variations
  • First Sound Pass: Flame abilities cast start sound v1 - 2part sound 6 & 7 variations
  • First Sound Pass: 5-part ability event hooks: Ability start Lifedrain: 5 variations

As a Developer, I would like more insight into the state of the server.

  • Set up a central location to handle the incoming metrics.
  • Add AI specific metrics.
  • Add metrics to UserProxy.
  • Improved the metric display by switching from basic Graphite to Grafana.
  • Find and fix lurking issues now that we have an awesome server engineer!
  • Update metric backend to be much, much faster!
  • Fix time metrics for better data logging.
  • Add downstream network logging.
  • Improve ease of debugging UserProxy issues by adding a build number to it's output.
  • Add slash command metrics.
  • Add specific action metrics.
  • Add per core metrics.
  • Servers will report metrics about the machine like CPU, Memory, networking etc.
  • Servers will provide detailed metrics of hotspots.
  • Servers will report very high level game metrics.
  • Servers will report game metrics like what actions have run.
  • Setup a display of said metrics for analysis.
  • Analyse server metrics to find issues in the code.
  • Set up automated triggering of certain metrics so we can solve problems before they happen.
  • Add client command specific metrics.
  • Add feature to server config to force players to spawn when connected to a single server.

As a server Developer, I would like the user proxies to dynamically scale.

  • Get CPU metrics back from servers about how much load the server is under.
  • When picking a user proxy for a user, use the server load metric to pick which user proxy to use.
  • When a user proxy is full stop connecting players to it.
  • When all user proxies are med-high load, start spinning up another user proxy.
  • When total use of user proxies is low enough, pick the lowest-load user proxy and migrate users to other user proxies.
  • Ensure proxy management lists do not get out of sync.

As a Backer, I'd like to test the new male luchorpan model.

  • Model high poly sculpt.
  • Model and rig low poly model.
  • Create textures.
  • Import and test model parts.
  • Character is selectable in game.
  • Update UI elements in character creation with new model renders.
  • Audit current melee armor set to fit male luchorpan for testing.
  • Update base mesh with underwear.

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

  • First Sound Pass human male sound assets: 61 exertions.
  • First Sound Pass human male sound assets: 27 damage grunts.
  • First Sound Pass human male sound assets: 23 death screams.

As a Developer, I would like easily searchable server logs that are the front line of finding problems.

  • Setup elasticsearch + kibana.
  • Route logs into Elasticsearch and Kibana.
  • Add MANY MANY more logs to the system - TBD
  • Update our logger to accept arbitrary objects for easy fast logging of detailed data.
  • Move all logging to Kibana for easier searching of logs.

As a Designer, I would like to know gameplay information about the state of the game.

  • Find a good append only data store.
  • Find a tool to search it with relevant questions in a mostly natural way.

As a Server Developer, I would like to build and spin up custom servers for small discrete tasks, such as processing buildings or running AI.

  • Build a tiny core set of functionality that includes service discovery, easy message definition, easy message handling, robust fast multicore code by default.

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

  • Textures export in SRGB.
  • Added Shader builder support for removing unused shader variants.
  • Add 4bit alpha dithering to improve GPU performance of masked objects on ATI cards.
  • Convert to higher-quality normal mapping format.
  • Refactor mesh renderables to reduce render cost of non-player objects such as trees.
  • Realign world to remove z-fighting and precision artifacts. (Fixes obvious geo flickering on player characters.)
  • Investigate OIT (Order Independent Transparency) as a solution for rendering improvements
  • First pass testing and fixes.
  • Improve lighting between dark and bright areas.
  • Order Independent transparency system.
  • Offscreen buffer for transparency pass.
  • Depth and color buffer resolve.
  • Normalize blending between additive and diffuse particles.
  • Add shader builder support for targetting different levels of D3D Hardware with different versions of each shader.
  • Update highlight material to handle new format. (C.U.B.E.)
  • Add time of day to particle viewer.
  • Client has gamma correct rendering and lighting
  • Alpha coverage density fix - Foliage looks better.
  • Combine materials and shaders.
  • Automate the process of selecting appropriate texture compression.
  • Automate the process of combining special texture channels.
  • Automate most of the conversion to Gamma correct texture pipeline.
  • Clean up texture workspace to one-off images can be created under different settings.
  • Update model viewer in editor.
  • Update material assignment overrides in editor.
  • Optimize duplicate constant variable setting. (Speed up shadows and rendering.)
  • Add rebuild all textures option for future changes.
  • Get DX11 (bc7) only texture path working.
  • Change particle OIT blending to post multiplied.

As a Backer, I'd like to test the male Silverhand model.

  • Concept pass 1
  • Update UI elements.
  • Character is selectable in game.
  • Import and test model parts.
  • Model and rig low poly model.
  • Create textures.
  • Model high poly sculpt.
  • Create base body concept and worksheets.
  • Concept pass 2
  • Concept pass 3

As a Backer, I'd like to test the female Silverhand model.

  • Concept pass 1
  • Update UI elements.
  • Character is selectable in game.
  • Import and test model parts.
  • Model and rig low poly model.
  • Create textures.
  • Model high poly sculpt.
  • Create base body concept and worksheets.
  • Concept pass 2
  • Concept pass 3

As a Backer, I'd like to have more payment options in the Camelot Unchained store.

  • Investigate alternative methods and present action plan.
  • Add alternative payment method(s) to CSE store.
  • Test the living %*&! out of it.

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!

  • Optimize first asset load of the new patch server by reducing number of queries.
  • Use new chat library within the patcher & game client.
  • Art: CU themed emoticons.
  • Patcher uses CU themed emoticons.
  • Reduce memory usage on patcher.
  • New splash screen 13
  • New splash screen 12.
  • New splash screen 11.
  • New splash screen 10.
  • Sound: Second Pass - Background music!
  • Implement way to capture minidumps on 64bit machines.
  • Additional feedback on file download/validation progress.
  • Add permission levels to patcher to control what user sees.
  • New splash screen 9.
  • New splash screen 8.
  • New splash screen 7.
  • New splash screen 6.
  • New splash screen 5.
  • Update patch build process for easier debugging of the patcher with npm run debug command to launch a patcher using the currently compiled source.
  • Create new background video of new title treatment for CU.
  • Create SFX and music for new title treatment.
  • "Storing downloaded files that are waiting to get decompressed into a memory-mapped portion of the system pagefile."
  • Use the last updated time passed by the client via protobuf
  • Provide feedback when character deletions fail.
  • Deploy new patch server in preparation for combining default and experimental patchers.
  • Chat: Reconfigure log4net logger.
  • Grant permissions Beta2s to use chat.
  • Grant permissions to Beta2s to install the patch client.
  • Update the patch client to support providing a unique server address per character on log-in.
  • Add "Play Offline" to patch client and update sounds.
  • Let go of unneeded websocket connections in chat.
  • Update experimental patcher to account for new UI changes
  • Improve loading bar visuals, to better convey where in the install process someone is.
  • Communicate Backer level when patcher is launched
  • Sort character selection by most recently used.
  • Tweak button and input field colors.
  • Adjust layouts of entry fields.
  • Add team reveal vid to patcher.
  • New splash screen 4.
  • New splash screen 3.
  • New splash screen 2.
  • Alerts: Alerts added to patcher to display important information to users, such as the start or end of a test.
  • Twitch: Embedded Twitch player to watch Twitch stream directly on the patcher when CSE is streaming!
  • Twitch: Icon displayed when CSE is livestreaming on Twitch.
  • Pass one support: Simple form to email CSE Support.
  • News & Patch notes: Patch notes and news filtering based on date and access level.
  • News & Patch notes: Build news and patch notes layout according to design.
  • Patch notes: Patch notes made available through REST API.
  • Chat: Save settings and Channel selection between patcher sessions.
  • Chat: UI developed according to design.
  • Chat: XMPP websocket chat library developed for CU chat based on node-xmpp.
  • Tech: Menu bar for support.
  • Tech: Menu bar for patch notes, news, website, store, chat links.
  • Tech: Website and store links open in user's default browser.
  • Tech: Channel installation and download funtionality.
  • Tech: Character select.
  • Tech: Channel and server select.
  • Tech: Full background html content "slider."
  • Alerts: Update old alert system to allow for more flexibility in alert messages.
  • Alerts: Update alert messages in real-time on the patcher; previous system required a patcher restart to get an alert, this one will not.
  • Settings: Allow custom download settings, bandwidth, audio options, etc...
  • Add animated splash screens
  • New splash screen 4.
  • New splash screen 3.
  • Additional CSS improvements at initial launch.
  • News page displayed from website.
  • First Pass new splash screen 2.
  • First Pass new splash screen 1.
  • CSS audit to current layout.
  • Initial Web API documentation website online and served from the new API Server.
  • Implement SSL support for the new Web API
  • Deploy initial version of the new Web API server to handle patcher alerts, server info, and characters.
  • Set up new standalone Web API server.
  • Sound: Second Pass - Realm-based background music determined based on your selected character.
  • Sound: First Pass - Background music!
  • Sound: Play button clicked sound.
  • Sound: Download complete sound.
  • Sound: Interface clicks & effects for button interactions.
  • Design new patcher layout: Primary interface, on-patcher chat, and news and patch notes.

As a Developer, I'd like the Camelot Unchained website to convey its main features in a more concise and visually impressive manner.

  • Update videos page in media to use new layout and plugin.
  • Make new site live.
  • Update mobile view to include option to play background vid.
  • Second pass mobile responsiveness.
  • Second pass tertiary race imagery edits.
  • Second pass tertiary artwork on site updated with new models.
  • Alpha and IT Backer feedback addressed.
  • Complete About Camelot Unchained page.
  • Complete homepage.
  • Improve site load times.
  • Add CU comics page.
  • Add Picts race to Arthurian races section.
  • Audit screenshots before pushing new media pages.
  • Create new media pages using new gallery plugin.
  • Update News page to replicate patcher version.
  • Add improved version of CU chat to website.
  • Implement refactor of media page and update images on site.
  • Design refactor of media page to better support highlights, as well as supporting scale of galleries throughout production.
  • Update Scoreboard used in testing to work better for mobile.
  • Update Galleries.
  • Make site responsive to different screen sizes, mobile.
  • Concept pass: Mobile view all pages.
  • Paint over pass of pre-existing, old models to bring them closer to final goal, which is not yet implemented.
  • Edit primary gameplay vid for homepage background.
  • Complete TDD Race pages
  • Complete Arthurian Race pages
  • Complete Viking Race pages
  • Complete Realm pages.
  • Design tertiary pages.
  • Design secondary, core game pages.
  • Design new homepage layout.
  • Animate Arthurian character background.
  • Animate TDD character background.
  • Animate Viking character background.
  • First Pass general asset integration prep.
  • Update homepage imagery with updated race models.
  • Provide new imagery of existing races that have been rebuilt - Giants, Luchorpán, etc.
  • Complete new tertiary pages - BSC, Lore, Stretch Goals, Newsletters, etc.
  • Complete news page.
  • Complete C.U.B.E. page.
  • Complete media page.
  • Update pass on available media for media page.
  • Determine focus of new direction through R&D.

As a Developer, I'd like to reward our Backers for their continuing support of Camelot Unchained.

  • Conceptualize system.
  • Discuss with Backers.
  • Create first pass Backer Rewards.
  • Concept account layout in store view.
  • Create account layout in store view.
  • Create Backer Rewards info page.
  • Create icon visuals for all rewards.
  • Update rewards in DB.
  • Integrate into account api.

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

  • VFX: New ability "Guard" for testing purposes.
  • VFX: Health regeneration per body part.
  • Update old vfx with improved flame cards.
  • R&D better solution to flame cards using After Effects.
  • VFX: Generic periodic debuff persist.
  • VFX: Generic trigger debuff persist.
  • VFX: Generic defensive debuff persist.
  • VFX: Generic offensive debuff persist.
  • VFX: Generic periodic buff persist.
  • VFX: Generic electricity effects.
  • VFX: Spore Clouds
  • VFX: Electrical effects on swords.
  • VFX: Petrify speed debuff.
  • VFX: Improve default torch.
  • VFX: Torso electrical effect.
  • VFX: Heal projectile alternate version.
  • VFX: Heal burst cone shape.
  • VFX: Wound trauma head, arms, body, and legs.
  • VFX: Generic Mist.
  • VFX: Electrical effects for mace.
  • VFX: Generic trigger buff persist.
  • VFX: Generic defensive buff persist.
  • VFX: Generic offensive buff persist.
  • VFX: Three stages of cold effect.
  • VFX: Three stages of an overheated effect.
  • VFX: Generic disease effect.
  • VFX: Generic poison effect.
  • VFX: Stamina regeneration.
  • VFX: Blood regeneration.
  • VFX: Stamina drain.
  • VFX: Blood drain.
  • VFX: Attack armor penetration success.
  • VFX: Attack armor penetration failure.
  • VFX: Attack blocked/deflected.
  • VFX: Generic periodic debuff applied.
  • VFX: Generic defensive debuff applied.
  • VFX: Generic trigger debuff applied.
  • VFX: Generic offensive debuff applied.
  • VFX: Generic periodic buff applied.
  • VFX: Generic trigger buff applied.
  • VFX: Generic defensive buff applied.
  • VFX: Generic offensive buff applied.
  • Plan vfx needs as first pass solution for combat testing.

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

  • Add button to editor to suppress console spam.
  • Builder output provides more feedback when a build fails.
  • Water plane remains with the player, making it easier to audit much larger maps.
  • Add the environment map lighting to the world editor.
  • Improve data base query speed on assets with some programmer magic.
  • Sounds can be added to placeable assets. (Ex: torches can have flame loops, and a beehive can have buzzing bee sounds.)
  • Add channel sorting to editor feedback.
  • Bug fixes to animation clips getting into a locked state on the DB.
  • Simplify adding blocks and their substances by adding a block and substance editor.
  • Add scaling option to material settings that apply to all textures used in a material.
  • Add a depiction of the Enterprise in ascii art when the editor starts.
  • Editor now refuses to allow used assets to be deleted.
  • "Clear Value" added to anim clips editor.
  • Texture preview updated to work with PBR update.
  • Ability to adjust far clip plane in editor
  • Enter map coordinates directly, rather than needing to scroll through values.
  • Improve gameplay-config-xml-editing experience to validate that the file parses/compiles properly.
  • Add editor option to tell the build server to rebuild.
  • Add dropdown box to select the bone on the model to attach the effect.
  • Add way to verify, in all editors, WYSIWYG.
  • Adjust editor rendering to account for new lighting changes.
  • Terrain editor nodes assigned and display a number for ease of debugging.
  • Terrain editor properly shuts down after use.
  • Create an editor for sound banks to reduce re-sending large sound bank files when only a portion is updated.
  • Small improvement to server start time.
  • Bad materials in editor turn pink in client.
  • Add focus key for camera in viewers.
  • Uniquely identify mesh groups upon import of models.
  • Improve system of assigning animation clips to skeleton.
  • Item changes on characters update on server.
  • Improve system of assinging multiple items to a character for testing purposes.
  • Show alert or don't allow save, if there are any unassigned mesh groups.
  • Full asset name is visible in rollouts without adjusting UI by hand. (Columns autowidth)
  • Mesh group materials: Ability to group select and edit material assignments.
  • Add ability to delete particle spawners in particle editor while retaining the ability to recover them as needed.
  • Add build var to the client to not draw the water plane by default in viewer.
  • Set up a Delete repository in the editor so work is not gone forever.
  • Add grid box to viewer.
  • FBX import audit to identify bones without weight information.
  • Add tool to delete textures with invalid image references.
  • Handle cases of old textures coming in with invalid channels.
  • Add texture auditing to remove cases of malformed textures.
  • Update texture builder for new materials.
  • Blocks can be sorted by material.
  • Add success messaging to texture build.
  • Don't let materials get through with deleted image resources.
  • Builder and editor messages now display at bottom of editor.
  • Update terrain editor to work with recent changes to terrain generation.
  • Editor will refuse imports of incorrect file types.
  • Import file validation.
  • Shift+click while clicking trash item will permanently delete cog.
  • Add tags to trash items that are safe to delete.
  • Add dependency mapping.
  • Add automatic filtering to all grid views.
  • Add tags to collections.
  • Add editable tags to editor.
  • Tag Editor:
  • Have tag changes populate to any connected editor.

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

  • Create documentation for assets.
  • Additional various "scraggly" bushes.
  • TDD - basket thingie.
  • TDD - Storage chests.
  • Adapt "dragon-on-pillar" statue to three variations for control game marker.
  • Viking small metal working station on wood stump. - alt version.
  • TDD - Storage chests.
  • Small dragon on pillar statue.
  • Viking generic chairs.
  • Viking bench, new.
  • Viking generic bench, new and old.
  • Viking 4-wheeled, larger, transportation wagon.
  • Viking cooking pot.
  • Viking small metal working station on wood stump.
  • Viking 2 wheeled wagon v1 - loaded.
  • Viking 2 wheeled wagon v2
  • Viking 2 wheeled wagon v1
  • Ballista model for siege weapon testing.

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

  • Terrain Realm ownership can be changed by devs for testing.
  • Improve Realm control point changes seamless.
  • Make several smaller improvements to terrain generation.
  • Improve terrain editing in editor, to reduce hitching and pauses.
  • Better handling of player position when terrain is updated. - Players don't fall through the world.
  • Allow impostors to be aligned to any axis for terrain placement.
  • Fix missing impostor renderables from terrain; alignment would make them disappear or not be aligned.
  • Tangent normals for terrain aligned objects are correct, avoid normal mapping artifacts at high angles.
  • Create Plateau Mod
  • Re-thread terrain generation to happen asynchronously in the background.
  • Things such as trees and bushes can be tinted to improve visual variety of environment assets.
  • Overlapping terrain collision with internal spaces.
  • Merge server/client physics entities.
  • Concurrent terrain collision loading - pass 3
  • Improve collision loading for spawned models.
  • Improve grass LOD'ing: Use fewer, bigger, denser cards at distance.
  • Second pass grass art resources to improve frame rate and density.
  • Optimize placeable collision generation by ignoring assets without collision.
  • Big code restructure to allow for environment maps for bounce lighting.
  • Second pass plateau mod.

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

  • Allocate memory from multiple threads without thrashing.
  • Better thread management: Specify priorities better to safely handle background tasks and improve client performance.
  • Update server to 64bit.
  • Patcher - Create a separate process management application that can run and capture debug dumps from our applications in 32 bit and 64 bit
  • Patcher - Allow channels to support both 32 bit and 64 bit applications
  • Patcher - Provide hooks so users can select if they want to run a 32 bit or 64 bit application
  • Audit Patcher update and fix minor existing bugs.
  • Patcher maintains both 32bit and 64bit client.
  • Reduce memory usage on client when passing assets from patcher.

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

  • Concept pass 1
  • Concept pass 2
  • Concept pass 3
  • Create base body concept and worksheets.
  • Create textures.
  • Import and test model parts.
  • Make character selectable in game.
  • Update UI elements.

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

  • Concept pass 1
  • Concept pass 2
  • Concept pass 3
  • Create base body concept and worksheets.
  • Create textures.
  • Make character selectable in game.
  • Import and test model parts.
  • Update UI elements.

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

  • Additional pine tree variation set.
  • Biome 1 Neutral - Additional bushes, rocks, rock clusters, and dead tree variations.
  • Biome 1 - Determine neutral asset list from concept.
  • Concept Pass - Rocks and rock clusters that retain general shape but change with Realm ownership.
  • Second concept pass biome #1 - Pine forest Realm ownership variations.
  • Concept pass biome #1 - Pine forest Realm ownership variations.
  • Concept pass biome #1 - Neutral pine forest.
  • Biome 1 TDD - Create terrain mods and integrate into world for testing.
  • Biome 1 TDD - Create large assets. (Trees, rocks, etc.)
  • Biome 1 TDD - Create small to medium assets. (Bushes, rocks, etc.)
  • Biome 1 Neutral - Optimization pass.
  • Biome 1 - Determine TDD ownership asset list from concept.
  • Biome 1 - Determine Arthurian ownership asset list from concept.
  • SFX: Pine needle footsteps.
  • Ambient SFX - Daytime-specific pine forest.
  • Ambient SFX - generic forest ambience, windy.
  • Generic Realm ownership change SFX.
  • Ambient SFX - subtle moving water.
  • Concept ambient bird calls specific to each Realm.
  • Biome 1 All Realms - Additional assets, dead trees, ground clutter, branch types, tree stump, etc.....PINE CONES!
  • Biome 1 All Realms - First pass changes for gameplay.
  • Biome 1 - Determine Viking ownership asset list from concept.
  • Biome 1 TDD - Create grass and ground cover assets.
  • Biome 1 TDD - Create ground texture sets.
  • Biome 1 Neutral - Create small to medium assets. (Bushes, rocks, etc.)
  • Biome 1 Neutral - Create grass and ground cover assets.
  • Biome 1 Neutral - Create ground texture sets.
  • Biome 1 - Determine asset list from concept.
  • Biome 1 - First pass VFX
  • Biome 1 - Integrate ambient SFX that changes with Realm ownership.
  • Concept pass VFX 1 - "Neutral" and "Owned" by each Realm.
  • Concept ambient SFX pass biome 1 - "Neutral" and "Owned" by each Realm.
  • Concept pass biome #1 - "Neutral" and "Owned" by each Realm.
  • Biome 1 Neutral - Create large assets. (Trees, rocks, etc.)
  • Biome 1 Neutral - Create terrain mods and integrate into world for testing.
  • Biome 1 Arthurian - Create ground texture sets.
  • Biome 1 Viking - Create terrain mods and integrate into world for testing.
  • Biome 1 Viking - Create large assets. (Trees, rocks, etc.)
  • Biome 1 Viking - Create small to medium assets. (Bushes, rocks, etc.)
  • Biome 1 Viking - Create grass and ground cover assets.
  • Biome 1 Viking - Create ground texture sets.
  • Biome 1 Arthurian - Create terrain mods and integrate into world for testing.
  • Biome 1 Arthurian - Create large assets. (Trees, rocks, etc.)
  • Biome 1 Arthurian - Create small to medium assets. (Bushes, rocks, etc.)
  • Biome 1 Arthurian - Create grass and ground cover assets.
  • Concept research pass 1 - Determine visual language of each Realm's environment.

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

  • Concept pass 1.
  • Concept pass 2.
  • Create base body concept and worksheets.
  • Model high poly sculpt.
  • Create textures.
  • Model and rig low poly model.
  • Import and test model parts.
  • Character is selectable in game.
  • Update UI elements.

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

  • Concept pass 1.
  • Update UI elements.
  • Character is selectable in game.
  • Import and test model parts.
  • Model and rig low poly model.
  • Create textures.
  • Model high poly sculpt.
  • Create base body concept and worksheets.
  • Concept pass 2.
  • Second pass face and hair.

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.
  • Ambient SFX - Skylark bird.
  • Ambient SFX - night bugs with and without frogs.
  • Ambient SFX - crickets.
  • Ambient SFX - frogs chirping, solo, group, raining.
  • Ambient SFX - Open field winds of varying velocities.
  • TDD grassland terrain mod created.
  • TDD grassland grass and rock mats and assets created.
  • TDD grassland terrain materials created.
  • Arthurian grass land terrain mod created.
  • Arthurian grass land grass and rock mats and assets created.
  • Arthurian grass land terrain materials created.
  • Viking grass land terrain mod created.
  • Viking grass land grass and rock mats and assets created.
  • Viking grass land terrain materials created.
  • Neutral grass land terrain mod created.
  • Neutral grass land grass and rock mats and assets created.
  • Ambient SFX - Additional grasses blowing in wind of varying velocities.

As a Backer, I'd like to find unique environment props, or unique locations, that add flavor to the environment while I'm exploring the Biomes.

  • Create unique environment prop - 001 - TDD rune rocks.
  • Ruined statue environment accent v5 - mats
  • Ruined statue environment accent v4 - mats
  • Ruined statue environment accent v3 - mats
  • Ruined statue environment accent v2 - mats
  • Ruined statue environment accent v1 - mats
  • World statue ruins x5: High and low poly modeling.
  • Human skeleton with sign.
  • Whale Skeleton.
  • Beehive ambient SFX
  • Create unique environment prop - 005 - Beehive in log, including Realm variations.
  • Create unique environment prop - 004 - Beehive on limb.
  • Create unique environment prop - 005 - Bee hive in log.
  • Create unique environment prop - 004 - Bee hive on limb.
  • Create unique environment prop - 003 - Random skull cairn.
  • Create unique environment prop - 002 - Weasel in tree stump.
  • Ruined statue environment accent v6 - mats

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

  • Expose more physics values in PhysHud.
  • Update code that was keeping players properly alligned to terrain.
  • Fix all the minor math errors that were causing server and client to desync.
  • Improve player movement acceleration prediction. - Other players' movements looks far better!
  • Add new movement code to bots.
  • Update sliding to feel better.
  • Dynamically update mass on client entities from server.
  • Properly synchronize server and client sliding.
  • Properly synchronize server and client jump.
  • Reduce update packet size by 85-90% to get us back to previous iterations.
  • Improve ablity to diagnose and debug server position on client using physics and network perfHud.
  • Additional re-threading work on building physics to improve performance.
  • Rewrite building saving code to be more performant.
  • Remove buildings that are more than 1100 meters away to reduce client memory usage.
  • First Pass: Improve physics performance on 36 core servers.
  • Minor fixes/improvements to projectile motion.
  • Performance improvements removing assets from world. Improves performance in areas, such as forests, with lots of placed assets.
  • Additional improvements to perfhud and feedback for network hud.
  • Additional tuning to sliding.
  • Pull more out into DynamicEntityShared.
  • Redo interpolation on the client to match what we have now and redo netcode.
  • Test server
  • Merge projectiles/dynamic triggers/forcefields into DynamicEntity.
  • Merge momentum transfer/pushing
  • Server/client agreement on flying. Possible refactor to flying, hovering, and NoPhysicsHovering.
  • Merge character jumping and upgrade it.
  • Create a "TargetLocation" for player update.
  • Break player movement into states.
  • Merge server/client core character movement.
  • Merge FilterShader
  • Merge DynamicEntity behaviors.
  • ColliderTypeFlags split into ColliderTypeFlags and ColliderPropertyFlags, because flexibility.
  • Clean netcode
  • Do the netcode
  • Clean client
  • Merge entities on client
  • Expose a better interface to Managed
  • SystemTrigger/SystemStatic
  • Remove old code and clean up.
  • Redo filter shader/collision callback.
  • Merge server/client idea of PhysicsEntity

As a Backer and Developer, I'd like a system to set sounds to play during specific events.

  • Unchained editor Audio support - Editor can import and parse wwise.bnk files.
  • Audio Support: Validate data on import.
  • Audio Support: Validate data when consumed on server (log errors).
  • Audio Support: Documentation on Wiki.
  • Sound Event Cog is created and can be attached to placeables.
  • Builder exports sound events along with .bnk and offset data to the client as a sound event resource.
  • Placeables (Models) play Audio from any attached Sound Events.
  • Create an XML import for sounds.
  • Sounds can be added to items that are dropped.
  • Audio Support: Rough in a more permanent "event hook" system on the client so discrete events have an easy place to perform actions.
  • Audio Support: Create import sound bank and generate sound event cog wizard or procedure in editor
  • Audio Support: Create import editor interface for WWise data (so dB can upload data).
  • Audio Support: Create data structures for importing WWise info.
  • Audio Support: Create prototype event hooks on client.
  • Audio Support: Client reads and assigns projectile sound effects, removes defaults.
  • Audio Support: Create SoundEvent Cog data structures.
  • Audio Support: Add SoundEvent Cog workspace to editor.
  • Audio Support: Add SoundEvent Cog to Projectile Effects in editor.
  • Audio Support: Read data assigned to Projectile effects on server and send to client with temporary data.
  • Audio Support: Create import functions for WWise data.
  • Offset sun angle RTPC by 90°, so midnight coincides with 0°/360°.

As a Backer, I'd like to create balanced abilities by managing power and cost.

  • Design ability value system
  • Concept new layout for ability builder UI.
  • Add Ability Effects to modify the power of some effects of a component, including: flat changes, changes based on distance from the center of an AoE, and remaining health, stamina, or blood.
  • Power is stored and can be adjusted in ActiveEffects (effects on characters, including Wounds)
  • Power is stored and can be adjusted in PhysicsColliders (objects in the world)
  • Power affects magnitude of effect when executed.
  • Individual stat types have a defined ratio of power used to magnitude of effect.
  • Calculate power of an AbilityEffect and its child effects.
  • Total power passed to ability when executed.
  • Restrict ability creation based on total value (power minus cost = value).
  • Implement power and cost for components.
  • Update ability builder UI per concept.

As a Developer, I'd like to preview full sound suites on animations.

  • First Sound Pass: Archery animation concept.
  • First Sound Pass: Dual swords animation concept.
  • First Sound Pass: Longsword animation concept.
  • First Sound Pass: Polearm animation concept.
  • First Sound Pass: Dagger animation concept.
  • First Sound Pass: Spear animation concept.
  • First Sound Pass: Staff animation concept.

As a Backer, I'd like Camelot Unchained to have ability-based sound effects. - Integration - First Pass

  • First Sound Pass: Water wave ability with 1sec build-up - 24 variations
  • First Sound Pass: 5-part ability event hooks: Ability start Lifedrain: 5 variations
  • First Sound Pass: For new 5-part ability event hooks: Lifedrain Build: 11 variations
  • First Sound Pass: Healing ability sustains.
  • First Sound Pass: Earth ability sustains.
  • First Sound Pass: Fire ability sustains.
  • First Sound Pass: Water ability sustains.
  • First Sound Pass: Generic projectile whoosh sound as projectile passes by.
  • First Sound Pass: Water Projectile explosions v3 - 24 variations
  • First Sound Pass: Water Projectile explosions v2 - 10 variations
  • First Sound Pass: Stone Projectile explosions v1 - 15 variations
  • First Sound Pass: Flame Projectile explosions v1 - 14 variations
  • First Sound Pass: Water abilities cast start sound v1 - 4 varitions
  • First Sound Pass: Melee abilities cast start sound v1 - 2part sound 3 & 3 variations
  • First Sound Pass: Healing abilities cast start sound v1 - 5 variations
  • First Sound Pass: Flame abilities cast start sound v2 - 2part sound 5 & 3 variations
  • First Sound Pass: Flame abilities cast start sound v1 - 2part sound 6 & 7 variations
  • First Sound Pass: Additional wooden and melee weapon impact sounds.

As a Backer, I'd like to see improvements in server stability, speed, and robustness.

  • Improve autoscaling of proxies.
  • Memory pooling improvements to reduce lag spikes.
  • Lower the rate at which we poll proxies.
  • Optimizations in positional updates.
  • Add detailed stats for bandwidth tracking.
  • Separate the physics network state from the gameplay network state.
  • Improvements to server functionality to reduce need for unique solutions.
  • Make loadtesters hard close and restart every few hours to mitigate the effects of crashing bots over time.
  • Fix broken loading/setup of control points so server doesn't crash.
  • Reduce latency on server to client message queueing.
  • Improve player login and respawning to be less disruptive.
  • Upgrade from OpenSSL to LibreSSL.
  • Check addresses when checking proxies.
  • Implement exponential backoff to space out repeated transmissions.
  • Split out hard launches and soft launches from each other to prevent interference between the two.
  • Improve auto-restarts - make noisy message on the console and make it easier to configure intervals.
  • Improve scaling of proxies when adding and removing players.
  • Add additional logging and metric to identify, track, and solve bugs and performance issues.
  • Server memory allocator takes advantage of more memory and cpu cores if available.
  • Restructure server DLLs to load correctly.
  • Simplify communication between Game Server and User Proxys, which allows for faster iteration.
  • Improve performance when cleaning up particles from active effects.
  • Improve server cluster scaling.
  • Reduce metric sampling to only sample long actions.
  • Modify load tester to behave more like a player to improve testing results.
  • Send the UserProxy the player's position so we can modify update priority by distance from player.
  • Speed up logging to our logging backend by making it async.
  • Improve speed of logging in.
  • Create new state for debugging proxies that exhibit weird behavior.
  • Improve character loading flow to be more performant and threading friendly.
  • Streamline network code to provide a foundation for serious bandwidth improvements on the proxy to client connection.
  • Add configurable timeouts for proxies.
  • Flatten/simplify networking on server side.
  • Reduced potential for "very laggy" conditions.
  • Improve network priorities to support even more players.
  • Tone down spamming logging for large tests.
  • Add an "echo proxy" to clients that can log all of a connection's data for analysis in support of chronic disconnects.
  • Big optimization to network encoding, improving number of users per proxy.
  • Improve security so users can't spoof each other's connections.
  • Implement FastEntityReader to transfer entity data across servers

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

  • Locally save blueprints when connected to a server for improved performance
  • Improve performance when placing very large blueprints.
  • Second pass compression of building vertices post curved blocks integration.
  • First pass compression of building vertices to reduce memory.
  • First pass compression of building vertices to reduce memory.
  • All around memory reduction in client and C.U.B.E. - 600mb - 800mb reduction in game, to 1.5gb in worst case C.U.B.E. maps.
  • Fix hitching caused by memory subsystem thrashing.
  • Improve performance when running more than one client or heavy background applications.
  • Removed hitching by better synchronization. - Improved general performance.
  • Global reduction in instances of hitching by moving several async threading cases to ParLL.
  • Server fix for building and ParLL changes
  • Improve load times and terrain generation by moving async threading cases to ParLL.
  • Add ability to check if readonly access to a context is safe in assert
  • ParLL guarded data will now get caught and logged.
  • RunOrSplit (in ParLL) now has firmer order guarantee.
  • ParLL - Make it possible that simple jobs can be done immediately in place if there are no conflicts.
  • Improve ParLL library for developer usage, based on terrain generation work.
  • Improve speed of terrain generation.
  • Improve ParLL library based on team usage and crash debugging.
  • Create a tool to track and find possible threading issues in the client. Add to HUD.
  • Fix threading orphaned context problem (hitch)
  • Fix threading handle leak. (hang)
  • Fix threading stability problem with physics. (hangs/crashes)
  • * Suspending and resuming serial context execution.
  • * Create a way for long-running tasks to run in the background without stalling the main game.
  • Added new ParLL features to support our existing threading patterns.
  • Moved Async destruction to ParLL.
  • Rewrote ParLL interface to support modern coding conventions, lambdas and universal function references. (Similar to std::async)
  • Integrate ParLL threading library into CSE code.
  • Chopped 500MB off the client memory usage in heavy scenes.
  • Add "ContextSTLAllocator" to make our memory management code more usable to other programmers.
  • * Added atomic guardians to make the thread safety of a given system provable.
  • * Ported ParLL to 64bit.
  • Rewrote Timed Action Queue with new threading system
  • Fix hitching and lockup on slower machines with threading system caused by running out of memory.
  • Get PhysX scene lock onto the correct thread.
  • Make renderable/animation updates run in parallel.
  • Re-prioritize terrain generation and mesh simplification to run in the background, using multiple frames.
  • Re-thread terrain (re)generation using ParLL
  • Re-thread scene updates using ParLL
  • Rewrite delayed destruction to run on ParLL
  • Rethreaded physics to use ParLL and be lock-free. (good performance increase)
  • General improvements to memory management, resulting in different CPU cores being less likely to stall when waiting for each other, improving client performance and server scalability.

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

  • Hurlbat
  • Halberd: First Pass planning mix and match parts system.
  • Halberd - V1: Modeling pass.
  • Halberd - v1: Materials.
  • Dagger - v2: Modeling pass.
  • Dagger - v2: Materials.
  • Dagger - v2: Integration.
  • Dagger - v3: Modeling pass.
  • Dagger - v3: Materials.
  • Dagger - v3: Integration.
  • One-handed sword - V1 - High Quality "epic": Modeling pass.
  • One-handed sword - V1 - High Quality "epic": Materials.
  • One-handed sword - V1 - High Quality "epic": Integration.
  • Halberd - v1: Integration.
  • Two-handed swords - v2: Modeling pass.
  • One-handed sword - V1 - High Quality "epic": Improvements on materials.
  • One-handed sword - V1 - High Quality "epic": Integration.
  • One-handed spears - v2: Modeling pass.
  • Two-handed staff - V2: Modeling pass.
  • Arrows - V1: Modeling pass.
  • Book
  • Focus
  • Horn
  • Potion Bottle
  • Elixir Bottle
  • First Pass Concept Art: One-handed high quality "epic" swords.
  • One-handed sword - V2 - High Quality "epic": Modeling pass.
  • First pass concept Art: One-handed maces.
  • First pass concept Art: Spears.
  • First Pass Concept Art: One-handed high quality "epic" axes.
  • First Pass Concept Art: Small shields.
  • First Pass Concept Art: Large shields.
  • Additional shields concept pass on materials, decals, emblems, and parts for pipeline audit.
  • First pass concept Art: Staffs, melee and magic.
  • First pass concept Art: Long bows
  • First pass concept Art: Arrows
  • Arrows: First Pass planning mix and match parts system.
  • One-handed spears - v2: Materials.
  • One-handed spears - v2: Integration.
  • One-handed axe - v2: Integration.
  • One-handed axe - v3: Modeling pass.
  • One-handed axe - v3: Materials.
  • One-handed axe - v3: Integration.
  • Two-handed spear - v2: Modeling pass.
  • Two-handed spear - v2: Materials.
  • Two-handed spear - v2: Integration.
  • One-handed sword - V1 - High Quality "epic": VFX.
  • One-handed sword - V2 - High Quality "epic": Materials.
  • One-handed sword - V2 - High Quality "epic": Improvements on materials.
  • One-handed sword - V2 - High Quality "epic": Integration.
  • Polearm v1: Complete.
  • Additional polearm concept art.
  • Polearm v2: Complete.
  • Update completed weapons scale to better convey weight and fit better in hands.
  • Second pass - weapons scale audit.
  • Spear v2: Complete.
  • One-handed axe - v2: Materials.
  • One-handed axe - v2: Modeling pass.
  • Two-handed staff - v1: Modeling - Melee
  • Two-handed staff - v1: Materials - Melee
  • Two-handed swords: First Pass planning mix and match parts system.
  • Large shield - v2: Modeling pass.
  • Large shield - v2: Materials.
  • Large shield - v2: Integration.
  • Large shield - v3: Modeling pass.
  • Large shield - v3: Integration.
  • Large shield - v3: Materials.
  • Arrows - v1: Materials.
  • Arrows - v1: Integration.
  • Arrows - v2: Modeling pass.
  • Arrows - v2: Materials.
  • Arrows - v2: Integration.
  • Arrows - v3: Modeling pass.
  • Arrows - v3: Materials.
  • Arrows - v3: Integration.
  • Polearm v2: Additional material work.
  • First pass concept Art: One-handed swords.
  • One-handed spears - v1: Materials.
  • One-handed spears - v1: Integration.
  • Two-handed staff - v1: Integration - Melee
  • Two-handed swords - V1: Modeling pass.
  • Two-handed swords - v1: Materials.
  • Two-handed swords - v1: Integration.
  • Two-handed axes: First Pass planning mix and match parts system.
  • Two-handed axes - V1: Modeling pass.
  • Two-handed axes - v1: Materials.
  • Two-handed axes - v1: Integration.
  • Two-handed spears: First Pass planning mix and match parts system.
  • Two-handed spear - V1: Modeling pass.
  • Two-handed spear - v1: Materials.
  • Two-handed spear - v1: Integration.
  • Two-handed staffs: First Pass planning mix and match parts system.
  • Two-handed staff - v1: Modeling pass - Magic themed.
  • Two-handed staff - v1: Materials - Magic themed.
  • One-handed spears - V1: Modeling pass.
  • One-handed spears: First Pass planning mix and match parts system.
  • One-handed swords: First Pass planning mix and match parts system.
  • One-handed sword - V1: Modeling pass.
  • One-handed sword - v1: Materials.
  • One-handed sword - v1: Integration.
  • First pass concept Art: One-handed axes.
  • One-handed axe - v1: First Pass planning mix and match parts system.
  • One-handed axe - v1: Modeling pass.
  • One-handed axe - v1: Materials.
  • One-handed axe - v1: Integration.
  • One-handed maces: First Pass planning mix and match parts system.
  • One-handed mace - V1: Modeling pass.
  • One-handed mace - v1: Materials.
  • One-handed mace - v1: Integration.
  • Dagger - v1: First Pass planning mix and match parts system.
  • Dagger - v1: Modeling pass.
  • Dagger - v1: Materials.
  • Dagger - v1: Integration.
  • Two-handed staff - v1: Integration - Magic themed.
  • Small shields: First Pass planning mix and match parts system.
  • Potion/Elixir Bottles: First Pass planning mix and match parts system.
  • Bottles: Modeling pass x 9
  • Bottles: Materials. x 9
  • Bottles: Integration x 9
  • Horns: First Pass planning mix and match parts system.
  • 1h Medieval War Axe
  • 1h Flanged Mace
  • 1h Arming Dagger
  • 1h Spear
  • Small Pavise
  • Large Pavise
  • 2h Montante Sword
  • 2h Poleaxe
  • 2h Spear
  • 2h Staff
  • Short Bow
  • Long Bow
  • Book - v1: Integration.
  • Book - v1: Materials.
  • Small shield - V1: Modeling pass.
  • Small shield - v1: Materials.
  • Small shield - v1: Integration.
  • Large shields: First Pass planning mix and match parts system.
  • Large shield - V1: Modeling pass.
  • Large shield - v1: Materials.
  • Large shield - v1: Integration.
  • Short bows: First Pass planning mix and match parts system.
  • Short bow - V1: Modeling pass.
  • Short bow - v1: Materials.
  • Short bow - v1: Integration.
  • Long bows: First Pass planning mix and match parts system.
  • Long bow - V1: Modeling pass.
  • Long bow - v1: Materials.
  • Long bow - v1: Integration.
  • Books: First Pass planning mix and match parts system.
  • Book - V1: Modeling pass.
  • Arrow

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

  • Dagger - v2: Modeling pass.
  • Large shield - v3: Modeling pass.
  • Large shield - v2: Integration.
  • Large shield - v2: Materials.
  • Large shield - v2: Modeling pass.
  • Two-handed staff - v2: Integration. - Melee
  • Two-handed staff - v2: Materials. - Melee
  • Two-handed staff - v2: Modeling pass. - Melee
  • One-handed spears - v3: Integration.
  • Large shield - v3: Materials.
  • Large shield - v3: Integration.
  • One-handed mace - v5: Materials.
  • One-handed mace - v5: Modeling pass.
  • One-handed mace - v4: Integration.
  • One-handed mace - v4: Materials.
  • One-handed mace - v4: Modeling pass.
  • One-handed sword - V1 - High Quality "epic": Integration.
  • One-handed sword - V1 - High Quality "epic": Materials.
  • One-handed sword - V1 - High Quality "epic": Modeling pass.
  • One-handed spears - v3: Materials.
  • One-handed spears - v3: Modeling pass.
  • One-handed sword - V1 - High Quality "epic": Materials.
  • One-handed sword - V1 - High Quality "epic": Modeling pass.
  • Two-handed staff - v1: Improvements on materials. - Magic themed
  • Dagger - v3: Integration.
  • Dagger - v3: Materials.
  • Dagger - v3: Modeling pass.
  • Dagger - v2: Integration.
  • Dagger - v2: Materials.
  • One-handed sword - V1 - High Quality "epic": Integration.
  • One-handed sword - v2: Modeling pass.
  • One-handed spears - v2: Integration.
  • One-handed spears - v2: Materials.
  • One-handed spears - v2: Modeling pass.
  • One-handed sword - v3: Integration.
  • One-handed sword - v3: Materials.
  • One-handed sword - v3: Modeling pass.
  • One-handed sword - v2: Integration.
  • One-handed sword - v2: Materials.
  • One-handed mace - v5: Integration.
  • First pass concept Art: Longbows
  • Longbows: First Pass planning mix and match parts system.
  • Two-handed spear - v2: Integration.
  • Two-handed spear - v2: Materials.
  • One-handed axe - v4: Integration.
  • One-handed axe - v4: Materials.
  • One-handed axe - v4: Modeling pass.
  • One-handed axe - v3: Integration.
  • One-handed axe - v3: Materials.
  • One-handed axe - v3: Modeling pass.
  • Two-handed spear - v3: Materials.
  • Two-handed spear - v3: Integration.
  • Polearm v3: Complete.
  • Polearm v2: Complete.
  • Polearm v1: Complete.
  • First Pass Concept Art: TDD polearms.
  • Two-handed spear - v4: Integration.
  • Two-handed spear - v4: Materials.
  • Two-handed spear - v3: Modeling pass.
  • Two-handed spear - v4: Modeling pass.
  • One-handed axe - v2: Integration.
  • One-handed axe - v2: Materials.
  • Arrows - v1: Integration.
  • Arrows - v1: Materials.
  • Shortbow - v1: Materials.
  • Shortbow - v1: Modeling pass.
  • Shortbows: First Pass planning mix and match parts system.
  • First pass concept Art: Shortbows.
  • Longbow - v1: Materials.
  • Longbow - v1: Modeling pass.
  • Arrows - v2: Modeling pass.
  • Arrows - v2: Materials.
  • One-handed axe - v2: Modeling pass.
  • Arrows - v4: Integration.
  • Arrows - v4: Materials.
  • Arrows - v4: Modeling pass.
  • Arrows - v3: Integration.
  • Arrows - v3: Materials.
  • Arrows - v3: Modeling pass.
  • Arrows - v2: Integration.
  • Update completed weapons scale to better convey weight and fit better in hands.
  • First pass concept Art: One-handed swords.
  • Two-handed axes - v1: Materials.
  • Two-handed axes - V1: Modeling pass.
  • Two-handed axes: First Pass planning mix and match parts system.
  • Two-handed swords - v1: Integration.
  • Two-handed swords - v1: Materials.
  • Two-handed swords - V1: Modeling pass.
  • Two-handed swords: First Pass planning mix and match parts system.
  • One-handed spears - v1: Integration.
  • Two-handed axes - v1: Integration.
  • Two-handed spears: First Pass planning mix and match parts system.
  • Small shields: First Pass planning mix and match parts system.
  • Two-handed staff - v1: Integration.- Magic themed
  • Two-handed staff - v1: Materials. - Magic themed
  • Two-handed staff - V1: Modeling pass. - Magic themed
  • Two-handed staffs: First Pass planning mix and match parts system.
  • Two-handed spear - v1: Integration.
  • Two-handed spear - v1: Materials.
  • Two-handed spear - V1: Modeling pass.
  • One-handed spears - v1: Materials.
  • One-handed spears - V1: Modeling pass.
  • One-handed axe - v1: Materials.
  • One-handed axe - v1: Modeling pass.
  • One-handed axe - v1: First Pass planning mix and match parts system.
  • First pass concept Art: One-handed axes.
  • One-handed sword - v1: Integration.
  • One-handed sword - v1: Materials.
  • One-handed sword - V1: Modeling pass.
  • One-handed swords: First Pass planning mix and match parts system.
  • One-handed axe - v1: Integration.
  • One-handed maces: First Pass planning mix and match parts system.
  • One-handed spears: First Pass planning mix and match parts system.
  • Dagger - v1: Integration.
  • Dagger - v1: Materials.
  • Dagger - v1: Modeling pass.
  • Dagger - v1: First Pass planning mix and match parts system.
  • One-handed mace - v1: Integration.
  • One-handed mace - v1: Materials.
  • One-handed mace - V1: Modeling pass.
  • Small shield - V1: Modeling pass.
  • Small shield - v1: Materials.
  • Small shield - v1: Integration.
  • Two-handed staff - V2: Modeling pass.
  • First pass concept Art: Short bows.
  • First pass concept Art: Staffs, melee and magic.
  • Arrows - V1: Modeling pass.
  • Arrows: First Pass planning mix and match parts system.
  • First pass concept Art: Arrows
  • First Pass Concept Art: TDD spears.
  • One-handed axe - V2 - High Quality "epic": Modeling pass.
  • One-handed maces: Second pass TDD specific maces concept art.
  • Two-handed great swords: First Pass planning mix and match parts system.
  • One-handed mace - v3: Materials.
  • One-handed mace - v3: Modeling pass.
  • One-handed mace - v2: Integration.
  • One-handed mace - v2: Materials.
  • One-handed mace - v2: Modeling pass.
  • Two-handed greatsword - V1: Integration.
  • Two-handed greatsword - V1: Materials.
  • Two-handed greatsword - V1: Modeling pass.
  • First Pass Concept Art: Large shields.
  • First Pass Concept Art: Small shields.
  • Short bow - v1: Integration.
  • Short bow - v1: Materials.
  • Short bow - V1: Modeling pass.
  • Short bows: First Pass planning mix and match parts system.
  • Large shield - v1: Integration.
  • Large shield - v1: Materials.
  • Large shield - V1: Modeling pass.
  • Large shields: First Pass planning mix and match parts system.
  • Long bows: First Pass planning mix and match parts system.
  • Long bow - V1: Modeling pass.
  • First Pass Concept Art: One-handed high quality "epic" axes.
  • First Pass Concept Art: One-handed high quality "epic" swords.
  • Book - v1: Integration.
  • Book - v1: Materials.
  • Book - V1: Modeling pass.
  • Books: First Pass planning mix and match parts system.
  • Long bow - v1: Integration.
  • Long bow - v1: Materials.
  • One-handed mace - v3: Integration.

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

  • Two-handed hammers - v1: Integration.
  • Dagger - v3: Materials.
  • Dagger - v3: Integration.
  • Two-handed staff - v1: Improvements on materials - Magic themed.
  • One-handed "epic" ice sword v1: Materials
  • One-handed "epic" ice sword v1: Integration
  • One-handed sword - V1 - High Quality "epic": Modeling pass.
  • One-handed sword - V1 - High Quality "epic": Materials.
  • One-handed sword - V1 - High Quality "epic": Integration.
  • One-handed hammer - v1: Materials.
  • One-handed hammer - v1: Integration.
  • One-handed spears - v2: Modeling pass.
  • One-handed spears - v2: Materials.
  • One-handed spears - v2: Integration.
  • One-handed spears - v3: Modeling pass.
  • One-handed spears - v3: Materials.
  • One-handed spears - v3: Integration.
  • Dagger - v3: Modeling pass.
  • Dagger - v2: Integration.
  • Dagger - v2: Materials.
  • First Pass Concept Art: Small shields.
  • First Pass Concept Art: Large shields.
  • One-handed axe - V2 - High Quality "epic": Modeling pass.
  • First pass concept Art: Arrows
  • Arrows: First Pass planning mix and match parts system.
  • Arrows - V1: Modeling pass.
  • First pass concept Art: Short bows.
  • First pass concept Art: Staffs, melee and magic.
  • Two-handed staff - V2: Modeling pass - Melee.
  • One-handed "epic" ice sword v1 - Modeling pass.
  • One-handed "epic" ice sword v2 - Modeling pass.
  • One-handed "epic" ice sword v3 - Modeling pass.
  • Stonehealer rocks: Modeling pass.
  • Stonehealer rocks: Materials.
  • Stonehealer rocks: Integration.
  • Dagger - v2: Modeling pass.
  • Two-handed axes - v1: Modeling pass.
  • Two-handed staff - V2: Materials pass - Melee.
  • Arrows - v2: Materials.
  • Arrows - v2: Integration.
  • Arrows - v3: Modeling pass.
  • Arrows - v3: Materials.
  • Arrows - v3: Integration.
  • One-handed axe - v2: Modeling pass.
  • One-handed axe - v2: Materials.
  • One-handed axe - v2: Integration.
  • Two-handed axes - v2: Materials.
  • Two-handed axes - v2: Modeling pass.
  • Two-handed axes - v2: Integration.
  • One-handed "epic" ice sword v1: VFX.
  • One-handed "epic" ice sword v2 - VFX.
  • Polearm - v3.
  • One-handed "epic valentines" axe concept.
  • "Epic valentines" axe model created.
  • Arrows - v2: Modeling pass.
  • Arrows - v1: Integration.
  • Arrows - v1: Materials.
  • Two-handed staff - V2: Integration pass - Melee.
  • Large shield - v2: Modeling pass.
  • Large shield - v2: Materials.
  • Large shield - v2: Integration.
  • Focuses: Concept x3 with shape/geo variations using same material concept.
  • One-handed "epic" ice sword v2 - Materials.
  • One-handed "epic" ice sword v2 - Integration.
  • Polearm: First Pass planning mix and match parts system.
  • Polearm - v1: Materials.
  • Polearm - v1: Integration.
  • Polearm - v2: Modeling pass.
  • Polearm - v2: Materials.
  • Polearm - v2: Integration.
  • First pass concept Art: Shortbows.
  • Shortbow - V1: Modeling pass.
  • Shortbow - v1: Materials.
  • Update completed weapons scale to better convey weight and fit better in hands.
  • First pass concept Art: One-handed swords.
  • One-handed spears - v1: Materials.
  • One-handed spears - v1: Integration.
  • Two-handed swords: First Pass planning mix and match parts system.
  • Two-handed swords - V1: Modeling pass.
  • Two-handed swords - v1: Materials.
  • Two-handed swords - v1: Integration.
  • Two-handed axes: First Pass planning mix and match parts system.
  • Two-handed axes - V1: Modeling pass.
  • Two-handed axes - v1: Materials.
  • Two-handed axes - v1: Integration.
  • Two-handed spears: First Pass planning mix and match parts system.
  • Two-handed spear - V1: Modeling pass.
  • Two-handed spear - v1: Materials.
  • Two-handed spear - v1: Integration.
  • Two-handed staffs: First Pass planning mix and match parts system.
  • Two-handed staff - V1: Modeling pass - Magic themed.
  • One-handed spears - V1: Modeling pass.
  • One-handed spears: First Pass planning mix and match parts system.
  • Dagger - v1: Integration.
  • One-handed swords: First Pass planning mix and match parts system.
  • One-handed sword - V1: Modeling pass.
  • One-handed sword - v1: Materials.
  • One-handed sword - v1: Integration.
  • First pass concept Art: One-handed axes.
  • One-handed axe - v1: First Pass planning mix and match parts system.
  • One-handed axe - v1: Modeling pass.
  • One-handed axe - v1: Materials.
  • One-handed axe - v1: Integration.
  • One-handed maces: First Pass planning mix and match parts system.
  • One-handed mace - V1: Modeling pass.
  • One-handed mace - v1: Materials.
  • One-handed mace - v1: Integration.
  • Dagger - v1: First Pass planning mix and match parts system.
  • Dagger - v1: Modeling pass.
  • Dagger - v1: Materials.
  • Two-handed staff - v1: Materials - Magic themed.
  • Two-handed staff - v1: Integration - Magic themed.
  • Book - v1: Integration.
  • Focus - V1: Modeling pass.
  • Focus - v1: Materials.
  • Focus - v1: Integration.
  • Potion/Elixir Bottles: First Pass planning mix and match parts system.
  • Bottle - V1: Modeling pass.
  • Bottle - v1: Materials.
  • Bottle - v1: Integration.
  • First Pass Concept Art: One-handed high quality "epic" swords.
  • First Pass Concept Art: One-handed high quality "epic" axes.
  • First Pass Concept Art: One handed Viking hammers.
  • One-handed hammers: First Pass planning mix and match parts system.
  • One-handed hammer - V1: Modeling pass.
  • First Pass Concept Art: Two-handed Viking hammers.
  • Two-handed hammers: First Pass planning mix and match parts system.
  • Two-handed hammers - V1: Modeling pass.
  • Book - v1: Materials.
  • Book - V1: Modeling pass.
  • Books: First Pass planning mix and match parts system.
  • Small shields: First Pass planning mix and match parts system.
  • Small shield - V1: Modeling pass.
  • Small shield - v1: Materials.
  • Small shield - v1: Integration.
  • Large shields: First Pass planning mix and match parts system.
  • Large shield - V1: Modeling pass.
  • Large shield - v1: Materials.
  • Large shield - v1: Integration.
  • Short bows: First Pass planning mix and match parts system.
  • Short bow - V1: Modeling pass.
  • Short bow - v1: Materials.
  • Short bow - v1: Integration.
  • Long bows: First Pass planning mix and match parts system.
  • Long bow - V1: Modeling pass.
  • Long bow - v1: Materials.
  • Long bow - v1: Integration.
  • Two-handed hammers - v1: Materials.

As a Backer and Developer, I'd like to play a game that looks like it is from 2016 by implmenting a new lighting and material system.

  • Capture cube maps from game world.
  • Add controls for artist tuning per HDR updates.
  • All types of renderables done.
  • Spot Lights
  • Point Lights
  • Normalized level of detail settings for lighting - Low, Medium, High.
  • BRDF for main light.
  • Convolving cube maps to use as light probes.
  • Dx10 Exposure, downsample and median.
  • Dx11 Exposure, compute fast Histogram.
  • Eye adjustment.
  • PostEffectHandler - Place to put post effect specific settings, render targets, constant buffers, and seperate dx10 and dx11 implementation.
  • Tone mapping inputs/commands - editor/debugging
  • Ambient light influence commands for testing/debugging
  • Eye adjustment down sample and factor selection.
  • Bloom and desaturation pass 1
  • Low shader detail version. rgb 10 bit or rgbe.
  • FP16 version.
  • Tone Mapping HDR and Bloom:
  • Reduce eye adjustment influence in shadowed areas.

As a Backer, I would like to be able to give to my friends and family the extra tiers that come with my pledge.

  • Create data structures for gift codes.
  • Determine whether removing a pledge via the editor invalidates gift codes.
  • Carve shipping expenses out of amountCents and into shippingCents (rolled into data fixup).
  • Add RefundValue to editor which is the sum of amountCents and shippingCents
  • Add Redeemable Editor
  • Implement interface on test version of the CU store.
  • Do all the CSS on the store.
  • Solve edge case issues/possible problems.
  • Solutions to additional edge case and security issues.
  • More solutions to additional edge case and security issues.
  • More testing and useability feedback tweaks.
  • Update tier art to reflect additional, giftable, tiers included.
  • Additional testing to search for any security risks as well as to verify system working as intended.
  • Complete fixes from security testing.
  • Complete tools for weekend testing.
  • Push first wave of gifting to Backers.
  • Push second wave of gifting to Backers.
  • Write code to split off overspend.
  • Update account editor to work with new changes.
  • Create API action for querying gift codes.
  • Create API action for consuming gift codes.
  • Create an implementation of the gift codes for pledges.
  • Log all the things.
  • Make gifted pledges reduce the value of "parent" pledges.
  • Retrofit existing pledges to use a better data model for transactions.
  • Retrofit existing pledges to have gift codes.
  • Make new pledges produce gift codes (where appropriate).
  • Fix pledges with missing transaction IDs.
  • Implement upgrade credits.
  • Sync with Charles for Store implementation.
  • Gifting Data Fixup.
  • Start migrating Ecosystem to DBCon (and refactor DBCon to split out account and asset bits)
  • Update jsonconfigs for every application.
  • Make sure that granting a tier also grants permissions and backer level
  • Handle logic for overflowing devaluation from paid to credits.
  • Push third, and final wave of gifting to Backers.

As a Developer, I'd like a better instrument library to build interactive music.

  • Albion III - Small Taiko
  • Voice - VIK Voice Phrases
  • Voice - VIK Voice Sustains
  • Voice - TDD Voice Phrases
  • Voice - TDD Voice Sustains
  • Voice - ARTH Voice Phrases
  • FX - Symphobian
  • FX - Ether Mood
  • FX - Moody String
  • FX - Moody String 2
  • FX - Moody Flute
  • FX - Bowed Mood
  • Optimization pass on all assets.
  • Keyed fiddle ambience.
  • Bowed cymbals.
  • Wwise better supports smooth sound transitions between parameter changes.
  • Sample instrument - accents for percussion. Variable and scalable based on SizeOfBattle
  • Create Instrument - Vertically and horizontally scaling drum instrument with taikos, toms, accents, booms, cymbals, and rolls.
  • Voice - War Chants
  • Low plucked bass
  • Solo ERA Short
  • Albion III - Horns Short
  • Albion III - Med Taiko
  • Small Horns Short
  • Albion Darwin Large Perc Ens
  • Small Ensemble - Albion Perc
  • Easter Island Sub Hits
  • Small Ensemble - Shaker
  • Small Horns long with swell
  • Albion III - Horns Long Nasty
  • Small Horns long nasty
  • Albion III - Strings Short
  • Small strings short
  • Albion III - Strings Long
  • Small strings long
  • Albion III - Strings Long
  • Albion Spiccato
  • Lute
  • Audit and improve drum samples.

As a Developer, I'd like the tools necessary to audit and isolate any memory-related issues in the Unchained Engine or server code.

  • Track all allocations that occur.
  • Generate callstacks for all allocations.
  • Send information to server, which can display all changes that have occurred over time.
  • Performance pass.

As a Backer, I'd like to play in new biomes that change according to Realm ownership. - Biome 03

  • Concept pass biome #3 - Coastline and beaches.
  • Biome 3 Arthurian - Create ground texture sets.
  • Biome 3 Arthurian - Create grass and ground cover assets.
  • Biome 3 Arthurian - Create small to medium assets. (Bushes, rocks, etc.)
  • Biome 3 Arthurian - Create large assets. (Trees, rocks, etc.)
  • Biome 3 Arthurian - Create terrain mods and integrate into world for testing.
  • Biome 3 Viking - Create ground texture sets.
  • Biome 3 Viking - Create grass and ground cover assets.
  • Biome 3 Viking - Create small to medium assets. (Bushes, rocks, etc.)
  • Biome 3 Viking - Create large assets. (Trees, rocks, etc.)
  • Biome 3 Viking - Create terrain mods and integrate into world for testing.
  • Biome 3 TDD - Create ground texture sets.
  • Biome 3 TDD - Create grass and ground cover assets.
  • Biome 3 TDD - Create small to medium assets. (Bushes, rocks, etc.)
  • Biome 3 TDD - Create large assets. (Trees, rocks, etc.)
  • Biome 3 Neutral - Optimization pass.
  • Biome 3 Neutral - Create terrain mods and integrate into world for testing.
  • Concept pass biome #3 - Coastline and beaches Realm variations.
  • Concept ambient SFX pass biome 1 - "Neutral" and "Owned" by each Realm.
  • High cliffs along shore ambient SFX.
  • Concept pass VFX 1 - "Neutral" and "Owned" by each Realm.
  • Biome 3 - Integrate ambient SFX that change with Realm ownership.
  • Biome 3 - First pass VFX
  • Biome 3 - Determine neutral asset list from concept.
  • Biome 3 - Determine TDD ownership asset list from concept.
  • Biome 3 - Determine Arthurian ownership asset list from concept.
  • Biome 3 - Determine Viking ownership asset list from concept.
  • Biome 3 Neutral - Create ground texture sets.
  • Biome 3 Neutral - Create grass and ground cover assets.
  • Biome 3 Neutral - Create small to medium assets. (Bushes, rocks, etc.)
  • Biome 3 Neutral - Create large assets. (Trees, rocks, etc.)
  • Biome 3 TDD - Create terrain mods and integrate into world for testing.

As a Developer, I'd like to have a first pass Camelot Unchained UI style sheet for visual consistency.

  • Mock up neutral style sheet with references to Realm-based variations.
  • Create CSS page of neutral style sheet.
  • Create CSS page of TDD style sheet.
  • Create CSS page of Viking style sheet.
  • Create CSS page of Arthurian style sheet.

As a Backer, I want to learn more about ley lines, places of power, and ? - in Camelot Unchained.

  • First pass design.
  • Second pass design.

As a Backer and Developer, I'd like the rubble from building destruction to be awesome and performant.

  • Client can make rubble without server.
  • First Pass: Rubble renders!
  • Server/proxy/client can initialize as a delta off of another entity.
  • Rubble deltas are sent.
  • The correct IDs are hooked up to rubble.
  • Rubble breakdown is not per block.
  • Client handles multiple rubble events.
  • Netcode handles multiple rubble events.
  • Netcode properly handles conflicts.
  • First pass: Netcode tracks rubble.
  • Plots on server track their rubble.
  • Client can remove rubble without server.
  • Player can traverse rubble without getting randomly "stuck" on it.

As a Backer, I'd like to play in new biomes that change according to Realm ownership. - Biome 04

  • Dark forest plant VFX.
  • Neutral Prefab model: Rock group small.
  • Neutral Prefab model: Standing wood lamp with VFX- v2
  • Neutral Prefab model: Standing wood lamp with VFX - v1
  • Ambient SFX - Subtle ambient hum - v2
  • Second Concept Pass: Neutral unique assets.
  • Concept Pass: Neutral unique assets.
  • Neutral - Additional medium assets - fern sets x2
  • Ambient SFX - Subtle ambient hum - v1
  • Ambient SFX - swaying trinkets in the wind.
  • Ambient SFX - Generic deciduous fantasy forest.
  • Neutral - Unique assets
  • TDD - Optimization pass and nitpicking.
  • TDD - Create terrain mods and integrate into world for testing.
  • Neutral Prefab model: Rock group medium.
  • Neutral Prefab model: Rock group large.
  • Additional leaf overlay textures for general use.
  • Neutral - Audit and improve terrain blending and mod settings for "clover area."
  • Neutral - Additional sapling variations.
  • Neutral - Optimization pass on all trinket trees.
  • Neutral - Optimization pass on fern assets.
  • Neutral - Optimization pass on trees with accompanying thicker trunks and scale audits.
  • Neutral - Create fern and trinket tree variations with white foliage.
  • Neutral - Create additional variations of trees for more color variation.
  • Neutral - Create secondary grassland mod to accompany forest.
  • Update tree textures to work with PBR system, as well as convey collideable objects.
  • Second pass large saplings to improve poly count and improve for gameplay.
  • Second pass saplings to reduce poly count.
  • Neutral Prefab model: Sapling cluster.
  • TDD - Create large assets. (Trees, rocks, etc.)
  • TDD - Create small to medium assets. (Bushes, rocks, etc.)
  • TDD - Create grass and ground cover assets.
  • Neutral - Create small to medium assets. (Bushes, rocks, etc.)
  • Neutral - Create grass and ground cover assets.
  • Neutral - Create ground texture sets.
  • First pass Tree and Sapling textures and geo - determine visual language.
  • Determine Viking ownership asset list from concept.
  • Determine Arthurian ownership asset list from concept.
  • Determine TDD ownership asset list from concept.
  • Determine neutral asset list from concept.
  • Integrate ambient SFX for biome mod.
  • Integrate ambient SFX for models.
  • Concept ambient SFX.
  • variation scope and asset changes.
  • Concept pass biome #4 - Deciduous fantasy forest #2 - define Realm
  • Neutral - Create large assets. (Trees, rocks, etc.)
  • Neutral - Create terrain mods and integrate into world for testing.
  • TDD - Create ground texture sets.
  • Viking - Optimization pass and nitpicking.
  • Viking - Create terrain mods and integrate into world for testing.
  • Viking - Create large assets. (Trees, rocks, etc.)
  • Viking - Create small to medium assets. (Bushes, rocks, etc.)
  • Viking - Create grass and ground cover assets.
  • Viking - Create ground texture sets.
  • Arthurian - Optimization pass and nitpicking.
  • Arthurian - Create terrain mods and integrate into world for testing.
  • Arthurian - Create large assets. (Trees, rocks, etc.)
  • Arthurian - Create small to medium assets. (Bushes, rocks, etc.)
  • Arthurian - Create grass and ground cover assets.
  • Arthurian - Create ground texture sets.
  • Concept pass biome #4 - Deciduous fantasy forest #2

As a Developer, I'd like an automated system that can find data related bugs before they become a problem.

  • Pick a name for the new system. - "Roboduck!"
  • Roboduck tests for broken sound packages.
  • Add a check to ensure textures have the right usage when assigned to a material.
  • Fix texture reference test to tell us if space is being wasted.
  • Checks animsets for animation classifications that are incorrect.
  • Refactor existing tests to use document caching system.
  • Add a document caching system (common library).
  • Create server application.
  • Add email support, notifying users of relevant issues.
  • Add config to select and run tests with frequency.
  • Catalog available automated tests using reflection.
  • Roboduck runs every few minutes, and checks the pre-existing quick Validation() function.
  • Roboduck runs every few minutes, and checks the pre-existing quick Validation() function.
  • Rework DocumentBase to use a delegate function for Validate.
  • Roboduck runs a query that returns all of the materials used in a zone.
  • Roboduck runs a "sting operation" that catches bad materials being assigned to terrain.
  • Create a library to contain the validation items
  • Add Roboduck test to detect duplicate files being uploaded to the file system under different object IDs.

As a Developer and Backer, I'd like to see improved visual fidelity in how our existing terrain materials blend together.

  • Add blend maps to generic deciduous forest 001.
  • Add blend maps to generic deciduous forest 002.
  • Add blend maps to pine forest neutral 001.
  • Add blend maps to pine forest Realm control variations.
  • Add blend maps to grassland 001.
  • Add blend maps to grassland 001 Realm control variations.
  • Add blend maps to generic beach 001.

As a Developer, I'd like to improve, and add to, the SFX for re-abilitation.

  • Create events for all current prototype abilities in wwise.
  • Lighting damage over time assets and events created.
  • Arduous exertion shout sounds.
  • Create loop for active bleeding effect.
  • Melee swing sounds for piercing damage.
  • Melee swing sounds for slashing damage.
  • Melee swing sounds for crushing damage.
  • Additional generic use material for "magic" abilities.
  • Ice AoE explosion.
  • Lighting damage AoE sounds.
  • Arrow impact sounds for crushing damage.
  • Generic heal over time loops.
  • Arrow impacts for cloud-like "poof" explosions.
  • Generic fire loops.
  • Arrow impact - flame burst.
  • Arrow impact sounds for arrows with cords, vines, or ropes for grabbing and slowing type sounds.
  • Arrow impact sounds for acidic or oozy type impacts.
  • Arrow impact sounds for piercing damage.
  • Arrow impact sounds for slashing damage.
  • Ice arrow impacts.
  • Generic freezing sound for ability effects.
  • Increase health regeneration.
  • Reduce stamina.
  • Generic decrease to incoming damage.
  • Generic increase to outgoing damage.
  • Generic decrease to incoming damage.
  • Generic increase to incoming damage.
  • Reduce movement speed.
  • Increase movement speed.
  • Decrease health regeneration.
  • Increase ability prep/recovery time.
  • Additional ice arrow launch sounds.
  • First pass resources for "magic type" abilities - 152 source sounds created.
  • Ice arrow.
  • Axe blade swipe x2.
  • Dagger blade swipe.
  • Sword blade swipe x9.
  • Small blade swipe.
  • Decrease ability prep/recovery time.
  • Fountaining bottle ability SFX - 4 variations.

As a Developer, I'd like to have a smaller executable that loads faster, enables shader debugging again, and have more shader permutations.

  • Speed up shader compilation.
  • Move shaders into resource system, and load via the patcher.

As a Backer, I'd like to play in new biomes that change according to Realm ownership. - (Mini) Biome 05

  • Concept Art pass - Mini biome - grassland with rock spheres.
  • TDD - Clean up and optimizations.
  • Viking- Clean up and optimizations.
  • Neutral - Clean up and optimizations.
  • Arthurian - Create small to medium assets. (Bushes, rocks, etc.)
  • Arthurian - Create grass and ground cover assets.
  • Arthurian - Create ground texture sets.
  • TDD - Create small to medium assets. (Bushes, rocks, etc.)
  • TDD - Create grass and ground cover assets.
  • TDD - Create ground texture sets.
  • Viking - Create small to medium assets. (Bushes, rocks, etc.)
  • Viking - Create grass and ground cover assets.
  • Viking - Create ground texture sets.
  • Neutral - Create small to medium assets. (Bushes, rocks, etc.)
  • Neutral - Create grass and ground cover assets.
  • Neutral - Create ground texture sets.
  • Determine asset list.
  • Concept Art pass - Grass and stone Realm variations.
  • Arthurian - Clean up and optimizations.

As a French Backer, I'd like to visit the French version of the updated Camelot Unchained website.

  • Language selection added to site header.
  • Class Reveals translated.
  • Thank you Mod Squad translated.
  • First pass review of updated site.
  • Forum FAQ translated.
  • All additional updates translated to March 25th
  • All additional newsletters translated to #15.
  • First pass prep new website.
  • Update media galleries with new plugin and content.
  • Second pass site review before going live.
  • Make site live!
  • Alpha Manual translated
  • C.U.B.E. page translated.
  • All newsletters translated.
  • Find a group of awesome French-speaking Backers to assist us!
  • Primary artwork containing text translated and added.
  • Secondary artwork containing text translated and added.
  • Site navigation text translated.
  • Foundational Principles translated.
  • Primary game information translated - About, Realms, Races, Classes, BSC docs.
  • All lore translated.
  • Recent news articles translated.
  • Stretch Goals translated.
  • Stretch Goal images containing text - translated images.
  • Veilstalker
  • Specter
  • Physician
  • Minstrel
  • Flame Warden
  • Class Reveal Audits:
  • Arthurian:
  • Abbot
  • Black Knight
  • Dread Caller
  • Blackguard
  • Vikings:
  • Wave Weaver
  • Stonehealer
  • Slaughterwolf
  • Skald
  • Arisen
  • Child of Loki
  • HelBound
  • Mjölnir
  • Shadow Walker
  • Winter`s Shadow
  • Wisp
  • Red Cap
  • Morrigan
  • Forest Stalker
  • Empath
  • Druid
  • Dark Fool
  • Black Rider
  • Blessed Crow
  • TDD:
  • Fianna

As a Developer, I'd like to be able to copy an entire skeleton and its dependencies, quickly, to support unique animations per character types.

  • Initial discovery of components and cloning.
  • Add a button to the editor to support skeleton cloning.
  • Fix additional issues after testing.

As a Developer, I'd like be able to place and modify Spawn Areas, Zone Portals, Building Plots, etc. from the World Editor.

  • Audit pre-existing process.
  • Audit placeables.
  • SpawnArea Placeable: place, store, load SpawnArea.
  • Server loads spawn areas by zone ID and places dummies using spawn areas. If no spawn areas exist, fall back on global config.
  • Add view in world editor for entity placeables.
  • Add /Delete from Placeable Entity View (Should be reflected in SceneTree).
  • Clean up editor code.
  • Simple Spawn Mgr
  • Remove SpawnArea collection. Work entity data into Placeable subclasses
  • Fix Duplicate Placeables in SceneTree
  • Final pass before review (merging fixes / changes from placeable spawn branch)
  • GizmoXY slides Terrain Relative Placeable across terrain
  • Modifying a TerrainModGroup should update any Terrain Relative Placeables
  • Modifying ControlPoints should update any Terrain Relative Placeables
  • Modifying TerrainGridDetail should update Placeable position (similar to how adding / detaching children does)
  • Make TerrainGridDetail modifiable from Editor
  • Add TerrainGridDetail to Placeable (GridPos, Elevation, AlignVertical, ElevateVertical)
  • Placeable - Terrain Relative:
  • Final pass before review (merging fixes/changes from placeable spawn branch).
  • Zone portal updates need to be reflected on the server.
  • Audit and fix bugs.
  • Load portals server side.
  • Change Log
  • Add Editor Support / Linking Portals Included
  • Add PlaceablePortal subclass of Placeable
  • Placeable - Zone Portal:
  • Incorporate grid spacing.
  • Generate Plots Randomly.
  • Add UI for Tool.
  • Physics support.
  • Builder support.
  • Server support.
  • Editor support.
  • Add PlaceableBuildingPlot subclass of Placeable.
  • Placeable Building Plot:
  • Build a path for Server to extract data from the terrain system.
  • Integrate Editor.
  • Integrate terrain spawnables into WorldStateDB.
  • Refactor Spawnables to support multiple def types.
  • Resource nodes - Terrain Spawnables:
  • World Editor Usability:
  • Up/Down Buttons for terrain level select.
  • Placeables should be Terrain Relative by default.
  • Fix UI Oddities (Giant IsTerrainRelative Text Label).
  • Handle Invalid Grid Position Updates better.
  • Grid Position Updates in Property Grid as User drags the Placeable.

As a Backer and Developer, I'd like to see increased visual fidelity and improved performance in the dense test forest.

  • Audit poly count of tall tree and reduce.
  • Offset some grass card specs for more variety.
  • Add ground clutter branches, etc.
  • Add dead and dead-ish bush variations.
  • Add height-based blend maps to terrain textures.
  • Audit ground material settings for better blending.
  • New branch material for trees that looks better and is cheaper.
  • Change mushroom texture layout to use tris and update material to PBR.
  • Audit poly count of small tree and reduce.
  • Audit poly count of med tree and reduce.
  • Adjust specular to prevent dark forests from looking overlit from outside or underlit inside.

As a Developer, I'd like to have a clear visual design for the UI of Camelot Unchained.

  • Preliminary research and discussion of past and current trends.
  • Mood boards.
  • First pass audit and discussion of boards to determine direction.
  • First pass UI examples.
  • Second pass UI examples.
  • First pass concept for updated ability builder.

As a Beta 1 backer, I want the sky lighting to use HDR

  • Refactoring existing sky rendering code.
  • Get sky values coming in HDR from the editor and rendering in HDR for the skydome, planets, and clouds.
  • Tweak values so everything is pretty.

As a Developer, I'd like to pull the physics server out to its own process for improved network performance.

  • Refactor. Take all the pur C++ native code for the server and put that in a static library.
  • Make it talk to the proxy servers.
  • Push it out to its own process so we can scale horizontally.
  • Wait for physics to finish loading before creating Entities.
  • Wait for physics to finish loading before creating dropped items.
  • Set Jenkins to build PhysicsServer code solution.
  • Setup standalone AWS instance.
  • Read build vars from config file on physics server.

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

  • Add the ability for skills to destroy entities.
  • Improvements to skill timing.
  • Scripts can pull stats from weapons.
  • Simplify LAEs to reduce bugs and code overhead.
  • Values in abilities can be affected by active effect.
  • Can shoot where aiming or at a target.
  • Expose more things to scripting "distance between entities, if wounded, check active effects, etc"
  • Add the ability for skills to create immobile entities in the world.
  • Add stacking groups to trigger nodes.
  • Body part targetting is scriptable. Added the ability for skills to lookup the most wounded body part.
  • Add the ability for skills to create immobile entities in the world.
  • Add the ability for skills to set an arbitrary state on entities.
  • Add the ability for skills to teleport entities.
  • Add Drop Stone which leveraged existing tech (stone cast with a MUCH lower velocity).
  • Add the ability for skills to execute arbitrary subskills.
  • Add Alteration Of Life (heal and short duration healing buff)
  • Add the ability for skills to buff healing on entities
  • Add the ability for skills to lookup the most damaged body part
  • Stability for ability disruption works.
  • Modify resource - adds or subtracts from a resource pool
  • Payloads now support different types at the same time. Ex: shoot a fire arrow and an electrical arrow at the same time.
  • Stats are now bounded - Your move speed never can go above 10 regardless of buffs.
  • Hook up wound support.
  • Wounds correctly sent to UI layer.
  • Projectiles properly collide and persist for correct amount of time.
  • Projectiles support AOEs.
  • Add more and better logging to skills which may be used for additional combat logging.
  • Add aim and target nodes to archery ability network.
  • Add periodic effects. Damage/heals over time, etc.
  • Make it so triggers can`t trigger themselves.
  • Physics actors use proper lifetimes.
  • Buildings can take damage from abilities.
  • Refactor subparts to be cleaner and allow armor per sub part to work.
  • Add resist mod active effect - Raise or lower resistances on whole body or subpart.
  • Improve encoding of timed resources - reduces bandwidth for things like stamina, health, blood.
  • Add tags to skill nodes - "if this is tagged as fire, do this to them."
  • Quality of life improvements to creating abilities. Fewer lines of code, fewer errors.
  • Add Creeping Petrification (slow movement, slow ability prep, and slow ability recovery)
  • Resources now regenerate over time and are conveyed on the UI.
  • Separate stone abilities of the Stonehealer from the usual magic network, removing the ability to create dud abilities by mixing invalid parts for them.
  • Stones have health - Stonehealer stones have health, can be damaged, and die when they run out of health.
  • Skills can be tagged for being disrupted by movement.
  • Check if a gear slot has anything in it from a script - Used by Open Hand component requirements.
  • New weapon stats - Values on weapons have been balanced, and weapons have stat requirements based on quality - Starter weapons have stat requirements of 20.
  • Add ability to filter subjects based on if they are in your group - Used by healer AoEs to only heal your group.
  • Traumas - When you take a wound, you get a temporary trauma active effect applied to you based on part wounded.
  • Armor penetration.
  • TargetFocus part affects all subskills - Fixed a bug preventing the part component from properly working with periodics and other delayed execution.
  • SetRobOnFire node - Can be included into skills to set Rob on fire.
  • Stonehealer stones show up again post client skills.
  • Autogen the notes section of a skill - Puts the parts used to make it in, shows up in tooltip and spellbook.
  • Removed some slots from skill networks because they are never used.
  • Skill results bug fixing - some skills were reporting incorrect values.
  • Deflection updated and working.
  • Add CSV support for weapon stats with slash commands to update.
  • Make script compilation more robust by always logging warnings
  • Remove local-only skills from the client's skill queue when they get cancelled
  • Subject sort/max targets - We can do a spatial query for a melee swing, then if your target is in it, hit them, otherwise hit the person closest to the center of it (and a whole variety of similar things).
  • Stat requirements - Skills can have a requirement that checks your stats (includes checks for meeting the stat reqs of weapons).
  • Revisit cooldown post re-abilitation.
  • Add cooldowns to server-side skills.
  • Skills can be restricted by particular archetypes.
  • Fix server lag when attempting to spam multiple abilities.
  • Buffable mitigation: subtracts a flat amount from damage rather than a percent.
  • Improvements to subject group.
  • Hook up Stonehealer art assets for healer stones.
  • Missing/killed/deleted entities don't break skills (bug fixing)
  • Temporary solution to exhausted state for testing.
  • Add shielding stone for Stonehealer to mitigate a flat amount of damage.
  • Can run an arbitrary skill node when a skill does damage - Empath now hurts itself equal to the amount they healed properly.
  • Added more skill networks that don`t have part targeting - you no longer can put a target component into a skill if it doesnt use one.
  • Kinematics can be offset from the ground properly - most static entities are no longer sunk halfway into the ground
  • Active effect "names" - active effects are all given the name of the file they came from.
  • DistanceBetween helper function - mostly used for doing range checks.
  • System skill nodes - Drown and exhaustion are driven from XML skill nodes rather than being hard coded.
  • Player stats are pull from database - previously were hardcoded, now the values you see during character creation are actually loaded onto the server.
  • Health bar heal/damage events are based off of combat events passed from the server.
  • Added the ability to log any data from our server easily - can be searched, graphed, quantified!
  • Extract data structures from game logic so it`s easier to re-use the data structures. - This makes it faster to create new abilities.
  • Improve projectile support - Arrows can now do anything, when previously it was only straight damage.
  • First implementation of actual beta skills working.
  • First Pass: Ability Builder UI - now data driven instead of hard coded.
  • System now supports doing abilities in tandem, as well as sequentially.
  • First Pass implementation of spatial volumes that track players within, entering, and exiting.
  • Re-add skill timing - with more flexibility than previous iteration.
  • First Pass skill queueing system to support multi-stage skills and channeling of skills.
  • First Pass skillnode design and implementation - Gives user the ability to build abilities.
  • First Pass: Hook up animations to draw and sheathe weapons.
  • First Pass: Character transitions between animation sets when applicable. (different weapon types, running, swimming, etc.)
  • First Pass: Ability builder UI functional.
  • Add ability to log any data from our server - going to be extremely helpful as we move forward with the refactor, both so Design can see if things are working as intended, and for playtest tuning!
  • Add ability to buff and debuff the timing of abilities.
  • Additional logging added to better provide feedback to design and audit code.
  • Additional logging added to better provide feedback to design and audit code.
  • Additional logging added to better provide feedback to design and audit code.
  • Added the ability to log any data from our server easily - can be searched, graphed, quantified!
  • Additional logging added to better provide feedback to design and audit code.
  • Block and Counter-attack are now be crafted into abilities.
  • Equipment slots can now be independently buffed and debuffed.
  • Refactor of immutables to be faster and cleaner!
  • Variables support expressions.
  • Ability logic now supports variables which can be edited later - Speeds creation of new abilities.
  • Equipment slots can be independently buffed and debuffed.
  • Block and Counter-attack can be crafted into abilities with animations.
  • Convert all prototypes to craftable skill nodes (except block/counter and projectile/wall)
  • First Pass: working equipment resistances.
  • Data-driven abilities loaded and assigned to users.
  • Prototype projectiles.
  • Add first active effect "guard" as prototype for re-abilitated active effect system.
  • Add ability to damage buildings.
  • Add ability to modify stats - ex: snare and sprint.
  • Create new ability type that transfers damage - "Guard."
  • Prototype per ability cooldowns.
  • Preliminary completion of all core updater features.
  • Second pass prototype of new base ability functionality.
  • Damage converted into an arithmetic expression to facilitate stacking buffs, debuffs, and modifiers.
  • First Pass: knockback.
  • First Pass: counter attack.
  • First Pass: block.
  • Additional features to core updater to support ability system refactor.
  • Damage modifier buff/debuff added.
  • First pass prototype of new base ability functionality. - Movement, damage, and death!
  • Refactor of CAS into Client Spec.
  • Auto generate our communication between our game server and our proxies. - Greatly improves speed and reliability of the server/proxy communication layer. - Allows us to create new abilities much faster!
  • Ability Delivery:
  • Bring old system back from the dead.
  • Get skills within the new system passing down to the client.
  • Have each skill have its own unique effects.
  • Active effects work within the new system.
  • Bugs related to the first ability rehab push fixed.
  • Design and implement solution to handle targeting moving forward.
  • Design and implement a solution for looping stacking sounds.
  • Using chain lightning as a test case - figure out how ability info should be passed through, and potentially add smarter target preditions to the client so this looks good!
  • Ability spec editor, first pass - Retrieve data from database and convert to data on server in order to send it to the client.
  • Editor:
  • Player entity 90% componetized.
  • Remove Combatant entity.
  • Hook up physics events to ability system.
  • Improve entity lookup and targeting for abilities.
  • Player entity 90% componetized.
  • Last 10% player entity componetized.
  • Componentize physics entities projectiles and trigger volumes.
  • New entity component model:
  • Last 10% player entity componetized.
  • Remove TargetDummy entity.
  • System to calculate skill timing costs:
  • Create Event Handler to modify times when timing component is found, so buffs/debuffs can change skill times.
  • Wire up SNWeaponStats to skills.
  • Create a Skill Node that creates a Timing Component (SNWeaponStats)
  • Check for timing component on Phase 0 and pull times.
  • Combine Weapon time from component, Phase times (sum of times from Skill Nodes) and any modifiers from effects.
  • Create Event Handler to modify times when timing component is found. So buffs/debuffs can change skill times.
  • Create Event Handler to modify times when timing component is found, so buffs/debuffs can change skill times.
  • Create Event Handler to modify times when timing component is found, so buffs/debuffs can change skill times.
  • Clean up timing modifier component, event handler, and support code.
  • Create Event Handler to modify times when timing component is found, so buffs/debuffs can change skill times.
  • Create Event Handler to modify times when timing component is found, so buffs/debuffs can change skill times.
  • Verify skills that are currently in use can be interrupted via disruption damage.
  • Event components and handlers for stability.
  • Add skillnode for disruption.
  • Event components and handlers for sending/receiving disruption.
  • Disruption properties on ActiveSkill.
  • Disruption Damage:
  • Code Review Fixes, and refactored code to better fit our event pattern.
  • Set up smarter registration for Physics Events so that a player who isn't using any skills will not be spammed with movement events.
  • Apply Disruption based on movement distance.
  • Set up smarter registration for Physics Events so that a Player who isn`t using any skills will not be spammed with movement events.
  • Player observes Movement Events from the PhysicsScene.
  • Determine how physics events are observed by entities.
  • Disruption from Movement:
  • Abilities describe themselves in spellbook and UI to better assist with auditing bugs.
  • Flatten node graph from UI into flat list server side.
  • Skill creation - Create Increase Recovery Time Node.
  • Skill creation - Create Decrease Stamina Node.
  • Initial testing of old system with new abilities.
  • Patch ability builder JavaScript so we can build complex skills.
  • Ability Builder Update:
  • Skill creation - Create Costing Modifier Event Handler.
  • Debug JavaScript skill building.
  • Resurrect old bot code so they now run around.
  • Bots now randomly stop and fire arrow abilities for testing.
  • Fix to multiple assert or crash points when starting the client.
  • Update Jenkins build to push builds to Wyrmling.
  • Improve arrow spamming issues for better feedback.
  • UI manager threading rewrite to use ParLL threading library.
  • Add logging and debugging features to capture and inspect a player's entire state at runtime.
  • Create a tool to directly audit connected players experiencing issues.
  • Add a fix to a category of bugs causing crashes on the server.
  • Update UserProxy instances with new settings to enable tests.
  • Fix loadtester pipeline to get basic bot functionality working again.
  • Bots and testing:
  • Resolve issues in moving Internal Builds to Beta builds on the Server/Client.
  • Fix and improve issues with the crash reporter for ease of use.
  • Improve effeciency and reduce bandwidth of ability metrics.
  • Fixes to possible memory leak points.
  • Create a "Cure Wound" ability for testing wounds.
  • Several threading improvements in areas that were causing crashes for a small percentage of users.
  • Fix deadlock on loading.
  • Fix multiple points of lock ups after loading, in client.
  • Improve scene rendering by removing locks to fix suspected crashes.
  • Create a tool to monitor, live, possible threading issues.
  • Add new types of arrow abilities for testing.
  • Fix issue where client tends to hang upon quitting.
  • HealOnDamageDone now applies to HealthComponent and uses sub-parts.
  • Forward EH`s when child Events are created.
  • Add Event Handlers to Events.
  • Total damage done across multiple targets.
  • Apply healing at the end of send/receive damage chain.
  • Track Event with a GUID, so different sources are not counted in the heal.
  • Damage tracking:
  • Determine if we should have EH create a new component that applies effect.
  • Get Physics query to return subparts again.
  • Server side info relayed.
  • Body Sub-part health:
  • Change health component to have sub-parts.
  • Send sub-parts to client so health bars can update correctly.
  • Logic to determine what parts to apply affect to when combining physics results and user selected parts.
  • Create skill node for targeting specific part.
  • Figure out how wounds relate to sub-parts, if at all.
  • Resources regenerate and are shown on UI.
  • Logic to determine what parts to apply affect to when combining physics results and user selected parts.
  • Unify EntityID and BodyPartId into SubpartId
  • Weapon-based abilities will now require the correct weapon type.
  • Create framework for conditionals.
  • Conditionals and Requirements:
  • Research Payloads
  • Research scriptables
  • Create framework for conditionals
  • Research Payloads.
  • Stonehealer skill part implementation and testing.
  • Finalize first pass skill part lists.
  • Winter Shadow skill part implementation and testing.
  • Forest Stalker skill part implementation and testing.
  • Black Knight skill part implementation and testing
  • Mjolnir skill part implementation and testing.
  • Physician skill part implementation and testing.
  • Empath skill part implementation and testing.
  • Standard skill part implementation and testing.
  • Revis ability skill part names and descriptions for consistency.
  • Design and initial testing:
  • Fianna skill part implementation and testing.
  • Blackguard skill part implementation and testing.
  • Network layer supports new entity component model.
  • Client can now represent skill tracks, allowing players to execute multiple skills at the same time.
  • General bandwidth improvements all around.
  • Other types of server can automatically get data from the game server.
  • Automatically create code allowing the game server and the proxy to communicate.
  • Client Spec:
  • Players can use skills they have not crafted, such as with siege engines.
  • Winter Shadow skill part implementation and testing.
  • Stonehealer skill part implementation and testing.
  • Empath skill part implementation and testing.
  • Physician skill part implementation and testing.
  • Forest Stalker skill part implementation and testing.
  • Blackguard skill part implementation and testing.
  • Revisit ability skill part names and descriptions for consistency.
  • Mjölnir skill part implementation and testing.
  • Standard skill part implementation and testing.
  • Black Knight skill part implementation and testing.
  • Fianna skill part implementation and testing.
  • Stonehealer skill part implementation and testing.
  • Stats on skill part tooltips.
  • Optimization pass of ability feedback in chat window.
  • Ability stat feedback Add colored text to combat log to help classify feedback values. up to system tab in chat window.
  • Combat stat feedback:
  • Ability stat feedback hooked up to system tab in chat window.

As a Developer, I'd like the Camelot Unchained store to be consistent with the identity and design of the updated website.

  • Mock up final example of the site for review.
  • Design the look of the store after wireframe of the site is decided.
  • Define our identity as the CSE store or CU store.
  • Mock up concepts for new layout of store. 2-4 samples.
  • Visual and text pass on existing email confirmations.
  • Second pass review.
  • Mock up final example of the site for review.
  • Design the look of the store after wireframe of the site is decided
  • Define our identity as the CSE store or CU store.
  • Mock up concepts for new layout of store. 2-4 samples
  • Design
  • Implementation:
  • TBD based on design.

As a Developer, I'd like to improve the visuals of our current characters and armor, and note lessons learned to move forward into our next iterations.

  • Luchorpan Male and Female - Update skin, hair, and underwear rough and spec values.
  • Audit Arthurian male and female heavy armor.
  • Audit generic hand geometry, improve, re-weight, and add to test Arthurian.
  • Audit Viking male and female heavy armor.
  • Audit Viking male and female medium armor.
  • Audit Viking male and female light armor.
  • Audit Tuatha male and female heavy armor.
  • Audit Tuatha male and female medium armor.
  • Audit Tuatha male and female light armor.
  • Audit Arthurian male and female medium armor.
  • Audit Arthurian male and female light armor.
  • Viking Male and Female - Update skin, hair, and underwear rough and spec values.
  • Tuatha Male and Female - Update skin, hair, and underwear rough and spec values.
  • Arthurian Male and Female - Update skin, hair, and underwear rough and spec values.
  • Improve Arthurian heavy armor materials.

As a Designer of Camelot Unchained, I'd like to have the tools necessary to create abilities using the re-abilitated, ability system code.

  • Remove remaining pre-re-ab code to make future maintainence easier.
  • Wildcards for payload tags.
  • Tagged payloads - now we can have multiple payloads in one ability! Shoot a fire and electrical arrow at one time!
  • Triggers can target the person they are on.
  • XML cleanup.
  • Additional scriptable points.
  • Hack client spec into projectiles for more variety in testing.
  • More logging on XML parsing, and fix pre-existing issues.
  • Reload nodes can be run from server console.
  • Triggers use payloads now.
  • Archery 1.0 merged into master.
  • File/line number logging for skills - When something breaks, we now know what file and line in that file are the problem - Before, we just had to guess and check.
  • Improve the boolean-in-xml experience - support "AND", "OR", "GREATERTHAN", etc.
  • Pull latest number changes across all skills into master.
  • Heavy LAE logging - We can print out all of the math in an LAE when we evaluate them.
  • Stonehealer stones - Integrate latest version
  • Better error logging of XML deserialization
  • Add more flexibility for giving entities created by the ability system blood and stamina.
  • Archer + Healer melee parts - integrate melee styles for those 6 classes into master.
  • Use the axis for projectiles that don`t have a model assigned to them, so it will be very visible and obviously a debug thing.
  • Make payloads work - "pew pews" now work.
  • Update naming in skill nodes.
  • Damage type in DamageFromWeaopn - no more sending "Do 0 crushing damage".
  • Re-work innards of events.
  • Lots of renaming for clarification, useability.
  • Apply mods to the math properly.
  • Multiple Contexts.
  • LAE rewrite.
  • Add Aliases.
  • Add Variables.
  • Add IEval.
  • Re-work innard of events - again.
  • SkillNodeContexts span events.
  • Finish off some unfinished skillnodes for use.
  • EventAccumulator to glom nodes for sending - block blocks the entire ability now.
  • Determine plan for subject in the SNCtx.
  • Assist with XML autogen.
  • Clean up.
  • IEval all the things!
  • Clean up "pain points" of the XML.
  • Add basic logging to support testing.
  • Fix announcements in client to use with ability feedback.
  • Improvements to facilitate work in XML - "Benification":

As a Developer, I'd like more control over sound bank files to reduce patch size when working with audio files.

  • Break up Sound Collection Resource:
  • Rewrite Build Server Sound Build to use separate resources, one per sound bank.
  • Rework client to load banks as separate resources.
  • Provide new workflow for DB to use when import.
  • New Sound Import Procedure and Editor:
  • Create a sound import wizard in editor.

As a Developer and Backer in B1, I'd like better logging and feedback on abilities to support finding and fixing bugs.

  • First pass logging iteration server side.
  • Client logging defined in UI - Chat combat tab.
  • First pass performance improvments
  • Second pass performance with scoping of relevant information sent.

As a Backer in Beta 1, I'd like all players, regardless of class, to be able to use the available weapon types in Beta 1.

  • DESIGN - B1 Functionality and Scripting
  • Standard components created.
  • Block component.

As a Backer in Beta 1, I'd like to play the Arthurian Physician class.

  • Physician - Arthurian - DESIGN - B1 Functionality and Scripting
  • Boons created.
  • Banes created.
  • Second pass Banes and Boons design - if needed.
  • First pass Banes and Boons design.
  • Infusion Components.
  • Delivery - Components.
  • Elixir Components.
  • Weapon Style Components.
  • Class-specific Banes and Boons.
  • Consumables - Vials/Bottles.
  • Physician - Arthurian - ENG - Additional B1 Class specific needs.
  • SFX - First pass SFX (Including shared & generics) complete and assigned in spreadsheet.
  • SFX - Second pass SFX complete and assigned in spreadsheet.
  • SFX - In game abilities have SFX assigned. (Excludes ongoing asset improvements and updates.)
  • ANIM - First pass animations complete and assigned in design spreadsheet. (Including shared & generics.)
  • ANIM - Second pass animations complete and assigned in design spreadsheet. (May or may not be needed.)
  • ANIM - In game abilities have animations assigned. (Excludes ongoing asset improvements and updates.)
  • ICONS - First pass ICONS complete and assigned in design spreadsheet.
  • ICONS - Second pass ICONS complete and assigned in design spreadsheet. (If needed.)
  • VFX - In game abilities have VFX assigned. (Excludes ongoing asset improvements and updates.)
  • VFX - Second pass VFX (if needed) complete and assigned in design spreadsheet.
  • VFX - First pass VFX complete and assigned in design spreadsheet. (Including shared & generics.)
  • Physician - Arthurian - ART - B1 Class specific needs.
  • Various Bottles for ability components.
  • Generic bottle VFX - all variations assigned.
  • Art - Focus - Horn
  • ART - (time allowing) Infusion - Mystic Dust.
  • ART - (time allowing) Infusion - Congealing Goo.
  • ART - (time allowing) Infusion - Spotted Mushroom.
  • ART - (time allowing) Infusion - Narcotic Preservative.
  • ICONS - All components have icons in game.

As a Backer in Beta 1, I'd like to play the TDD Empath class.

  • Empath - TDD - DESIGN - B1 Functionality and Scripting
  • Boons created.
  • Banes created.
  • Second pass Banes and Boons design - if needed.
  • First pass Banes and Boons design.
  • Focus Components.
  • Infusion Components.
  • Shape Components.
  • Rune Components.
  • Cooldown mods - affects several classes.
  • Open hand focus - Player is required to not have an item equipped in hand.
  • Empath - TDD - ENG - Additional B1 Class specific needs.
  • ICONS - Second pass ICONS complete and assigned in design spreadsheet. (If needed.)
  • ICONS - First pass ICONS complete and assigned in design spreadsheet.
  • ANIM - In game abilities have animations assigned. (Excludes ongoing asset improvements and updates.)
  • ANIM - Second pass animations complete and assigned in design spreadsheet. (May or may not be needed.)
  • ANIM - First pass animations complete and assigned in design spreadsheet. (Including shared & generics.)
  • SFX - In game abilities have SFX assigned. (Excludes ongoing asset improvements and updates.)
  • SFX - Second pass SFX complete and assigned in spreadsheet.
  • SFX - First pass SFX (Including shared & generics) complete and assigned in spreadsheet.
  • VFX - In game abilities have VFX assigned. (Excludes ongoing asset improvements and updates.)
  • VFX - Second pass VFX (if needed) complete and assigned in design spreadsheet.
  • VFX - First pass VFX complete and assigned in design spreadsheet. (Including shared & generics.)
  • Empath - TDD - ART - B1 Class specific needs.
  • ICONS - All components have icons in game.

As a Backer in Beta 1, I'd like to play the Viking Stonehealer class.

  • Stonehealer - Viking - DESIGN - B1 Functionality and Scripting
  • Boons created.
  • Banes created.
  • Second pass Banes and Boons design - if needed.
  • First pass Banes and Boons design.
  • Focus Components.
  • Infusion Components.
  • Shape Components.
  • Rune Components.
  • Delivery Components.
  • Stone Components.
  • Weapon Style Components.
  • Imbued Shard - Prep time move speed (Active effects that persist as long as you are in an ability phase - ex: move speed in prep phase is faster.
  • Cooldown Mods - Supports "ocean salts" component.
  • Blood from Stone.
  • Stone health.
  • Stonehealer - Viking - ENG - Additional B1 Class specific needs.
  • SFX - Second pass SFX complete and assigned in spreadsheet.
  • SFX - In game abilities have SFX assigned. (Excludes ongoing asset improvements and updates.)
  • ANIM - First pass animations complete and assigned in design spreadsheet. (Including shared & generics.)
  • ANIM - Second pass animations complete and assigned in design spreadsheet. (May or may not be needed.)
  • ANIM - In game abilities have animations assigned. (Excludes ongoing asset improvements and updates.)
  • ICONS - First pass ICONS complete and assigned in design spreadsheet.
  • ICONS - Second pass ICONS complete and assigned in design spreadsheet. (If needed.)
  • SFX - First pass SFX (Including shared & generics) complete and assigned in spreadsheet.
  • VFX - In game abilities have VFX assigned. (Excludes ongoing asset improvements and updates.)
  • VFX - Second pass VFX (if needed) complete and assigned in design spreadsheet.
  • VFX - First pass VFX complete and assigned in design spreadsheet. (Including shared & generics.)
  • ART - 4 Spawned rock models that match their thrown counterparts.
  • ART - 4 rock models for throwing that matched their spawned counterparts.
  • ART - Focus - Lava Gem.
  • ART - Focus - Polished Gem.
  • Stonehealer - Viking - ART - B1 Class specific needs.
  • ICONS - All components have icons in game.

As a Backer in Beta 1, I'd like to play the Arthurian Black Knight class.

  • Black Knight - Arthurian - DESIGN - B1 Functionality and Scripting
  • Boons created.
  • Banes created.
  • Second pass Banes and Boons design - if needed.
  • First pass Banes and Boons design.
  • Inflection Components.
  • Shout Components.
  • Weapon Potential Components.
  • Weapon Speed Components.
  • Weapon Style Components.
  • Deflection.
  • Armor penetration.
  • Black Knight - Arthurian - ENG - Additional B1 Class specific needs.
  • ICONS - Second pass ICONS complete and assigned in design spreadsheet. (If needed.)
  • ICONS - First pass ICONS complete and assigned in design spreadsheet.
  • ANIM - In game abilities have animations assigned. (Excludes ongoing asset improvements and updates.)
  • ANIM - Second pass animations complete and assigned in design spreadsheet. (May or may not be needed.)
  • ANIM - First pass animations complete and assigned in design spreadsheet. (Including shared & generics.)
  • SFX - In game abilities have SFX assigned. (Excludes ongoing asset improvements and updates.)
  • SFX - Second pass SFX complete and assigned in spreadsheet.
  • SFX - First pass SFX (Including shared & generics) complete and assigned in spreadsheet.
  • VFX - In game abilities have VFX assigned. (Excludes ongoing asset improvements and updates.)
  • VFX - Second pass VFX (if needed) complete and assigned in design spreadsheet.
  • VFX - First pass VFX complete and assigned in design spreadsheet. (Including shared & generics.)
  • Black Knight - Arthurian - ART - B1 Class specific needs.
  • ICONS - All components have icons in game.

As a Backer in Beta 1, I'd like to play the TDD Fianna class.

  • Boons created.
  • Mjölnir - Viking - DESIGN - B1 Functionality and Scripting
  • Weapon Style Components.
  • Weapon Speed Components.
  • Weapon Potential Components.
  • Rune Components.
  • Shape Components.
  • Focus Components.
  • Second pass Banes and Boons design - if needed.
  • Banes created.
  • First pass Banes and Boons design.
  • Boons created.
  • Shout Components.
  • First pass Banes and Boons design.
  • Weapon Speed Components.
  • Weapon Potential Components.
  • Weapon Style Components.
  • Fianna - TDD - DESIGN - B1 Functionality and Scripting
  • Second pass Banes and Boons design - if needed.
  • Banes created.
  • Inflection Components.
  • Fianna - TDD - ENG - Additional B1 Class specific needs.
  • Mjölnir - Viking - ENG - Additional B1 Class specific needs.
  • Armor penetration.
  • Deflection.
  • Armor penetration.
  • Deflection.
  • Art - Mjölnir-specific hammer (Time allowing.)
  • VFX - First pass VFX complete and assigned in design spreadsheet. (Including shared & generics.)
  • VFX - Second pass VFX (if needed) complete and assigned in design spreadsheet.
  • VFX - In game abilities have VFX assigned. (Excludes ongoing asset improvements and updates.)
  • SFX - First pass SFX (Including shared & generics) complete and assigned in spreadsheet.
  • SFX - Second pass SFX complete and assigned in spreadsheet.
  • SFX - In game abilities have SFX assigned. (Excludes ongoing asset improvements and updates.)
  • ANIM - First pass animations complete and assigned in design spreadsheet. (Including shared & generics.)
  • ANIM - Second pass animations complete and assigned in design spreadsheet. (May or may not be needed.)
  • ANIM - In game abilities have animations assigned. (Excludes ongoing asset improvements and updates.)
  • ICONS - First pass ICONS complete and assigned in design spreadsheet.
  • ICONS - Second pass ICONS complete and assigned in design spreadsheet. (If needed.)
  • Mjölnir - Viking - ART - B1 Class specific needs.
  • ICONS - All components have icons in game.
  • ICONS - Second pass ICONS complete and assigned in design spreadsheet. (If needed.)
  • ICONS - First pass ICONS complete and assigned in design spreadsheet.
  • ANIM - In game abilities have animations assigned. (Excludes ongoing asset improvements and updates.)
  • VFX - In game abilities have VFX assigned. (Excludes ongoing asset improvements and updates.)
  • ANIM - First pass animations complete and assigned in design spreadsheet. (Including shared & generics.)
  • SFX - In game abilities have SFX assigned. (Excludes ongoing asset improvements and updates.)
  • SFX - Second pass SFX complete and assigned in spreadsheet.
  • ANIM - Second pass animations complete and assigned in design spreadsheet. (May or may not be needed.)
  • SFX - First pass SFX (Including shared & generics) complete and assigned in spreadsheet.
  • VFX - Second pass VFX (if needed) complete and assigned in design spreadsheet.
  • VFX - First pass VFX complete and assigned in design spreadsheet. (Including shared & generics.)
  • Fianna - TDD - ART - B1 Class specific needs.
  • ICONS - All components have icons in game.

As a Backer in Beta 1, I'd like to play the Arthurian Blackguard class.

  • Blackguard - Arthurian - DESIGN - B1 Functionality and Scripting
  • Boons created.
  • Banes created.
  • Second pass Banes and Boons design - if needed.
  • First pass Banes and Boons design.
  • Aim Components.
  • Draw Components.
  • Nock Components.
  • Arrow Components.
  • Weapon Style Components.
  • Look and feel ongoing iteration.
  • Modal transistions.
  • Munitions.
  • Blackguard - Arthurian - ENG - Additional B1 Class specific needs.
  • ICONS - Second pass ICONS complete and assigned in design spreadsheet. (If needed.)
  • ICONS - First pass ICONS complete and assigned in design spreadsheet.
  • ANIM - In game abilities have animations assigned. (Excludes ongoing asset improvements and updates.)
  • ANIM - Second pass animations complete and assigned in design spreadsheet. (May or may not be needed.)
  • ANIM - First pass animations complete and assigned in design spreadsheet. (Including shared & generics.)
  • SFX - In game abilities have SFX assigned. (Excludes ongoing asset improvements and updates.)
  • SFX - Second pass SFX complete and assigned in spreadsheet.
  • SFX - First pass SFX (Including shared & generics) complete and assigned in spreadsheet.
  • VFX - In game abilities have VFX assigned. (Excludes ongoing asset improvements and updates.)
  • VFX - Second pass VFX (if needed) complete and assigned in design spreadsheet.
  • VFX - First pass VFX complete and assigned in design spreadsheet. (Including shared & generics.)
  • Blackguard - Arthurian - ART - B1 Class specific needs.
  • ICONS - All components have icons in game.

As a Backer in Beta 1, I'd like to play the TDD Forest Stalker class.

  • Forest Stalker - TDD - DESIGN - B1 Functionality and Scripting
  • Boons created.
  • Banes created.
  • Second pass Banes and Boons design - if needed.
  • First pass Banes and Boons design.
  • Aim Components.
  • Draw Components.
  • Nock Components.
  • Arrow Components.
  • Weapon Style Components.
  • Look and feel ongoing iteration.
  • Modal transistions.
  • Munitions.
  • Forest Stalker - TDD - ENG - Additional B1 Class specific needs.
  • ICONS - Second pass ICONS complete and assigned in design spreadsheet. (If needed.)
  • ICONS - First pass ICONS complete and assigned in design spreadsheet.
  • ANIM - In game abilities have animations assigned. (Excludes ongoing asset improvements and updates.)
  • ANIM - Second pass animations complete and assigned in design spreadsheet. (May or may not be needed.)
  • ANIM - First pass animations complete and assigned in design spreadsheet. (Including shared & generics.)
  • SFX - In game abilities have SFX assigned. (Excludes ongoing asset improvements and updates.)
  • SFX - Second pass SFX complete and assigned in spreadsheet.
  • SFX - First pass SFX (Including shared & generics) complete and assigned in spreadsheet.
  • VFX - In game abilities have VFX assigned. (Excludes ongoing asset improvements and updates.)
  • VFX - Second pass VFX (if needed) complete and assigned in design spreadsheet.
  • VFX - First pass VFX complete and assigned in design spreadsheet. (Including shared & generics.)
  • Forest Stalker - TDD - ART - B1 Class specific needs.
  • ICONS - All components have icons in game.

As a Backer in Beta 1, I'd like to play the Viking Winter's Shadow class.

  • Winter`s Shadow - Viking - DESIGN - B1 Functionality and Scripting
  • Boons created.
  • Banes created.
  • Second pass Banes and Boons design - if needed.
  • First pass Banes and Boons design.
  • Aim Components.
  • Draw Components.
  • Nock Components.
  • Arrow Components.
  • Weapon Style Components.
  • Look and feel ongoing iteration.
  • Modal transistions.
  • Munitions.
  • Winter`s Shadow - Viking - ENG - Additional B1 Class specific needs.
  • ICONS - Second pass ICONS complete and assigned in design spreadsheet. (If needed.)
  • ICONS - First pass ICONS complete and assigned in design spreadsheet.
  • ANIM - In game abilities have animations assigned. (Excludes ongoing asset improvements and updates.)
  • ANIM - Second pass animations complete and assigned in design spreadsheet. (May or may not be needed.)
  • ANIM - First pass animations complete and assigned in design spreadsheet. (Including shared & generics.)
  • SFX - In game abilities have SFX assigned. (Excludes ongoing asset improvements and updates.)
  • SFX - Second pass SFX complete and assigned in spreadsheet.
  • SFX - First pass SFX (Including shared & generics) complete and assigned in spreadsheet.
  • VFX - In game abilities have VFX assigned. (Excludes ongoing asset improvements and updates.)
  • VFX - Second pass VFX (if needed) complete and assigned in design spreadsheet.
  • VFX - First pass VFX complete and assigned in design spreadsheet. (Including shared & generics.)
  • Winter`s Shadow - Viking - ART - B1 Class specific needs.
  • ICONS - All components have icons in game.

As a Backer, I'd like my weapons to use the correct hand and Realm variation to further support the B1 combat needs.

  • Give EquippableComponent an array of locations that it can be equipped to (ie left hand | right hand).
  • Weapon Definitions include the possibilities of where the item can be equipped (LH, RH, LH | RH, LH | RH).
  • Crafting supports this definition.
  • Inventory UI tries to be smart about equipping. Example: RH item is already equipped, player tries to equip an LH | RH weapon. New weapon goes into LH automatically.
  • If Realm-specific version of item exists, use that instead of the default when crafting.
  • Give all items a Faction that is generated upon their creation.
  • Give the individual jobs a Vox performs their own factions, which get passed on to the items they create.
  • Update the Unequip function to make the unequipped slot an Out rather than a return value.
  • Convert ImmutableDictionary to ImmutableList

As a VFX Developer, I'd like additional tools and support for VFX needs in Beta 1.

  • Images Sets:
  • Supported naming convention determined for directory files.
  • Image uploads don`t create duplicates.
  • Directory upload support in editor with automatic slot mapping.
  • Non-uniform, but still power of 2, sheets valid.
  • Sets are combined into texture arrays compressed in memory.
  • Sets can be accessed randomly, and ordered, or using ranges.
  • System is easily updated with new options in UI.
  • Particle effects can source a selection of images, as well as any row or location on the set.
  • Animating size of child spawners affects parent.
  • Fix particles flipping or rotating, seemingly randomly.
  • Velocity inheritance on directional partilces works consistently.
  • Frame values work in sprite number field.
  • Animated parameters from Spawner affect child particles.
  • Support for particles with multiple spawners.
  • Fixes and updates to old system that no longer work:
  • Able to toggle Camera facing on/off.
  • World Z: Ability to align to World Z.
  • Velocity: Fix Velocity particles.
  • Flat: Align to X,Y,Z of local emitter space.
  • Fix precision issues in particle alignment.
  • Particle Effects: Directional and Axis Aligned:
  • Particle keyframe editor:
  • Keyframe editor keeps linear keyframe interpolation.
  • Build interface.
  • Artist review and instruction.
  • Allow deep copy of entire particle tree.
  • Account for particle rendering on lower frame rates.
  • Set burst particle timing so it would happen at the end of its animation time.
  • Clear cached particle on workspace closed or with button in editor.
  • Tell build server to build particle only when saved.
  • Tell managed client/client about need to reload particle.
  • Cache/clear built particle on command in editor.
  • Build particle resource within editor.
  • Create special resource loader that stores a cache of binary blobs.
  • Faster VFX build times:
  • Audit current VFX system for support of 1000-player battles and determine path forward for performance improvements.

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.

  • When items are added/removed from your inventory, update encumbrance.
  • If a player is encumbered, apply a skill node.
  • When a player is encumbered, queue a re-application of skill node after it expires.
  • Upon creation of Inventory Component, check for encumbrance (So a player can`t log off/on to lose debuff).
  • Tie re-application time more directly to length of debuff in skill node if possible.
  • 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.
  • Remove encumbered debuff when a player`s weight goes below max.

As a Backer in Beta 1, I'd like the appropriate classes to support the concept of consumable items when using abilities, using the updated ability system.

  • Make a Physician Skill check for a resource (requirement).
  • Make a Physician skill consume a resource.
  • Track consumption and update the database.
  • Create actual vials and/or arrows instead of using doodads.
  • Add a `munition` component to vials and arrows.
  • Sort inventory based upon components for quick access and updates.
  • Replace Consumable component with more generic logic in Inventory component.

As a Backer in Beta 1, I'd like to be able to further personalize my character through the use of the Banes and Boons system.

  • First pass Beta 1 design.
  • Second pass Beta 1 design vetted against new ability system.
  • First pass updated UI design/art for updated patcher-based character creation.
  • Create resist buff/debuff sample.
  • Create generic eventhandler sample (might also get us the Damage buff/debuff sample).
  • Create Damage buff/debuff sample.
  • Create Stat Mod sample.
  • Add slash command so Ben can test.
  • Attach B&B to players during login.
  • Build data structure.
  • First Pass Tech:
  • Get Day/Night state accessible for use with some of the wackier B&Bs
  • Add a mechanism for respeccing B&B in case we make changes to them that warrant a respec.
  • Add B&B to character creation frontend.
  • Add B&B to character creation backend.
  • Second pass Tech:
  • Sample buff/debuff traits.
  • Standardize individual skill nodes/handlers.
  • Improve testing around pre-existing tags and components.
  • Stacking support.
  • Support for charges.
  • Add support for slash commands for testing.
  • Tagged expressions.
  • Traits endpoint in web api server to enable character creation UI.
  • Sample stat mod traits.
  • Sample archetype traits.
  • Metadata and testability improvements:
  • /RemoveTrait
  • /SaveTraits
  • Archetype definitions include paths to directories of traits
  • Simple race definition XML files
  • Race definitions include paths to directories of traits
  • Mark traits as required/optional when included by archetypes/races
  • Sample racial traits.
  • B&B Icons:
  • Races.
  • Classes.
  • Standard.
  • Additional Banes and Boons icons.

As a Backer and Developer in B1, I'd like to see improvements in the visual quality of armor for CU.

  • Fall Court heavy armor test:
  • Male Luchorpán version complete.
  • Armor has stats and is available in player inventory.
  • Concept art - helmet(s).
  • Armor sub-part and modeling details concept art.
  • Integration - useable in game by TDD.
  • Materials.
  • Rigging.
  • Low poly and UVs.
  • High poly modeling.
  • Armor part breakup oversight.
  • Concept art collating previous designs into something to stress our processes. Improved silhouette and material oversight.
  • Viking generic belt (M/F) v1.
  • Arthurian generic belt (M/F) v1.
  • Viking generic shirt and pants (M/F) v1.
  • TDD generic shirt and pants (M/F) v1.
  • Arthurian generic shirt and pants (M/F) v1.
  • Material improvements:
  • Viking Light (M/F) armor.
  • Viking Med (M/F) armor.
  • Viking Heavy (M/F) armor.
  • TDD Light (M/F) armor.
  • TDD Med (M/F) armor.
  • Arthurian Heavy (M/F) armor.
  • Geometry improvements and reductions:
  • Arthurian Med (M/F) armor.
  • Arthurian Light (M/F) armor.
  • TDD Heavy (M/F) armor.
  • Create improved geometry solution for hands, and do rigging test.
  • Update nude female character's base model with improved hand models.
  • Update existing realm idle animations to use new hands.
  • Update existing race and gender idle animations to use new hands.
  • Update pre-existing glove geometry where needed.
  • Update nude characters base model with improved hand models.

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

  • Offensive Combat locomotion prototype:
  • Combat 315°
  • Combat 270°
  • Combat 215°
  • Combat 180°
  • Combat 135°
  • Combat 90°
  • Combat 45°
  • Combat 0°
  • Combat 315°
  • Combat 270°
  • Combat 215°
  • Combat 180°
  • Combat 135°
  • Combat 90°
  • Combat 45°
  • Combat 0°
  • Defensive Combat locomotion prototype:
  • Defensive stance low attack.
  • Update two-handed hammer animations to use updated skeleton.
  • Two-handed hammer upper body combat locomotion.
  • Two-handed hammer - Update torso to better blend to lower body - based on improvements to tech.
  • Two-handed hammer - Skirt and cloak secondary animation improvements.
  • Defensive stance mid attack.
  • Defensive stance high attack.
  • Upper body two-handed hammer crushing attack prototype:
  • Offensive and defensive stance and swing keyframes.
  • Offensive stance high attack.
  • Offensive stance mid attack
  • Offensive stance low attack.
  • Defensive stance flinch.
  • Defensive stance death.
  • Editor: Import Clips.
  • Editor: Create AnimSets.
  • VFX:
  • VFX:
  • Upper body combat locomotion.
  • Skirt and cloak secondary animation improvements.
  • Animation improvement testing: Two-handed axe swings using four part setup.
  • Update torso to better blend to lower body - based on improvements to tech.
  • Defensive Stance to Offensive Stance.
  • Idle to Defensive Stance.
  • Offensive stance flinch.
  • Block.
  • Offensive Stance to Defensive Stance.
  • Offensive attack 04 - Pierce mid.
  • Offensive attack 03 - Slash low.
  • Offensive attack 02 - Slash mid.
  • Offensive attack 01 - Slash high.
  • Two-handed greatsword animations:
  • Defensive attack 03 - Slash low.
  • Offensive stance death.
  • Defensive attack 01 - Slash high.
  • Defensive attack 02 - Slash mid.
  • Block.
  • Defensive attack 04 - Pierce mid.
  • Defensive stance flinch.
  • Defensive stance death.
  • Defensive Stance to Offensive Stance.
  • Offensive stance death.
  • Idle to Defensive Stance.
  • Block.
  • Defensive attack 03 - Pierce mid.
  • Polearm animations::
  • Idle to offensive stance.
  • Offensive attack 01 - Slash mid.
  • Offensive attack 02 - Crush mid.
  • Offensive attack 03 - Pierce mid.
  • Block.
  • Equip to Offensive Stance.
  • Offensive Stance to Defensive Stance.
  • Offensive stance flinch.
  • Defensive attack 01 - Slash mid.
  • Defensive attack 02 - Crush mid.
  • Greataxe upper body combat locomotion.
  • Alternative recover and prep phases for longer ability duration.
  • Offensive attack 03 - Slash low.
  • Offensive attack 02 - Slash mid.
  • Offensive attack 01 - Slash high.
  • 2-Handed Axe Animations:
  • Audits and improvements to pre-existing assets:
  • Empty-handed combat locomotion.
  • Empty-handed combat idle.
  • Improve two-handed staff combat idle.

As a Developer, I'd like to improve integration of plots into existing building code to improve performance, reduce development time, and reduce bugs.

  • ManagedBuildingPlot - Simplify how c++ and c# talk to each other to reduce surface for future bugs.
  • Cache off niceties like cell count/bounds
  • Proper conversion of plot bounds into grid bounds
  • Cache off niceties like cell count / bounds?
  • Does all the relevant IO
  • Is the entry point for stability
  • Matches the minimum needs of Building.cs
  • Internalized cell limit
  • Internalized heightmap
  • Exists!
  • Internalized bounds/ground checking
  • Is aligned properly, and stays aligned
  • Accepts deltas
  • Internalized bounds / ground checking
  • Has bounds and heightmap built in
  • Internalizes ClearChanges
  • Accepts deltas
  • Matches the minimum needs of Building.cs
  • Supports range
  • Supports single cells
  • Supports Trees
  • Exists!
  • ManagedBuildingDelta - Simplify the way we update changes to buildings to reduce surface for future bugs.
  • Supports Lists
  • Doesn't use hard coded mapping to look up cells
  • Broken out into its own file
  • ManagedCellData - Substance stats are communicated between c++ and c# from a database.
  • ManagedBuildingRoot - Refactor how plot data is attached to the root building cell structure.
  • Minimized as much as possible
  • Merge code duplicated in ManagedBuildingPlot
  • All static methods gone
  • ManagedBuildingHeightfield - Simplify and automate the way heightfields are generated.
  • No longer exists
  • No longer exists.
  • BuildingSubstanceCog - How the editor represents substances.
  • BuildingSubstanceBuilder - substance translation from editor to client.
  • BuildingSubstanceData resource + collection: Improved information storage.
  • BuildingShapeCog - How the editor represents building shapes. "It makes me cry a little bit in my sleep." - Rob.
  • BuildingShapeBuilder - shape translation from editor to client.
  • BuildingShapeData resource + collection: Improved information storage.
  • Editor - For creation of new block shapes, with improved performance.
  • Editor:
  • Shape editor complete
  • Substance editor complete.
  • Changes to shape and substance integrated into the client.
  • Changes to shape and substance integrated into the server.
  • Changes to shape and substance integrated into C.U.B.E.

As a Developer, I'd like to improve the visual fidelity and speed of creation of our art assets through the investigation, and possible use of, the Allegorithmic software suite.

  • Investigate the use of 3rd party program in the creation of materials.
  • Integrate our material shader into third party program to test viability in pipeline.
  • Audit third party programs in use for art asset creation and correct format output.
  • Audit union between programs for material ID assignments to speed up development time.
  • Example files: Surface coloring techniques.
  • Explore using Substance Designer to make VFX materials
  • Create a Pixel Processor node using functions
  • Example files: Wood surfaces.
  • Example files: Surface coloring techniques V2.
  • Example files: Brick and stone shape generation.
  • Example files: Surface distress techniques.
  • Procedural material creation and pipeline documentation:
  • Replicate IOR -> SpecMask helper inside editor.
  • Example files: Hybrid materials which use PSD resources.
  • Example files: Heightmap graphs.
  • Example files: Decorative patterning masks.
  • stone_blocks_003
  • marble_tiles_007
  • stone_cobble_008
  • marble_tiles_001
  • stone_cobble_001
  • Old materials updated to procedural:
  • wood_planks_010
  • stone_blocks_014
  • stone_cobble_004
  • Individually colored stitching solution that saves time.
  • Procedural solution to push highs and lows in a material to better convey folds, plates, etc.
  • Material Creation improvements for characters, armor, and weapons.
  • Solve issues with really dark metals.

As a Backer, I'd like to build with curved surfaces in C.U.B.E. and Camelot Unchained.

  • Integrate previous rendering and memory optimizations changes and mainline into CylinderMorph branch
  • Code cleanup/preparation for collapse into main.
  • Figure out why raycast fails sometimes.
  • Fix deleting existing blocks.
  • Improve grid line visuals.
  • Merge main into branch.
  • Fix GhostRenderer - Ghost blocks will warp around the circle based upon your selection in Cylinder Morph.
  • Update other locations where morph should be applied.
  • Improve gridline visuals.
  • Fix GhostRenderer - Ghost blocks will warp around the circle based upon your selection in Cylinder Morph.
  • Blocks place according to grid lines.
  • Fix Gridlines to use morph.
  • Fix Gizmos to use morph.
  • Fix Phantom Block location.
  • Increase size of gizmo count UI.
  • Find and fix issue with square morph off by one.
  • Find and fix small issues with grid lines.
  • Mesh simplification, geometry issues addressed.
  • Merge to main:
  • Morphs in which multiple locations correspond to the same physical space.
  • Determine a way to parent morphs.
  • Determine a way to move morphs around.
  • Determine a way to select and visualize a morph.
  • Determine how to create square versus cylinder plots.
  • Address mesh simplification geometry issues.
  • Release:
  • Additional Stretch Goals:
  • Improve math for transforming selected range, min corner.
  • Change how sector roots are created, so they use a Morph Iterator (more efficient, less duplicated code.)
  • Make CreateVertices function generic, so rendering and physics can share logic.
  • Improve code in BuildingUIContext. Future proofing, less merge conflicts, easier to iterate without breaking, etc.
  • Refactor for data structures.

As a Developer, I'd like all of our existing character models and armor to use a cheaper rendering solution for double sided geo.

  • Armor Adjustments:
  • Luchorpan M/F TDD Heavy
  • Luchorpan M/F TDD Medium
  • Luchorpan M/F TDD Light
  • Human M/F TDD Heavy
  • Human M/F TDD Medium
  • Human M/F TDD Light
  • Human M/F Viking Heavy
  • Human M/F Viking Medium
  • Human M/F Viking Light
  • Human M/F Arthurian Heavy
  • Human M/F Arthurian Medium
  • Human M/F Arthurian Light
  • Human Tuatha Female Hair
  • Valkyrie Viking M/F Hair
  • Human Viking Female Hair
  • Human Arthurian Female Hair
  • Character Model Adjustments:
  • Luchorpan M/F hair

As a Backer, I'd like abilities to play sounds.

  • Unpackable sound resource:
  • Add banks to sound resource.
  • Remove references to hard-coded sound events in client.
  • Improve sound import so it generates sound packages too.
  • Remove wwiseids.h.
  • Remove references to hard coded sound events in client.
  • Rework all places in client where sound events are being used to use sound packages.
  • Rework all cogs that use sound events to use sound packages instead.
  • Write sound packages to sound collection resource and index by ID.
  • Lump together sound events as sound packages.
  • Add support for DB for debugging individual banks.
  • Load banks in client.
  • Get some test sounds working on abilities.
  • Audit work to improve usability.
  • Interpret Sound Info on Client and Pass to WWise Engine.
  • Extract sound info from ClientSkillDef on Server.
  • Sounds can be played based off ability activation:
  • Expose functionality to preview sounds in editor.

As a Developer and Backer, I'd like to see improvements in the movement animations of the player.

  • Run (male) Locomotion:
  • Run 315°
  • Run 270°
  • Run 215°
  • Run 180°
  • Run 135°
  • Run 90°
  • Run 45°
  • Run 0°
  • Walk 315°
  • Walk 270°
  • Walk 215°
  • Walk 180°
  • Walk 135°
  • Walk 90°
  • Walk 45°
  • Walk 0°
  • Walk Locomotion:
  • R Spear L Weapon
  • RL Polearm
  • RL Spear
  • RL Staff
  • RL Longsword
  • R Spear L Focus
  • R Spear L Shield
  • R Spear Empty L
  • Walk (male) Combat Locomotion:
  • R Weapon Empty L
  • R Weapon L Shield
  • R Weapon L Focus
  • R Weapon L Weapon
  • Run 45°
  • Run 315°
  • Run 270°
  • Run 215°
  • Run 180°
  • Run 135°
  • Run 90°
  • Run 0°
  • Run (female) Locomotion:
  • Walk 315°
  • Walk 270°
  • Walk 215°
  • Walk 180°
  • Walk 135°
  • Walk 90°
  • Walk 45°
  • Walk 0°
  • Walk (male) Locomotion:
  • Walk 315°
  • Walk 270°
  • Walk 215°
  • Walk 180°
  • Walk 135°
  • Walk 90°
  • Walk 45°
  • Walk 0°
  • Walk (female) Locomotion:
  • Sprint 270°
  • Sprint 90°
  • Sprint 45°
  • Sprint 0°
  • Sprint (M/F) Locomotion:
  • Sprint 315°

As a developer, I want impostors to use recent lighting changes and support attaching SFX and VFX.

  • Be able to clone model as an instanced mesh with copies of its attachments .
  • Allow particles and sfx to be attached to impostors.
  • Improve backface light rendering on double-sided environment models.
  • Improve rendering of double-sided environment geometry when viewed at an acute angle.
  • Add material support to toggle HBAO+ rendering.
  • Improve rendering of characters rough and spec values to be consistent with the rest of the world.
  • Current water solution uses new lighting and rendering.
  • Add height map based fogging to water.
  • Add support for blend maps to terrain shader.
  • Audit blend map code in terrain shader to work with older AMD drivers.
  • Add variables for artists to audit lighting contributions.
  • Add variables for artists to audit shadow hardness and shadow offset.
  • Create debugging tools for artists to audit HBAO+ (ambient occlusion shadows) settings.
  • Create debugging tools for artists to visualize components of new materials in world.
  • Create an IOR value translator in editor.
  • Specular Mask
  • Roughness or shinyness
  • Solid color overrides.
  • Anistropic map.
  • Glow maps.
  • Fix rendering of normals on world to work with new system.
  • Fix rendering of normals on character to work with new system.
  • Grass card assets now use both terrain and texture normals.
  • Update impostor system to use new rendering.
  • Update editor to use new system.
  • Add support for manually specifying PBR values on materials in the editor.
  • Metallic

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.

  • First Pass:
  • Feedback audits.
  • Samples of functional-but-not-final `Travel`, `Aggressive`, and `Defensive` stances or a similar small starting set.
  • Skill nodes and sample parts for changing modes.
  • Initialize active modes correctly on login/spawn/whatever.
  • Skill nodes triggered by entering/exiting modes.
  • Console/admin slash commands for listing and changing modes.
  • Current mode state tracking.
  • Mode and ModalGroup definitions in config.
  • Break combat stance into offensive and defensive stances.
  • Select the correct animation set when changing a stance.
  • Require specific stances for certain abilities.
  • Specify active effect duration in terms of current mode, rather than just time.
  • Inline definition of modes within parts, no separate list in archetype, ID instead of name, and default/initial mode configuration.
  • Second Pass:
  • Add sound effects to stance changes.

As a Backer in Beta 1, I'd like to hear ambient Realm-based music during loading island transitions.

  • Additional instrument imports.
  • Generic ambient track #2
  • Generic ambient track #1
  • Neutral ground textures created.
  • Second pass Arthurian.
  • First pass Arthurian.
  • Second pass TDD.
  • First pass TDD.
  • Second pass Viking.
  • First pass Viking.
  • Additional instrument imports v2.
  • Generic ambient track #3

As a Backer, I'd like to play in new biomes that change according to Realm ownership. - Biome 06 - deeper darker forest.

  • First pass concept art.
  • Create a series of body shape geometry for use in tree models.
  • First pass "root vents" for tree models for scale testing.
  • First pass rough plant models for use in scale testing.
  • Create several body models for use in trees.
  • Mock face tree for scale testing.
  • Create several face models for use in trees.
  • Primary mid to small plants and debris complete.
  • Primary mid-size tree and branch/debris assets complete.
  • Primary large tree assets complete.
  • First pass white box tree models for scale and playability.
  • Second pass concept art with Realm variations.
  • Unique tree root model.

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

  • Abilities can play the correct animations for damage types (crushing, piercing, slashing) and high, mid, or low attacks.
  • First pass: data entry anim set tags.
  • Prevent client from starting animations unless all requirements are met.
  • Unify sound effects creation with existing animation creation using tags.
  • Walk controller will only rotate the character's body if we're in an AnimSet with a Travel tags.
  • AnimSetComponent will re-choose whenever gear or modes change.
  • New AnimSetComponent chooses a new AnimSet from various things about the owning Entity.
  • Skeleton cogs now contain a list of all the AnimSets and their tags.
  • Cleanup/update ModelDataCollection.
  • Prevent client from starting animations unless all requirements are met.
  • First pass: data entry anim set tags.
  • AnimModel selects the first matching BoneAlias when running a ParticleEffect.
  • Added BoneAliasTagUtility and BoneAliasTags.csv so tags can be added to BoneAlias enum.
  • Added ClientSkillHit to ClientSkillEffect.
  • Use proper animset from choosing walk animations.
  • Add PendingEffects to ClipPlayer.
  • Added IsStarted/IsRunning/IsStopped to Effect.
  • Add startSeg and endSeg properties, so all types of effects can be synchronized with ClientSkillAnimations.
  • Added ClipTagSement members to ClientSoundEffect and ClientParticleEffect/Def.
  • Make sure we render static models with more than one bone.
  • Split synchronous code to replace bone list from the async code to extract the bone list from an FBX.
  • Clip selection driven by server.
  • Choose animation set based on gear currently equipped
  • Sync animations to skill durations
  • Debug feature: filter skeletons to build by either FBX asset ID or skeleton cog ID
  • Don't stretch prehit and posthit segments of animation clips.
  • Skill hit timings are synced with server skill (aka flinch looks good).
  • Flinch animations synced to skill hit timings between server and client.
  • Include segment information inside clipdata.
  • Add ClipTags for melee, bow, cast, projectile, summon, and instant.
  • Generic SkillEffect on the client that can be applied via ActiveSkills.
  • Google Sheet integration:
  • Integrate Google Sheets for animation clip data management.
  • Alerts and error comments when the build server builds with unusable or unrecognized data entries.
  • First pass data entry existing movement, fidget, and basic attacks for testing.
  • Second pass data entry for additional weapon types and break-up of pre-impact and post-impact in swing animations for improved network syncing.
  • AnimSets and Clips embedded in SkeletonResource.
  • Formalize the concept of skeletons, with bones and verts able to be retargeted between them.
  • New client-side PoseGenerator to replace CharacterPlaybackState.
  • Implement new skeleton builder.

As a Backer in Beta 1, I'd like to use a siege weapon.

  • First pass: Realm-specific siege weapon concept art.
  • Second pass: Realm-specific siege weapon concept art.
  • Model, materials, rig, siege weapon.
  • First pass scorpion silhouette concept art.

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

  • Move AttackKeys out of NetClient.
  • Client can seamlessly transition between proxies.
  • Change client to share a single terrain subdivider between all zones.
  • Determine solution to chat.
  • Figure out how client will know which proxies to sync from.
  • Handle entities that should only be synced from one proxy at a time, like the sky.
  • Determine how the client will transition between proxies.
  • Add portal Entity to trigger transitioning between proxies.
  • Create and delete player Entities as they transition so they only exist in one zone at a time.
  • Add support for loading and unloading multiple zones.
  • Client can sync from more than one proxy and/or more than one zone on a proxy:
  • Send player position to all servers to support update distance priority.
  • Add system to PresenceServer for allocating ranges of IDs.
  • Store allocated EntityIDs in database.
  • Change ServerMain to request ranges of IDs and only use those.
  • Get game server connecting to PresenceServer.
  • Synchronize time.
  • Add PresenceServer AsyncRPCProvider for allocating a range of IDs.
  • Create PresenceServer project that uses AsyncRPC library.
  • Unique EntityIDs across servers within a shard:
  • Review and fix change requests.
  • Review and fix and change requests.
  • Audit NetworkWindow:
  • Move netClient and worldState from NetworkWindow to NetworkedWorld.
  • Clean up NetClient references in various classes (e.g. BuildingController).
  • Change netClient to a collection and handle, connecting to multiple servers.
  • Handle loading zones
  • Clean up code in NetworkWindow that directly accesses NetClient.
  • Handle actors moving between subzones.
  • Handle collisions during subzone transitions.
  • Handle triggers that span multiple subzones.
  • Apply a world position offset when loading zones.
  • Handle changing subzones when teleporting.
  • Handle ability interactions that span multiple subzones.
  • Handle kinematic actors in multiple subzones
  • Remove hacks and hard-coded numbers
  • "When changing zones on the client, avoid disconnecting from the destination zone."
  • Increase physics world size from 10km to 40km, and subzone count from 2x2 to 5x5.
  • Improved OnGroundLocation to help ensure that the zone world offset gets accounted for.
  • Added world space offsets for zones, buildings, doors, and items.
  • Apply a world position offset when loading zones.
  • Make Raycast and Overlap methods use the correct subzones.
  • Bring in some changes from Rob`s old branch.
  • Physics Subzones:
  • Run multiple game servers within a shard, each hosting different zones:
  • Change static actors to use the new system.
  • Change dynamic actors to use the new system.
  • Create multiple physics subzones and add actors to the correct one.
  • Determine where the coordinate translation will happen.
  • Apply a world position offset when loading zones.
  • Change static actors to use the new system.
  • Change dynamic actors to use the new system.
  • Create multiple physics subzones and add actors to the correct one.
  • Change character actors to use the new system.
  • WebAPI server capable of receiving multiple addresses for the same server group (Multi-Zone)
  • Patcher:
  • Zone server relays webAPI host to the client
  • Only send Hatchery shutdown info once, even if multiple zone servers are up
  • MasterServer sends down a list of addresses for each server, rather than a single one.
  • Update network HUD to show stats from all connected servers.
  • Server controller no longer requires separate server messages to change access levels.
  • Use world time to determine which server owns an Entity.
  • Pass server host name to UI layer
  • Fix code that assumes build::serverhostname is a single host name
  • Delay setting activeNetClient until a starting zone is determined
  • Serialize connection process in NetworkedWorld
  • Connect to a list of game servers specified by command arg
  • Connect to a list of proxy servers specified by command arg
  • Fix issue with client not receiving LoadZone message
  • Handle connection failures
  • Fix client disconnect bug
  • Spawn player in correct zone according to the database
  • Retrieve a list of servers from a master server specified by command arg
  • Clean up code and finish minor changes
  • Allow client to connect to multiple game servers automatically:
  • Add bandwidth scaling info to network stats UI.
  • Avoid adjusting bandwidth too quickly, causing it to fluctuate.
  • Make client adjust bandwidth scale based on priorities.
  • Add priority value to the end of Entity update messages.
  • Add client->proxy network message to scale bandwidth usage.
  • Balance bandwidth across proxies:
  • Fix bug where players sometimes remain after the user disconnects.
  • Handle transitioning to zones that the client is not connected to.
  • Reconnect if game server gets disconnected from Presence server.
  • Store buffer until we spawn the player.
  • Handle game servers disconnecting from Presence server.
  • Ensure that spawning still works without a Presence server.
  • Handle spawning for zone transitions.
  • Send player spawn message to game server from Presence server.
  • Send player [dis]connect messages to Presence server from game server.
  • Handle game servers disconnecting from Presence server.
  • Send zone info to Presence server from game server.
  • Use Presence server to spawn players:
  • Reconnect if game server gets disconnected from Presence server.
  • Teleportation stone for testing - Art:
  • Create model, materials, and VFX
  • Send updated server list to client after transitioning zones.
  • Update webapi server for presence controller.
  • Connect and disconnect from servers as player moves through the world.
  • Send updated server list to clients when it changes.
  • Avoid showing loading screen when client is loading distant zones.
  • Use zones` world bounds to determine zones of interest.
  • Make sure there are no issues when running local clients and servers.
  • Add web API for retrieving relevant server list.
  • Use Presence server to get a list of relevant game servers:
  • Retrieve relevant server list on client startup.

As a Backer, I'd like a more efficient and optimized animation system that provides more focused support for the specific needs of Camelot Unchained.

  • Update master rig with additional item/weapon attachment points.
  • Update existing animations with rig changes.
  • Create an animation viewer in the editor.
  • Remove dependency on bone naming to reduce risk in rig improvements.
  • Improve design scope of animation needs, in order to better serve long-term combat design iterations.
  • Create workspace for Multi-part Action Clip Cog.
  • Create new Multi-part Action Clip Cog for assignment of animation clips to skeletons for the 6-part action animations.
  • Update Stance workspace for assignment of animations for lower body locomotion, upper body locomotion, emotes, and actions.
  • Update AnimClip cog to allow support clips made from non-contiguous ranges of frames, or single frames.
  • Update AnimClip workspace for non-contiguous frame support.
  • Create skeleton select control for use in updated Stance & Multi-part action animation workspaces.
  • Update Stance cog to allow for assignment of animations based on usage in the stance and up to 30 different actions.
  • Update Editor to use new animation code.
  • Bug Hunting: Fix the rest!
  • Additional Stance Editor support: Update client
  • Additional Stance Editor support: Update build server
  • Additional Stance Editor support: Make editor work with new well-defined classes using regular databinding.
  • Additional Stance Editor support: Make well defined animation stance assetlib class.
  • Andrew pass on refactor! - Improve character scalability.
  • Improve blending to reduce character feet sliding.
  • Improve speed of animation skinning.
  • Update player movement animation blending code for smoother transitions.
  • Properly handle latency compensation in multipart animation.
  • Action animation selection from a predefined set of actions for each stance.
  • Transistion animations
  • Emote animations
  • Jump/Fall
  • Walk/Run directional blend
  • Action animations
  • Flinch animation
  • Death animation
  • Clip Masking
  • Clip Blending
  • Action Clip Playback
  • Basic Clip Playback
  • Animation playback
  • Handle Animation Events from within Playback Control.
  • Support playing multiple clips for a single usage, ie: have multiple idles and when looping go to a different random idle.
  • Move Animation out of CUAnimation project into Client project.
  • Set up Playback Control, Playback State, and Clip State for handling animation playback in a "functional" programming style.
  • Update Animation Clip Resources to use Usage & Type for identifying clip.
  • Update FBXBuild to build animation clips from non-contiguous ranges.
  • Update Builder to build changed Animation Collection Resource.
  • Add stances and maps for getting clips for stance usage and type.
  • Add all animation clips to the AnimationCollection Resource.
  • Update Stance Resource to contain: A list of Clip IDs for specifying locomotion clips, a list of Action Clip IDs for actions in order as specified for the Stance, and a list of transitional data to determine transition clips for stance transition animatio

Beta 1 Feature List:

  • Ability to choose from a selection of work-in-progress races.
  • Ability to choose gender from available race choices.
  • Primary character stats are tied into game`s mechanics
  • Sampling of working banes and boons per race/class combinations
  • Three work-in-progress classes based on a "Fighter" trio
  • Three work-in-progress classes based on a "Pure Healer" trio
  • Three work-in-progress classes based on an "Archer" trio
  • One "generic" crafter class
  • Ability system with "Day One - Thirty" components with working progression system
  • One "safe" island per Realm
  • One large island in the middle
  • 3 additional smaller islands surrounding large island
  • Transportation between islands via portals.
  • First pass buildings/architecture art per Realm
  • First Place of Power on map
  • "First Final" pass at player item structure.
  • Items exist in the real world: Can be dropped, traded, picked up by any player, and persist in world.
  • First pass working armor, shields, and weapons in game.
  • First pass inventory system.
  • First pass generic working Vox Magus
  • Assembly of refined materials into recipe-based (recipe system to be replaced during Beta 1) items
  • Use seeding system to create nodes/farms of minerals
  • Destruction of buildings at varying game speeds (slow, normal, fast, etc.)
  • One generic siege engine.
  • First pass NPC guards
  • Plot ownership, access permissions, change of ownership.
  • Sounds created and linked to components, abilities, etc
  • Refactor of animation system with upper and lower body animations.
  • Support of more than 2k Backers/bots per large island
  • Multiple movement speeds - combat, normal, travel (fast)
  • First pass group system
  • First pass guild system.
  • Additional sound support.
  • Help button in client that leads to video
  • Encumbrance penalties
  • Inventory system with encumbrance.

Beta 1 Extended List:

  • Image-based ambient and specular lighting.
  • Glow maps for materials.
  • HDR Bloom.
  • HDR tone mapping support.
  • New physically based rendering model. (PBR)
  • Pre-existing materials, updated to use new physically based lighting.
  • Terrain updates based on realm control.
  • Threading library to improve client efficiency in multiple areas.
  • Updated character creation UI and process.
  • Updated Patcher that better delivers community content, as well as supporting both 32 and 64 bit client installations.
  • Automate bot testing into a single command, and enable them to restart themselves.
  • Sound bank editor to reduce patch times and bandwidth usage when updating sound resources.
  • First pass working emotes.
  • A selection of Realm-based weapons, using temporary art, for testing.
  • A sampling of realm distinct weapons using updated materials.
  • A sampling of Realm-distinct light, medium, and heavy armor.
  • Players can teleport between physically different servers.
  • Add Nvidia Waveworks
  • Add Nvidia GameWorks "super-advanced" volumetric lighting.
  • Improved VFX rendering system
  • Physics updates running on its own server

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

  • Building damage design.
  • Engineering: Determine how we will damage structures.
  • Determine how to turn an "island" of blocks into a separate structure. An 'island' is a selection of blocks with not enough support to remain as part of the main structure.
  • Turn the 'island' of blocks into a new structure that uses physics. ie: Chunks of a building fall off and collide with the main structure and eachother. - First Pass
  • Visually represent building damage.
  • Define first pass of building data structure.
  • First pass: Building metrics
  • Second pass: Building metrics.
  • Third pass: Building metrics improvements.
  • Second Pass: Visually represent building blocks with stand in cracked blocks.
  • Third Pass: Improve damage visuals per block types.

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

  • Building stability design.
  • Engineering: Determine stability of structure while building it. - First Pass
  • Engineering: Determine stability of a structure as it is being damaged in combat and send those updates, cheaply, to players.
  • Engineering: Visually represent what is unstable in a structure when building.

As a Backer, I'd like to be able to use modifier components when building abilities.

  • Integrate modifier component with pre-existing ability components.
  • Unlock modifier components in spellbook UI.

As a melee weapon player, I want the ability to create ability combos.

  • Add multiple ability trees to the pre-existing ability system.

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

  • Update the MongoDB drivers in the various solutions.
  • Migrate the Perforce repository to Git.
  • Update to Visual Studio 2015 CTP 6
  • Update CEF
  • Set up a secure VPN.
  • Add more logging to VPN.
  • Set up new server hardware, for faster builds!
  • Metrics hooked up for disk usage and replica set health for MongoDBs.
  • Update build and game servers post VS15 upgrade.
  • Update Wwise to address bugs in previous build.
  • Move worldState information onto WiredTiger enabled Mongo DB.
  • Move characters and crafted abilities onto worldState DB.
  • Improve our crash reporter so it's easier for other devs to use without support.
  • Update Wwise to current version and fix any resulting issues.
  • Improve our crash reporter so it's easier for other devs to use without support.

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

  • Add animation support for stances.
  • Associate stance with character.
  • Stance netcode.
  • Create stance ability components.
  • Behavior editor to define animations associated with a stance.
  • Stance editor to define applied active effects.
  • Abilitiy components define what stances they can be activated from.
  • UI 2.0 swaps ability sets based on stances.
  • Weapon cog defines what stances are available for weapon type.
  • Notification of ability fail due to bad prereqs.
  • Stance animation built into animation resource
  • Animation resource collection
  • Client animation stance transition
  • Stances use child effects, which are applied when the stance is entered.
  • Make a new, well-defined animation stance assetlib class.
  • Update build server if necessary.
  • Update client if necessary.
  • Test and review stance editor.
  • Add documentation.
  • Two characters of the same Realm will collide with each other unless one or both of them are in Travel Stance.

As both a Backer and developer, I'd like to have more dev commands to facilitate testing, and general interactions with the player community.

  • Dev command infrastructure to support new Administrator class on the server.
  • Fly command now properly communicates position to the server.
  • Ability to make the admin invincible.
  • Ability to kill oneself. Available to all players.
  • Ability to teleport to a location in the world.
  • Ability to set one's stat to a value or percentage of the pre-existing value.
  • Ability to set one's movement speed value.
  • Admin is invincible and takes no ability effects.
  • Admin's can trigger old abilities for testing.
  • Admin's can adjust control game on the fly.
  • Added vsync toggle to test frame times.

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

  • First Pass: Melee impact sounds
  • First Pass: Hit impact sounds for melee secondary components.
  • First Pass: Battlecry variants for male and female humans.
  • First Pass: Modular stone/earth based sfx
  • First Pass: Modular stat drain based sfx.
  • First Pass: Modular swiftness/slow sfx components.
  • First Pass: Cloth armor melee penetration for certain damage types.
  • First Pass: Cloth armor melee impacts for all damage types.
  • First Pass: Leather armor melee penetration for certain damage types.
  • First Pass: Leather armor melee impacts for all damage types.
  • First Pass: Metal armor melee impacts for all damage types.
  • First Pass: Metal armor melee penetration for certain damage types.
  • First Pass: Arrow impacts and penetration cloth and leather.
  • First Pass: Arrow impacts metal armor blocks.
  • Second pass stability network optimizations.
  • Third pass stability network optimizations.
  • First Pass: Battlecry variants for Luchorpán.
  • First Pass: Battlecry variants for Valkyries.
  • First Pass: Battlecry variants for Picts.

As a Backer, I'd like Camelot Unchained to have sound through the start up, character creation and selection process. - First Pass

  • First Pass: Server select background music.
  • First Pass: Loading screen background music.
  • First Pass: Character select input sfx and background music.
  • First Pass: Character creation input sfx and background music.
  • Second Pass: Loading screen background music.
  • First Pass: Random ambient music in game.

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

  • First Pass: Archery components UI art.
  • First Pass: I can fire a projectile that uses physics.
  • First Pass: I can build a basic ability in the ability editor to fire an arrow.
  • First Pass: Archery stance is activated by the player.
  • First Pass: A bow is an item the player can equip, and use, in the game.
  • First Pass: Implement the three modes of archery. Idle, nocked, drawn.
  • First Pass: Animations for archery.
  • First pass: Camera offset positioning for first pass archery.
  • First Pass: UI elements display targeting arc.
  • Hook up UI targeting arc to ability stats so aiming can correctly predict target.
  • Second Pass: Simple UI elements display targeting arc.
  • Update player camera "feel."
  • Allow firing of arrows to be more precisely timed, as a separate action from drawing the bow.
  • Improve queuing of abilities.
  • Manual aiming revisit post re-ab
  • Toggle Aiming mode.
  • Configure archery skills to use manual phase advancement.
  • Switching to the targeting camera on client.
  • Start drawing trajectory arc as soon as prep begins.
  • Leave the camera pointing toward the hit position when firing projectiles in aiming mode.
  • Buildvar to disable manual aiming
  • Smooth out targeting camera's tracking of the hit position.
  • Switch to modal cursor tracking.
  • Add spatial query to arrows.
  • Snap view yaw to the aiming yaw .
  • Server-driven auto-advancement when not aiming.

As a Backer, I'd like to see general improvements in C.U.B.E.'s interface and functionality.

  • Facebook integration to share screenshots.
  • Twitter integration to share screenshots.
  • Blocks now have handles to place or delete multiple blocks at one time. - Foundation of the blueprint system.
  • Stop saving block icons to disk.
  • First pass: Added the ability to place a light in the world.
  • Create a logo for C.U.B.E.
  • Mockup webpage for information about C.U.B.E.
  • Implement C.U.B.E. page on CU website.
  • Cube tags now fully functional for searching.
  • Optimize rendering of blue prints when moving and placing.
  • Add ten more materials.
  • Add a delete button for blueprints.
  • Move all user-generated files out of executable folder and into AppData.
  • Add numeric values to blocks as they are drawn before placing, for better measuring.
  • Placing blocks now shows block count near selection.
  • Increase the size and distance at which transparency kicks in for the size counter.
  • Can now use the scroll bars on UI with scroll bars.
  • When deselecting a text area by left or right clicking the mouse will no longer move to the last place it was clicked.
  • Large blueprints no longer run you out of memory
  • Reduce memory usage of simplified building meshes.
  • Reduce the size of the character texture arrays while in C.U.B.E.
  • Reduce client memory usage of collision physics.
  • General reduction in memory usage. Worst case maps reduced by 1.5gb !
  • Perfhud UI: New panel displaying rendering performance for additional developer feedback.
  • Reduce building material textures by 75% - Material scaling was 8x8 meters, now 4x4 meters.
  • Update all previously available material art assets from 1024 textures to 512x512 for new scaling.
  • Updated UI provided by Mod Squad!
  • Remove extraneous control game models, floating assets, material spheres, etc.
  • Fix missing water in zone.
  • Add rendering options that can now be adjusted in the options menu on C.U.B.E. and game client. (Shadow quality, distance, on/off, texture quality, HBAO toggle, shader quality.)
  • Additional memory reductions to building meshes. (Approximately 500megs!)
  • Update new UI with CU CSS styling and art.
  • Update all previously available material resources to use new art creation pipeline.
  • Block substances (Mats) properly render icons to the UI.
  • Add new materials in next C.U.B.E. push that better show off improved rendering and lighting improvements.
  • Add new shapes in next C.U.B.E. push.
  • Add new materials in next C.U.B.E. push that better show off rendering and lighting improvements.
  • Create additional materials for C.U.B.E.
  • Add new shapes in next C.U.B.E. push.
  • Create backups of old save files before converting current save file to updated version.
  • Improve thumbnail rendering time in UI.
  • Small art fixes/improvements to environment and character assets.
  • Block selection UI shows the Substance and Shape ID`s separately for swapping.
  • C.U.B.E. version selectable in map selection window.
  • Keyboard-moveable ghost blocks.
  • Blueprint naming supports longer names with additional text characters.
  • Add commands to swap block shapes and substances (including blueprints) as an additional safeguard for players when devs make changes.
  • Add ability to rotate all blocks selected.
  • Gizmos color coded to world space direction. (X, Y, Z)
  • Block "snap" mode.
  • "Paint Bucket" - Can select a substance, then paint that onto pre-existing blocks.
  • Undo and redo.
  • Config file saves between logins.
  • Improve rendering of lots of blocks or buildings in zone through improvements in threading.
  • Block/Material icons load during load screen to reduce UI update lag.
  • Slash commands for C.U.B.E. work in new chat.
  • C.U.B.E. files back up after every push.
  • Paint Bucket tool in C.U.B.E. uses the normal keybind rules so it can be rebound.
  • Paint Bucket tool keybind fixed. Holding 'P' when clicking on a set of blocks will paint those blocks with the selected material.

As a Backer, I'd like to play in a procedurally-created environment. - Part One

  • Gut & Clean the existing zone editor and bring it back to life.
  • Add ability to move "stuff" around by dragging it.
  • Add new subdivision terrain code into a proper editor.
  • Terrain saved in DB, through builder, and sent to client as part of binary zone data.
  • Client renders terrain.
  • Client and server use the terrain for collision.

As a Backer, I'd like to see the sun, moons, and stars in the sky with sky color changes based on time of day and position of those celestial bodies. - First Pass

  • Render a tessalated icosahedron with uniform face distribution. (A skybowl :P)
  • First pass: Sun and moons.
  • Color of the sky is derived from the light emmitted from the celestial bodies.
  • Stars in the sky!
  • Render the sky in a different scene.
  • R&D and implement a very pretty cloud shader.
  • Create the editor for all sky parameters.
  • Second pass cloud improvements.
  • Clouds take sun/moon color and lighting direction.

As a developer, I'd like to have an automated system for running a CU test environment on my own PC.

  • Manage Channels.
  • Copy / Migrate Channel data between channels.
  • Run a local Build Server
  • Run a local Game Server
  • Run a local User Proxy
  • CUEMAN on CU Patcher for Devs with CI (Continuous Integration) builds
  • Manage large binary assets and libraries not stored within Git
  • Build Server cleans up unused data from GridFS
  • Bug reporting in CSE's .NET Utilities library allows .NET projects to report bugs to Jira.

As a Backer, I'd like to see visual improvements to the current Alpha map terrain.

  • Break map into multiple parts to improve performance.
  • Create overlay geometry to smooth transitions.
  • Revisit terrain material settings to reduce visual repetition.
  • Clean UV's of overlay geo.
  • Add new generic items such as boxes, barrels, etc. to center castle.

As a Backer, I'd like to see the world begin to be propped out with generic fantasy items. - Set #1.

  • Create documentation for assets.
  • Stick bundle lrg, sml, and group.
  • Wood plank groups lrg, med, sml.
  • Barrels, generic, x2
  • Generic wood crates.
  • Crate and barrel groupings.
  • Wagons x 3. Loaded wagons, w/ extra wheel asset.
  • Wicker baskets x 3
  • Storage covers lrg and sml.
  • Small storage chest.
  • Generic wood tables, lrg and sml.

As a Backer and developer I'd like the bots to have more functionality to facilitate testing.

  • Bots will use new ability builder.
  • Bots will now take a target, face it, and move towards it.
  • Bots are now aware of their archetype.
  • Bots can now teleport.
  • Additional Tasks TBD

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

  • Create foundation of requirements system.
  • Abilities check stats.
  • Abilities check stance.
  • Abilities check active effect tags.
  • Abilities check position.
  • Abilities check race and archetype.
  • Abilities check player or target.
  • Abilities check player equipment tags.
  • Create editor to integrate checks in game.
  • Refactor Server Requirements in order to better support abilities.
  • Refactor Editor to support new requirements.

As a Backer, I'd like to test the updated male luchorpan model.

  • Create base body concept and worksheets.
  • Model high poly sculpt.
  • Model and rig low poly model.
  • Import and test model parts.
  • Replace old model with updated model in game.

As a Backer, I'd like to test the updated female human model.

  • Create base body concept and worksheets.
  • Model high poly sculpt.
  • Model and rig low poly model.
  • Import and test model parts.
  • Character is selectable in game.
  • Create UI elements in character creation.
  • Create textures.
  • Update UV coordinates of Human female to optimized layout for LODs.
  • Audit current melee armor set to fit human female for testing.
  • Update base mesh with better underwear.
  • Create UI elements for character creation.
  • Create three alternate hair colors for testing.
  • Create three additional skin tones for testing.
  • Create three additional face variations for testing.
  • First pass UI elements for character creation - Arthurian.
  • First pass UI elements for character creation - Viking.
  • First pass UI elements for character creation - TDD.
  • Third pass underwear using masking system, and overall visual improvements.

As a Backer, I'd like to test the new female luchorpan model.

  • Create base body concept and worksheets.
  • Model high poly sculpt.
  • Model and rig low poly model.
  • Import and test model parts.
  • Character is selectable in game.
  • Create textures.
  • Create UI elements in character creation.
  • Rebuild female Luchorpán model to adhere to new pipeline. New vert count, body part topology, UV layout.
  • Update textures to new UV layout - match to updated male Luchorpán.
  • Update base mesh with underwear.

As a Backer, I'd like to test the updated male golem model.

  • Create base body concept and worksheets.
  • Model high poly sculpt.
  • Model and rig low poly model.
  • Import and test model parts.
  • Replace old model with updated model in game.
  • Create textures.
  • Update UI elements in character creation.
  • Second pass textures - improvement
  • Audit current melee armor set to fit male Golem for testing.

As a Backer, I'd like to play in a procedurally-created environment. - Part Two

  • First pass: Epic terrain LOD'ing
  • Terrain Types (TT): subdivision points can be assigned one or more types.
  • TT: Shape distortions.
  • TT: Subdivision points can be assigned one or more types.
  • TT: Texture overrides.
  • TT: Auto placement trees, rocks, grass.
  • TT: Rules for subdividing into other types.
  • TT: Define format in DB, save and load in editor.
  • TT: Define binary format, provide builders.
  • TT: Apply type effects during subdivision.
  • First pass - simple water shader.

As a Backer, I'd like to see the sun, moons, and stars in the sky, with sky color changes based on time of day and position of those celestial bodies. - Second Pass

  • Stars rotate with the sun.
  • Stars get more intense towards the zenith.
  • More sky dome improvements.
  • Improve sun/moon materials.
  • Add glow and lens flare effects to sun.
  • Add the second moon - First Pass
  • Moon shows phases.
  • Further optimization to dome.
  • Differentiate sunrise from sunset.
  • Improve color blending in sky dome.
  • Match fog color to sky color.
  • Stars twinkle more at horizon.
  • First pass moon concepts
  • Create first pass collided moons object.
  • Add a "Milky Way" type of visual to the sky bowl at night.
  • Fix the moon so it's larger and shows up in the night sky again.
  • Night sky and star rotations now synced.
  • Moon rotation supports phases.
  • Update moon materials and increase resolution.
  • Second pass moon concept art.
  • New moon from second pass concept art created.
  • Update sun and moon materials to work with HDR improvements to sky.
  • Turn down the moonlight intensity.
  • Factor in sunlight brightness into the skydome better.
  • Editor can assign moon model settings, instead of having them hardcoded.
  • Tweak sky color values and star brightness to work better with PBR update.

As a Backer, I'd like to test the updated female Golem model.

  • Create base body concept and worksheets.
  • Model high poly sculpt.
  • Model and rig low poly model.
  • Import and test model parts.
  • Character is selectable in game.
  • Create textures.
  • Create UI elements in character creation.

As a Backer, I'd like to test the updated male Fir Bog model.

  • Create base body concept and worksheets.
  • Model high poly sculpt.
  • Model and rig low poly model.
  • Import and test model parts.
  • Character is selectable in game.
  • Create textures.
  • Create UI elements in character creation.

As a Backer, I'd like to test the updated female Fir Bog model.

  • Create base body concept and worksheets.
  • Model high poly sculpt.
  • Model and rig low poly model.
  • Import and test model parts.
  • Replace old model with updated model in-game.
  • Create textures.
  • Update UI elements.

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

  • Agility affects max move speed.
  • Vitality affects max health and health regeneration.
  • Endurance affects max stamina and stamina regeneration.
  • UI feedback on character creation sheet.
  • Faith increases incoming healing power
  • Resonance increases positive status effect duration.
  • Agility affects encumbrance.
  • Dexterity reduces encumbrance penalty.
  • Strength raises carrying capacity.

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

  • Improve previous implementation.
  • Expose variables to server.
  • Selection of variables added: character collision stickyness, strafe and reverse speed, turn to run speed ratio, jump strength, max walkable slope, run speed min/max, projectile speed min/max, object max lifetime cap, etc.
  • Create corresponding editor.
  • Absolute minimum and maximum movement speed allowed.
  • Minimum preparation time for abilities.
  • Max block limit on building plots.
  • Air density/resistance, gravity, backwards, forwards, and sideways movement speed multipliers, sliding force multiplier, sliding slope angle threshhold, and on-ground gravity (Ground stickiness - so you don't launch off small rocks!)
  • Adjust encumbrance calculations.
  • Updated slash commands - build vars can be set with just /command, rather than /var command (previously were shift+enter commands).
  • Automatic reloading of gameplay config for quicker iteration on Ben's side.

As a Backer, I'd like to see the world begin to be propped out with generic fantasy items. - Set #2.

  • Create documentation for assets.
  • Generic trebuchet
  • Generic battering ram
  • Three hay pile assets.
  • Ladders!
  • Standing and hanging braziers.
  • Log piles and logs.
  • Saw for cutting down those trees!
  • Old wooden well.
  • Large beer cask on stand.
  • Wood and metal buckets.
  • Various chests.

As a Backer, I'd like to see the world begin to be propped out with generic fantasy items. - Set #3.

  • Create documentation for assets.
  • Old lamps updated as group with vfx and lights.
  • Generic wood tables, chairs, benches, cupboards, oh my!
  • Books and bookcases.
  • Boxes of assorted food goods.
  • Small rocks for ground clutter.
  • Small hay piles for ground clutter.
  • Mounted deer antlers.
  • Paintings for wall art.
  • Hanging tapestries.
  • Stacks of books

As a Backer, I'd like to be able to create, save, and load blueprints in C.U.B.E.

  • Block/Blueprint selection design. - First Pass
  • Block/Blueprint selection implementation. - First Pass
  • U.I. art assets.
  • Saving/loading of blueprints within C.U.B.E
  • Saving/loading of blueprints on server.

As a Backer, I'd like to see improvements and added functionality to the CSE store.

  • Create an easy-to-use tool to review transaction history and logging - First Pass.
  • Additional features to transaction history tool - First Pass.

As a Backer, I'd like to see the sky transition from a sunny day to an overcast and rainy day.

  • Create first pass on rain vfx.
  • Add flag to vfx to orient particles by velocity.
  • Sky becomes overcast, lighting changes, sky bowl color changes, and rain particles are generated - first pass.
  • Terrain shader for rain splashes.
  • Sound can be defined by rainy weather state.
  • First pass: ambient rain sound for rainy weather.

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

  • Add a test case wind ability to the game for all mage Archetypes.
  • Create vfx for test wind ability.
  • Add stamina regen to warrior shout and bandage.
  • Abilities can be hasted or slowed. Tech for later usage.
  • Jump costs stamina.
  • Track down and fix persistent bug with a small group of people concerning their ISPs shutting down their connections.
  • Fix UserProxy crash with unresponsive clients or bots.
  • Movement causes disruption to abilities being cast.
  • Character inventory changes by devs don't need a server reset to update.
  • Improve channeling: Caster can go into a channeling recovery loop, vs. being able to immediately start next cast.
  • Movement causes disruption damage instead of directly stopping abilities in progress.
  • Area of effect abilities use the caster's center of mass.
  • Character inventory changes by devs don't need a server reset to update.
  • Add logging to editor and clientmanaged for better bug tracking.
  • Fix saving of Assets and Cogs so that they are easier for programmers to use.
  • Separate preparation time adjustments from recovery time adjustments on abilities.
  • Create a tool to generate 2d maps from terrain.
  • Refactor character movement code.
  • Give bots a new move mode: Scatter upon login, then occasionally all move to random region.
  • Bots cast less when far away from targets.
  • Bots pick new random location to move to when they're trying to move and can't.
  • Add collision to control game spawns.
  • Add Visual Studio 2015 to api/account page.
  • Restructure database in code so servers and tools opt-in to only connect to databases that they use -- resulting in faster startups.
  • Assets placed in world now correctly display attached vfx and lights from model 2.0.
  • Create and implement "Munchies 4 Crunchies" donation page.
  • Make improvements to ParLL to support older CPU's.
  • Material assignment to models no longer has issues with material names with more than 32 characters!
  • Create a system to remind us when SSL certs are going to expire.
  • Terrain editor now supports textures of different sizes and no longer reduces all textures to the lowest size used in a map.
  • Closed doors image/art for stretch goals page.
  • Concept art pass on biome variations using current assets.
  • Mock up web page to house CSE comics.
  • Implement CSE comics web page.
  • Update perfhud and fix bugs.
  • Add ability to pull assets from DB and save locally.
  • XMLformatter serialization support for IXMLserializable - including bug fixing.
  • Add automated reporting of statuses of our World State and ChatLog databases.
  • Create whitelist for usable unicode characters to be used in character names.
  • Create character name normalizer that will map unicode characters to standard characters for normalization.
  • Create an in-game free cam mode with speed control.
  • Player character can be controlled independently of free cam.
  • Free cam can do a 360° rotation around a pivot, independent of player control.
  • Create an intro video for the "Hot Streamy Summer" streaming event.
  • Create an intro video for "Mornings with Max."
  • Create an intro video for "Q&A" streaming events.
  • First pass C.U.B.E. video.
  • Create an arrow-firing turret model for testing arrow spam that can be placed on the ground.
  • Fix auto run when alt-tabbed.
  • Set game client window to start on top of other windows, instead of starting up behind other windows occasionally.
  • Updated character creation to calculate character health on creation, rather than starting a new character with 1 hp.
  • Organize GitHub repositories
  • Improve server startup by asynchronously loading configs.
  • Metrics more configurable (to improve server performance)
  • Fix issues with ecosystem that were preventing password resets in certain cases.
  • Remove an unused logger that was slowing down server startup on debug builds.
  • WebAPI server properly notifies patcher when a server goes offline.
  • Patcher can run in offline mode.
  • Add command to build server to shutdown after building but before a new build starts.
  • Determine cause of patch server slowdown, fix and improve speed.
  • Set up local patch server for internal use.
  • Create "fast-path" entry for Jenkins that can do the release-build process for any branch and push to any set of channels.
  • Push build number and time to the server, so that we can track down issues related to continuous integration.
  • Updating code signing cert no longer triggers user's antivirus programs.
  • Improve patch server performance.
  • Bots pick new random location to move to - second pass.
  • Better null handling in serialization.
  • Death movement state added, to prevent sliding around while dead.
  • Improve detail in asserts by including user name, character name, time, and the specific server.
  • Update loading screen to use new CU logo.
  • Better support for modes other than stances.
  • Added slash command to limit the server update rate for the current client.
  • Increase update speed for WebAPI servers.
  • Set up network states for entity components.
  • Create entities from terrain-spawned items.
  • Bots have simply targetting - second pass
  • Automatic reloading of gameplay config for quicker iteration on Ben's side
  • Improve number of bots that can be controlled by a single server.
  • Load and compile config files into single assemblies.
  • Create a small system to cache asset files locally on the build server by their MD5 to speed up (re)builds.
  • Remove local-only skills from the client's skill queue when they get cancelled
  • Bots use abilities from the updated ability system.
  • Bots have simple targeting - second pass.
  • AssetCache works via MD5 instead of CogID to prevent asset conflicts.
  • Fast Entity Reader implemented to improve server performance.
  • Buildvar for near clip distance.
  • Update follow camera to always point at character's approximate head location.
  • Wait for building plots to finish before making server available.
  • Update and add variants of CSE_WARN message.
  • GroupServer, API, and Game server setup use read-only StateProvider and Handlers.
  • Create DefRef, a method for looking up a reference to a piece of data.
  • Update CSE store styling - Mockup.

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

  • Gargoyles Becoming - First Draft
  • Silverhands Becoming - Rewrite
  • Valkyries - rewrite
  • Golems Becoming - Part III
  • Gargoyles Becoming - Second Draft
  • Stormriders Becoming - Rewrite
  • Frost Giants Becoming
  • St'rm Becoming - First Draft
  • St'rm Becoming - Second Draft
  • To Be A Helbound - First Draft
  • To Be A Drengr - First Draft
  • Picts Becoming part 1 - First Draft
  • Picts Becoming part 1 - Second Draft
  • Picts Becoming part 2 - First Draft
  • Picts Becoming part 2 - Second Draft
  • The Great Depths Raid Part 1 - First Draft
  • The Great Depths Raid Part 1 - Final Draft
  • The Great Depths Raid Part 2 - First Draft
  • The Great Depths Raid Part 2 - Final Draft
  • The Andvaranaut - The Becoming - Part 1 - First Draft.
  • The Andvaranaut - The Becoming - Part 1 - Final Draft.
  • The Great Depths Raid Part 3 - First Draft
  • The Great Depths Raid Part 3 - Final Draft
  • The Great Depths Raid Part 4 - First Draft
  • The Great Depths Raid Part 4 - Final Draft
  • The Great Depths Raid Part 5 - First Draft
  • The Great Depths Raid Part 5 - Final Draft
  • The Great Depths Raid Part 6 - Final Draft
  • The Great Depths Raid Part 7 - Final Draft
  • The Great Depths Raid Part 8 - Final Draft
  • The Great Depths Raid Part 9 - Final Draft
  • The Great Depths Raid Part 10 - Final Draft
  • The Great Depths Raid Part 11 - Final Draft
  • The Great Depths Raid Part 12 - Final Draft. This completes the entire Great Depths Raid.
  • Picts Becoming part 2 - Final Draft

As a Backer, I'd like to see the world begin to be propped out with generic fantasy items. - Set #4.

  • Pile 'o' skins to protect the battering ram from FIRE!
  • Wood pile lrg and sml.
  • Cauldrons
  • Wood external stairs with scaffolding - 1 and 2 story
  • Axe and stump
  • Create documentation for assets.
  • Generic market stalls x 3
  • Broken down wagon
  • Viking stone markers x 3
  • TDD medium chest.
  • TDD medium box. x2
  • TDD medium basket.
  • TDD hero tree growing from rock.

As both a Backer and developer, I'd like to have more dev commands to facilitate testing, and general interactions with the player community. - Moar!

  • /adminhelp lists admin commands.
  • Ability to teleport a player to the admin.
  • Ability to teleport admin to a player.
  • Ability to summon all players to you.
  • God Mode!
  • Admins visually discernable with new icon over head.
  • Admin state now toggleable in game.

As a Backer, I'd like to be able to equip and use different types of melee weapon combinations. - First Pass Animations - Part 1

  • First Pass Animation: Right hand weapon.
  • FPA: Right hand weapon with left hand shield.
  • FPA: Right hand weapon with left hand dagger.
  • FPA: Right hand dagger.
  • FPA: Right hand dagger with shield.
  • FPA: Right hand spear.
  • FPA: Right hand spear, left single handed weapon.
  • FPA: Right hand spear with shield.
  • FPA: Right hand weapon w/ shield attacks.
  • FPA: Left hand shield with right hand spear.

As a Backer, I'd like to be able to wear armor that protects against different damage types.

  • First Pass: Design different damage types.
  • Define damage type enumeration.
  • Damage types can be set in ability editor.

As a Backer, I'd like to be able to equip and use different types of melee weapon combinations. - First Pass Animations - Part 2

  • FPA: Dual dagger.
  • FPA: Dual single hand weapon.
  • FPA: Polearm weapon.
  • FPA: Left hand dagger with spear.
  • FPA: Left hand dagger with one hand weapon.
  • FPA: Polearm weapon, two hands.
  • FPA: Staff, two hands.
  • FPA: Spear, two hands.
  • FPA: Crossbow
  • First pass test case bow rigging and animation test.

As a Backer, I'd like to see character, item, and ability stats have real meaning in the game - First pass design.

  • Design player character stats.
  • Design player character stat progression.
  • Design equippable item stats.
  • Design equippable item progression.
  • Design ability component stats.
  • Design ability component progression.
  • Design list of equipment locations/slots.
  • Design combat model

As a Backer, I'd like to see improvements to ability VFX to make visual distinction of abilities easier.

  • Initiate Tears and Primal water dart and ball effects use different vfx.
  • New Liquid Flame dart, ball, cone, wave.
  • New Primal Stone dart, ball, cone, wave.
  • Improved look of Primal Fire wall.
  • Initiate Tears, Primal Stone and Liquid flame new casting vfx.
  • Primal Stone and Primal Earth dart and ball effects use different vfx
  • Improve Liquid flame based spells.
  • New wall spawning effects.

As a Backer, I'd like to see the world begin to be propped out with generic fantasy items. - Set #5.

  • Create documentation for assets.
  • Concept art pass on realm, generic, items.
  • Arthurian chests x3
  • Arthurian storage containers x3
  • Showcase platforms for artists.
  • Large and small lumber piles.
  • Standing and hanging braziers, single and double.
  • Brazier models include fire vfx and lights.
  • Sacks, and group of sacks with food.
  • Additional generic bushes with texture variations.
  • Additional variations of chests and containers.
  • Arthurian storage container groups x 5
  • Viking Basket x 3
  • Viking chests
  • Viking boxes/storage containers
  • Generic stick bundles v2 large and small.
  • Additional generic bushes.

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

  • First Pass: Snow VFX
  • First Pass: Snow VFX in camera.
  • Snow on terrain fades in and out during snow cycle. - first pass.
  • Create snow material.
  • Terrain shader uses snow material and applies to terrain elements correctly.
  • Snow state triggers material change in environment assets.
  • Improve snow vfx.

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

  • Building plot design - First Pass
  • CSE defined plots can be owned and released by a player. - simple /command
  • Display plot boundries when placing blocks.
  • Concept art for cornerstones.
  • Create generic unowned cornerstone and 3 owned cornerstones, one for each realm.
  • Cornerstones and plot markers define plot borders.
  • Cornerstones swap to show ownership info.
  • Players are limited to one plot at a time. - testing purposes.
  • Limit maximum number of blocks that can be placed in a plot.
  • Make blocks Realm-sensitive and destructible by enemy Realms.
  • Plots can be placed in the world using the terrain editor.
  • Lose plot ownership on death - for testing purposes.
  • Plot owners can now set permission of who can build on their plot: Self, Realm, and All.
  • Plots owned by Realms use control point mechanic for testing the building system.
  • Create UI that allows players to control their plot's permissions.
  • Create and attach VFX for neutral plus each Realm's plot markers.
  • Plot ownership persists after logging out, or server restart.
  • Plot performance on server improved. - Server checks control based on player location.
  • Improve sustainability of plot ownership system.
  • Building within a plot is no longer instantaneous.
  • Build times decrease based on the number of players of your realm within your plot.
  • Plot capture and combat states updated to work with changes from re-abilitation.
  • Revisit code and develop plan for data structure improvements to allow for CylinderMorphs.
  • Implement functionality to nest grids inside of other grids, to allow for parent and child grids
  • Update rotation code to allow us to change directions of cylinders.
  • Updates to UI to allow players to build towers
  • Support rectangular structures inside CylinderMorphs.
  • Harvested resources can be used to build buildings.
  • Each Grid/Morph has a location in the world, giving us a direct relationship between world space and grid space.
  • Start building mode with a selected block.
  • Set Shift+Tab to cycle selected blocks.
  • Expose hotkey combos to slash commands to speed up debugging.
  • Buildings encoding and decoding.
  • Add the ability to specify block type by ID for building commands.
  • Support permissions for groups and guilds.

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

  • Face adjacency culling.
  • Backface culling enabled on buildings.
  • Research and implement LOD'ing on building structures.
  • Network Deltas for building. - Send only changes to a structure, vs. sending status of every block in a structure.
  • Optimize stability calculations.
  • Remove redundant building updates.
  • Fix building concurrency issues.
  • Improve building performance metrics.
  • Use UDP for buildings when viable.
  • Optimize building node traversal.
  • BuildingMeshProvider - no longer loops over entire structure per material.
  • Removed redundant block validation to improve performance when updating buildings on the server.
  • Removed invalid blocks when starting up C.U.B.E. and the game client.
  • Second pass building LOD's - better reductions at further distances.
  • Greatly improve building LOD algorithm to better maintain surface acuity while reducing poly count even more.
  • Further refine mesh simplification to reduce visual errors in buildings.
  • Second pass mesh simplification to reduce visual errors in buildings.
  • Add distance-based priority to buildings so we only send data of buildings within 1km of the player.
  • Limit the number of TCP entities sent per frame to reduce load on user proxies.
  • User proxies no longer send everything to player upon initial login.
  • Improve building scalability on the server by caching off bounds and improving tracking of pointers.
  • Improve handling of terrain loading/updates by delaying character loading behind a load screen.
  • 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.
  • Audit third-party software to use in the creation of materials for buildings.
  • Use our shader in third-party material creation software.
  • Update pre-existing C.U.B.E. materials to use new material format tech. This makes a big reduction in texture usage and more material versatility from player perspective.
  • Additional memory reductions to building meshes. (Approximately 500MB!)
  • De-rust buildings and building UI for testing and metrics gathering.
  • Improve damage output for buildings in combat log.
  • De-rust stability for testing and metrics gathering.
  • Change APIs for getting BuildingGrids to speed up iteration over children.
  • Improve threading model for creating renderables.
  • Better mapping for sub-grid rendering stuff.
  • Refactor data structures for holding BuildingEntity's renderables and physics.
  • Serialization: update how buildlings are saved out to disk and the database.
  • Improve how we send out deltas/building changes over the network.
  • Caching building bounds on the server.
  • Threading update: Break segment building on the client out into 4 contexts.

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.

  • First Pass: Design wound model.
  • Create a simple wounds UI.
  • Rework hit points as a blood pool resource.
  • Send combat information to attacker and defender using logging infrastructure.
  • Set up network code to communicate wound info to the client.
  • Create Wounds structure on the server.
  • 1 wound and 1 trauma applied on depletion of body part's blood.
  • Allow "overhealing" to remove the lesser wound.
  • Create system to determine spatial relationship of attacker, attack, and defender.
  • Validate attacks on target based on attack location and attack.
  • Body Parts: Define enumeration of body parts.
  • Body Parts: Apply wound system to each body part.
  • Body Parts: Expand wound UI to display all the body parts.
  • Body Parts: Damage/healing effects apply to body parts rather than one resource pool.
  • Body Parts: Create ability modifiers that target body parts.
  • First Pass: Wound vfx.
  • Vfx play on target when wounded.
  • Create - CureWoundEffect - so design can create abilities to cure wounds.
  • Create abilities to cure wounds.
  • Update temporary, simple wounds UI to include all body parts.
  • First Pass wound UI design.
  • Second Pass wound UI design.
  • Integrate updated wound UI to client.
  • Entities (buildings, walls, players, etc.) now use bounding boxes instead of single points for spatial queries. We can now more reliably hit things.

As a Backer, I'd like to test the updated male Frost Giant model.

  • Create base body concept and worksheets.
  • Model high poly sculpt.
  • Model and rig low poly model.
  • Import and test model parts.
  • Replace old model with updated model in game.
  • Update UI elements in character creation.
  • First pass textures.
  • Second pass textures.
  • Test and update Two-handed weapon animations for giants.
  • Audit current melee armor set to fit male Frost Giant for testing.

As a Backer, I'd like to experience positionally-based audio and music within the world of Camelot Unchained.

  • Unchained editor Audio support - Editor can import and parse wwise .bnk files.
  • Sound Event Cog is created and can be attached to placeables.
  • Builder exports sound events along with .bnk and offset data to the client as a sound event resource.
  • Placeables (Models) play Audio from any attached Sound Events.
  • Combat music changes based on intensity of combat around player, using current audio event tech. - First pass.
  • First pass audio concept: Combat intro and build music track v1.
  • First pass audio concept: Heavy combat music track v1.
  • First pass audio concept: Character death music track v1.
  • First pass audio concept: Combat middle value music track v1.
  • Second pass audio concept: Combat intro and build music track v1.
  • Second pass audio concept: Heavy combat music track v1.
  • Second pass audio concept: Combat middle value music track v1.
  • Second pass audio concept: Character death music track v1.
  • Integrate Music: Combat intro and build music track v1.
  • Integrate Music: Character death music track v1.
  • Create additional ornamental sounds for combat music - first pass.
  • Optimize first pass sample instruments. Cut down CPU usage.
  • Set up automated volume leveler in Wwise for music.
  • Set up player proximity parameter for music and sfx queues.
  • Set up "outnumbered" parameter. Determines number of friendly and enemy players around user's character.
  • Create additional ornamental sounds for combat music - third pass.
  • Create additional ornamental sounds for combat music - second pass.
  • Create additional ornamental sounds for combat music - drums and percussion.
  • First pass music transitioning between states.
  • Attach a volume offset parameter to percussion. Controlled by amount of nearby combat.
  • First pass second audio concept: Combat intro/low music.
  • First pass second audio concept: Combat mid music.
  • Integrate Music: Heavy combat music track v1.
  • Integrate Music: Combat middle value music track v1.
  • First pass sound design new ambient music instruments.
  • First pass sound design: Realm-specific vocal layers for music.
  • First pass sound design: Large to small ensemble switch with instruments for music.
  • Translate existing large ensemble music to small ensemble orchestration.
  • Sounds created by yourself vs others are treated independently, allowing for more control.
  • Realm voice track variations:
  • Viking voice phrases and sustains.
  • TDD voice phrases and sustains.
  • Arthurian voices phrases and sustains.

As a Backer using an older graphics card, I'd like some love.

  • Split the Light Handler in two so we can handle DirectX 10 & 11 users individually. - DirectX 10 users no longer crash entering world.
  • Visual update to rendering for DirectX10 cards. - TBD

As a Developer, I'd like to work more closely with members of our Community to create the best possible UI for Camelot Unchained, through the Mod Squad!

  • Create a forum section & conference room on our chat server specifically for Mod Squad.
  • Add a Mod Squad permission to our backer permissions system.
  • Auto assign forum based Mod Squad permissions based on account level Mod Squad permissions.
  • Set up Trello boards for tracking & organization of Mod Squad work.
  • Setup GitHub Organization & repositories specifically for Mod Squad.
  • Prepare a web conference for the Mod Squad to clearly articulate CSE goals, practices, and procedures to the Mod Squad volunteers.
  • Prepare documentation for the Mod Squad to outline goals, practices, and procedures.
  • Prepare a Contributor Agreement for the Mod Squad volunteers.

As a Backer, I'd like a UI that is easy to develop mods and themes for.

  • Design a new more maintainable & modern UI standard with the help of the Mod Squad.
  • Create new CU library projects based on the new standard with the help of the Mod Squad.
  • Refactor the current UI into the new standard with the help of the Mod Squad.
  • Document core UI library to further facilitate modding.
  • Document cu-events to further facilitate modding.
  • Finalize and implement wounds UI prototype to replace current targeting UI modules.
  • Refactor login UI

As a Backer, I'd like to be able to equip and use different types of melee weapon combinations. - Weapon Models

  • Generic polearm: concept pass.
  • Generic polearm: high poly model.
  • Generic polearm: Material pass.
  • Generic polearm: Low poly model
  • Generic dagger: concept pass.
  • Generic dagger: high poly model.
  • Generic dagger: material pass with variations for pipeline testing.
  • Generic dagger: Low poly model.
  • Generic axe: concept pass.
  • Generic axe: high poly model.
  • Generic axe: Material pass.
  • Generic axe: Low poly model.
  • Generic spear: concept pass.
  • Generic spear: high poly model.
  • Generic spear: Material pass.
  • Generic spear: Low poly model.
  • Generic staff: concept pass.
  • Generic staff: high poly model x2.
  • Generic staff: Material pass x2.
  • Generic staff: Low poly model x2.

As a Backer, I'd like to be able to create storm abilities.

  • Component design.
  • New air storm effect for testing.
  • Fire storm effect.
  • Earth storm effect.
  • Storms have an area of effect and track.

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

  • Design and implement a Kill Board, hooked to the control game and viewable on the website.
  • Add a "Tips" UI element for new users entering Extended Alpha.
  • Add a "Respawn at home base" on the respawn UI to facilitate testing.
  • New perf HUD UI design.
  • Perf HUD pages: Graphical info, network data, physics, integrated to client.
  • Integrate updated version of Chromium Frameworks.
  • Refactor inventory UI
  • Refactor equipped gear.
  • Patcher: Embedded Youtube videos in chat.
  • Patcher: Embed images and gifs in chat.
  • Patcher: Embed links.
  • Patcher: Chat colors can be changed.
  • Patcher: Bold and Italic font using markdown syntax.
  • Patcher: chat room remembers previous rooms and will autojoin upon re-login.
  • CSE - Create a thank you page on the CU website for Mod Squad!
  • Block out character creation UI.
  • Add markdown and colors in chat.
  • Join room dialog.
  • More icons added to the ability builder.
  • When respawning in game, select from closest three spawns nearest player and home.
  • Add uninstall confirmation to patcher.
  • Add command line option to patcher.
  • Add share rooms link in chat.
  • Fix the scrolling bug in chat.
  • Show access level next to server name in patcher.
  • Add fix for NaN in server counts.
  • Fix download time counting.
  • Remember last chat channels you were logged in with chat and log back into them.
  • Fix issue with PM for certain names that would open two tabs in patcher chat.
  • Fix display of chat room name in the join room dialog.
  • Organize user display list & show CSE at the top.
  • Highlight select words and your name in chat text.
  • Highlight CSE names in chat.
  • Prevent strings like C#? from being room links.
  • Allow @name to work with highlighting.
  • Allow clicking on a name anywhere in chat to send a PM.
  • Tab completion of nickname entering for PMs and in chat.
  • Basic Crafting UI
  • Refactor building mode toggle button UI.
  • Show percentage on install/download progress.
  • Set focus on the correct input field when patcher loads.
  • New awesome UI for C.U.B.E.
  • C.U.B.E. UI Block & Blueprint selector Pass 1
  • Bug fix where 'unread messages' notification was not going away.
  • Auto-join the new private message "room" in chat when you whisper someone.
  • Added history to patcher chat which can be scrolled through using the up/down arrows from the chat input area.
  • Fix auto-scrolling bug in patcher chat.
  • Allow new lines and multi-line input in chat.
  • Set focus to the text input on the join room modal when it opens.
  • Verified PMs notify the user of new messages.
  • Fix room name parsing to eliminate duplicate parsing. Prevents some false positives and better performance
  • Fix error message if you have a failed log in, it will show success instead of fail when you try again
  • Pause all video playback on the patcher when launching the game
  • Player, Enemy Target, Friendly Target module clean up -- hide unused things, display percent update style
  • New C.U.B.E. UI UX design.
  • Health and Party bar UX design.
  • Blueprints API added to CU UI library.
  • Fix Perfhud page select, add minimize and close.
  • Set up npm scripts for building ui modules on osx and linux.
  • Sound effects for all the buttons in the patcher
  • Fix server selection locking up channel select sometimes on the patcher
  • Remember last character & server selections on the patcher
  • Sort channels and servers. Hide localhost from showing up for non-CSE users on the server list
  • Sort characters listed on patcher by last login date and display last login date
  • Auto-select new character after creation so that you can click play and immediately log in to the newly created character.
  • Add character deletion to the patcher
  • Redesign character selection & creation side panel on the patcher. Now has buttons for create, delete of characters
  • Fix formatting for long server names.
  • Prevent exceptions when sound is missing on the patcher
  • CSE Message of the Day UI module added to the game to display upon login
  • Scale and center news images on patcher.
  • Scale and center news images on patcher.
  • Display last login for characters below name on the patcher -- `Last Login x days ago
  • Fix bug in patcher where setState was being called from within a render method.
  • Add setup npm script to patcher.
  • Move attribute names inline with points, and change text size so that they look a bit better on character creation.
  • Fix padding issues with attribute point distribution style on character creation.
  • Fix issue with scroll bars on dropdown menus in the patcher where you would occasionally get a horizontal scroll bar when you shouldn`t. Fixed some styling issues with colors. Long name overflow set to use ellipsis rather than extend, so as not to mess up
  • Added new CSE-made emoticons to chat on the patcher!
  • Scrolling fixed for chat settings panels.
  • Make the compass perform better and not consume so much CPU.
  • Add character naming rules client-side enforcement on character creation widget.
  • New Building UI Pass 1 & 2.
  • Building UI code structure pass (Pre-Pass).
  • Set correct Sass importer package for game/HUD and patcher.
  • Hide selected server in the server list on the patcher.
  • Building UI pass 3 - moveable/resizeable building widgets.
  • Style server select on patcher to match the rest of the sidebar.
  • Covert crafting module to a widget within the HUD module.
  • Fix input ownership bug with reload UI command.
  • Write Pull Request guidelines for CU Github Wiki.
  • Modifications & Bug fixes for hud movement & scaling.
  • Fix character auto-select on patcher.
  • Getting started points - Github setup, Trello setup, chat setup.
  • New chat design concept.
  • Simple temporary help window for HUD editor.
  • Fix width of character name input so that it does not cover attribute buttons on smaller resolutions
  • Add wounds to health bars.
  • Add minimum value changes for the "flashing" animation on health / stamina / blood bars so that they don't constantly flash when regen is active.
  • Convert compass to a game HUD module widget.
  • Hero videos are sorted by date, newest first.
  • Save/load sound and music settings from localStorage.
  • Handle null case when API server is misbehaving.
  • Convert MOTD to a game HUD module Widget.
  • Use WebkitClipPath rather than -webkit-clip-path for style property.
  • Launcher UX design improvements.

As a Sound Designer, I want to customize ambient audio based on dynamic game parameters.

  • Ambient environment sounds triggered by time of day.
  • First Pass Sound Assets: Generic day and night ambient sound.
  • Player death at re-spawn triggers sound event.
  • Other players' deaths triggers sound event.
  • Player spawn triggers sound event.
  • Other players' spawn triggers sound event.
  • Basic support for audio feedback when taking damage.
  • Player projectile cast, flight, and impact trigger sound events.
  • Terrain angle triggers sound.
  • Ambient environment sounds triggered by changes in the weather.
  • First Pass Sound Assets: ambient rain sound for appropriate weather states.
  • Player elevation hooked to sound system.
  • Player race and Realm hooked to sound system.
  • Register additional Wwise plug-ins: McDSP ML1, FutzBox, Wwise Compressor, Stereo Delay, Matrix Reverb, Room Reverb, Parametric EQ, PitchShifter, Soundseed Air, and many more!
  • Audio events for multi-part ability animations.

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

  • Language selection added to site header.
  • Find a group of awesome German speaking Backers to assist us!
  • Primary artwork containing text translated and added.
  • Site navigation text translated.
  • Secondary artwork containing text translated and added.
  • Foundational Principles translated.
  • Primary game information translated - About, Realms, Races, Classes, BSC docs.
  • All lore translated.
  • Recent news articles translated.
  • Stretch Goals translated.
  • All newsletters translated.
  • C.U.B.E. page translated.
  • Alpha Manual translated
  • Class Reveal Audits:
  • Arthurian:
  • Abbot
  • Blackguard
  • Black Knight
  • Dread Caller
  • Flame Warden
  • Minstrel
  • Physician
  • Specter
  • Veilstalker
  • Vikings:
  • Arisen
  • Child of Loki
  • HelBound
  • Mjölnir
  • Shadow Walker
  • Skald
  • Slaughterwolf
  • Stonehealer
  • Wave Weaver
  • Winter`s Shadow
  • TDD:
  • Blessed Crow
  • Black Rider
  • Dark Fool
  • Druid
  • Empath
  • Fianna
  • Forest Stalker
  • Morrigan
  • Red Cap
  • Wisp
  • Second pass audit - races and Realms:
  • Arthurian
  • TDD
  • Vikings
  • Most Recent news articles translated.
  • Art with text translations complete.
  • Second pass audit all new translations.
  • Final review and translation fixes/updates.

As an Italian Backer, I'd like to visit the Italian version of the Camelot Unchained website.

  • Language selection added to site header.
  • Find a group of awesome Italian-speaking Backers to assist us!
  • Primary artwork containing text translated and added.
  • Secondary artwork containing text translated and added.
  • Site navigation text translated.
  • Foundational Principles translated.
  • Primary game information translated - About, Realms, Races, Classes.
  • All lore translated.
  • Recent news articles translated.
  • Stretch Goals translated.
  • All newsletters translated.
  • C.U.B.E. page translated.
  • BSC docs translated.

As a Backer, I'd like to play in a procedurally-created environment. - Part Three

  • Quality-of-life improvements to terrain mod editor.
  • First Pass: Beach mod.
  • Terrain Warp mod improved to separate positive and negative vertical warping.
  • First Pass: Impostor system. (Objects at distance draw as single poly cards.)
  • Impostor system influenced by object size.
  • Improved rendering of alpha - trees and grass look softer and look more visually accurate at distance. - Nvidia Cards
  • Client has collision for terrain and spawnables.
  • Server has collision for terrain and spawnables.
  • Client is "infinitely" scalable.
  • Server and client reload automagically. Yes...that's a word.
  • New Terrain Editor allows for hand placement of assets.
  • Client is notified when terrain is updated.
  • Client GetTerrainElevation - Smooth out physics, especially below 0.
  • Server replaces spawn points during updates.
  • Better handling of player position when terrain is updated. - Players don't fall through the world.
  • Second Pass: Improved. Terrain collision generation.
  • Improve performance when generating object collision.
  • Improve texture stretching between points with a high degree of vertical distance between them.
  • Remove additional instances of objects being drawn. - Better frame rate!
  • Terrain collision more accurate to visual geometry.
  • Third Pass: Improved terrain collision generation.
  • Improve material overlapping artifacts.
  • Terrain changes mods based on capture point ownership.
  • Optimize mod loading and unloading during Realm ownership transitions. - (Memory Allocation Refactor)
  • Don't allow players to connect while server physics is still starting up.
  • Fix Models 2.0 system so multiple models can share the same source without drawing multiple items in world. - Better frame rate! (Bushes test in update.)
  • Thread terrain update change to greatly improve performance.
  • Improve materials overlapping artifacts.
  • Assets used in terrain mods display VFX and lights correctly.
  • Adjust how we calculate impostor groups so tall, skinny objects don't always impostor when miles away.

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
  • First pass Biome asset list definition: Identify asset list to be built, with concept and photographic reference.
  • First Pass: Grass and flower sets for testing.
  • Improvements to grass assets - Costs 2/3rds less, but 2x as dense!
  • Environment models carry vfx and lights in new terrain, using procedural placement.
  • New Terrain Editor allows for hand placement of assets.
  • Hand-placed assets can influence the terrain mods.
  • Terrain has a sense of Realm ownership, and can be changed by devs for testing.
  • Biomes can influence lighting and shadow parameters, and attenuate based on player's relative position.
  • Biomes can influence ambient occlusion parameters, and attenuate based on player's relative position.
  • Add "has collision flag" to assets in editor for easier verification in client.
  • Placeables and spawnables can turn into entities: control points, resource nodes, building plots, etc.
  • Improve editing of terrain: Multi-select, drag-select, batch modify.
  • Height flattening mod.
  • Terrain smoothing mod.
  • Sound can be attached to models and placed in the world.
  • Different LODs of terrain segments properly connect, leaving no evident seams between them.
  • Determine a solution to more than three overlapping materials per vertex on terrain. (Fix the white seams in the terrain.)

As a Backer, I'd like to test the updated male Human model.

  • Model high poly sculpt.
  • Create textures.
  • Model and rig low poly model.
  • Import and test model parts.
  • Replace old model with updated model in game.
  • Update UI elements.
  • Second pass texture improvements.
  • UV coordinate system updated to new layout while maintaining existing character UV layouts.
  • Update UV coordinates of Human Male to optimized layout for LODs.
  • Update base mesh with better underwear.
  • First pass UI elements for character creation - Arthurian.
  • First pass UI elements for character creation - Viking.
  • First pass UI elements for character creation - TDD.

As a Backer, I'd like the movement sounds of my character to convey the gear I'm wearing, my race, as well as the environment I'm in.

  • Player foot steps trigger sounds event.
  • Player foot steps select from a library of generic footfalls in game.
  • Player foot steps on incline trigger a sound event.
  • First Sound Pass: falling rocks for players on incline.
  • First Sound Pass: Leather foley movement sounds v1
  • First Sound Pass: Equipped wooden gear movement sounds
  • First Sound Pass: Equipped heavy armor gear sounds.
  • TDD SFX: Light armor cape foley.
  • Viking SFX: Light armor cape foley.
  • SFX: Leafy footsteps v1
  • SFX: Leafy footsteps v2
  • SFX: Tall grass footsteps.
  • SFX: Short grass footsteps.
  • SFX: Twigs footsteps
  • SFX: Mud footsteps v1
  • SFX: Mud footsteps v2
  • SFX: Wooden plank footsteps.
  • SFX: Rocky footsteps.
  • SFX: Deep water footsteps.
  • SFX: Sand footsteps.
  • SFX: Additional slow and fast armor movement variations.

As a Developer, I'd like to have a strong library of sounds to convey player movement.

  • First Pass Sound Assets: Generic leather boot footsteps ver.01.
  • First Pass Sound Assets: Generic leather boot footsteps ver.02.
  • First Pass Sound Assets: Generic heavy-armored boot footsteps.
  • First Pass Sound Assets: Stone feet footsteps.
  • First Pass Sound Assets: Dirt terrain.
  • First Pass Sound Assets: Short grass terrain.
  • First Pass Sound Assets: Crunchy grass terrain.
  • First Pass Sound Assets: Tall grass terrain.
  • First Pass Sound Assets: Brush/Bushes terrain.
  • First Pass Sound Assets: Rock/Gravel terrain.
  • First Pass Sound Assets: Generic foley for falling rocks when climbing an incline.
  • First Pass Sound Assets: Leather gear movement foley.
  • First Pass Sound Assets: Heavy armor movement foley.
  • First Pass Sound Assets: Wooden gear movement foley. (Shields bouncing.)
  • First Pass Sound Assets: "Leafy" footsteps.

As a Backer, I would like to have information about the classes of Camelot Unchained.

  • Silhouette artwork for 'deck of many classes' cards.
  • Silhouette reveal concept art pass - trio #3
  • Design content for 'deck of many classes' cards.
  • Website implementation for 'deck of many classes.'
  • Update website with class reveal voting page.
  • Silhouette reveal concept art pass - trio #1
  • Silhouette reveal concept art pass - trio #2
  • Silhouette reveal concept art pass - trio #4
  • Silhouette reveal concept art pass - trio #5
  • Silhouette reveal concept art pass - trio #6
  • Silhouette reveal concept art pass - trio #7
  • Silhouette reveal concept art pass - trio #8
  • Silhouette reveal concept art pass - trio #9
  • Silhouette reveal concept art pass - trio #10

As a Backer, I'd like Camelot Unchained to have ability-based sound effects. - Integration - First Pass

  • First Sound Pass: Water wave ability with 1sec build-up - 24 variations
  • First Sound Pass: Flame abilities cast start sound v1 - 2part sound 6 & 7 variations
  • First Sound Pass: Flame abilities cast start sound v2 - 2part sound 5 & 3 variations
  • First Sound Pass: Healing abilities cast start sound v1 - 5 variations
  • First Sound Pass: Melee abilities cast start sound v1 - 2part sound 3 & 3 variations
  • First Sound Pass: Water abilities cast start sound v1 - 4 varitions
  • First Sound Pass: Flame Projectile explosions v1 - 14 variations
  • First Sound Pass: Stone Projectile explosions v1 - 15 variations
  • First Sound Pass: Water Projectile explosions v2 - 10 variations
  • First Sound Pass: Water Projectile explosions v3 - 24 variations
  • First Sound Pass: Generic projectile whoosh sound as projectile passes by.
  • First Sound Pass: Water ability sustains.
  • First Sound Pass: Fire ability sustains.
  • First Sound Pass: Earth ability sustains.
  • First Sound Pass: Healing ability sustains.
  • First Sound Pass: For new 5-part ability event hooks: Lifedrain Build: 11 variations
  • First Sound Pass: 5-part ability event hooks: Ability start Lifedrain: 5 variations

As a Developer, I would like more insight into the state of the server.

  • Set up a central location to handle the incoming metrics.
  • Servers will report metrics about the machine like CPU, Memory, networking etc.
  • Servers will provide detailed metrics of hotspots.
  • Servers will report very high level game metrics.
  • Servers will report game metrics like what actions have run.
  • Setup a display of said metrics for analysis.
  • Analyse server metrics to find issues in the code.
  • Set up automated triggering of certain metrics so we can solve problems before they happen.
  • Add client command specific metrics.
  • Add per core metrics.
  • Add specific action metrics.
  • Add slash command metrics.
  • Add AI specific metrics.
  • Add metrics to UserProxy.
  • Improved the metric display by switching from basic Graphite to Grafana.
  • Find and fix lurking issues now that we have an awesome server engineer!
  • Update metric backend to be much, much faster!
  • Fix time metrics for better data logging.
  • Add downstream network logging.
  • Improve ease of debugging UserProxy issues by adding a build number to it's output.
  • Add feature to server config to force players to spawn when connected to a single server.

As a server Developer, I would like the user proxies to dynamically scale.

  • Get CPU metrics back from servers about how much load the server is under.
  • When picking a user proxy for a user, use the server load metric to pick which user proxy to use.
  • When a user proxy is full stop connecting players to it.
  • When all user proxies are med-high load, start spinning up another user proxy.
  • When total use of user proxies is low enough, pick the lowest-load user proxy and migrate users to other user proxies.
  • Ensure proxy management lists do not get out of sync.

As a Backer, I'd like to test the new male luchorpan model.

  • Model high poly sculpt.
  • Model and rig low poly model.
  • Create textures.
  • Import and test model parts.
  • Character is selectable in game.
  • Update UI elements in character creation with new model renders.
  • Audit current melee armor set to fit male luchorpan for testing.
  • Update base mesh with underwear.

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

  • First Sound Pass human male sound assets: 61 exertions.
  • First Sound Pass human male sound assets: 27 damage grunts.
  • First Sound Pass human male sound assets: 23 death screams.

As a Developer, I would like easily searchable server logs that are the front line of finding problems.

  • Setup elasticsearch + kibana.
  • Route logs into Elasticsearch and Kibana.
  • Add MANY MANY more logs to the system - TBD
  • Update our logger to accept arbitrary objects for easy fast logging of detailed data.
  • Move all logging to Kibana for easier searching of logs.

As a Designer, I would like to know gameplay information about the state of the game.

  • Find a good append only data store.
  • Find a tool to search it with relevant questions in a mostly natural way.

As a Server Developer, I would like to build and spin up custom servers for small discrete tasks, such as processing buildings or running AI.

  • Build a tiny core set of functionality that includes service discovery, easy message definition, easy message handling, robust fast multicore code by default.

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

  • Textures export in SRGB.
  • Client has gamma correct rendering and lighting
  • Alpha coverage density fix - Foliage looks better.
  • Combine materials and shaders.
  • Automate the process of selecting appropriate texture compression.
  • Automate the process of combining special texture channels.
  • Automate most of the conversion to Gamma correct texture pipeline.
  • Clean up texture workspace to one-off images can be created under different settings.
  • Update model viewer in editor.
  • Update material assignment overrides in editor.
  • Optimize duplicate constant variable setting. (Speed up shadows and rendering.)
  • Add rebuild all textures option for future changes.
  • Get DX11 (bc7) only texture path working.
  • Add time of day to particle viewer.
  • Update highlight material to handle new format. (C.U.B.E.)
  • Add shader builder support for targetting different levels of D3D Hardware with different versions of each shader.
  • Added Shader builder support for removing unused shader variants.
  • Add 4bit alpha dithering to improve GPU performance of masked objects on ATI cards.
  • Convert to higher-quality normal mapping format.
  • Refactor mesh renderables to reduce render cost of non-player objects such as trees.
  • Realign world to remove z-fighting and precision artifacts. (Fixes obvious geo flickering on player characters.)
  • Investigate OIT (Order Independent Transparency) as a solution for rendering improvements
  • First pass testing and fixes.
  • Improve lighting between dark and bright areas.
  • Order Independent transparency system.
  • Offscreen buffer for transparency pass.
  • Depth and color buffer resolve.
  • Normalize blending between additive and diffuse particles.
  • Change particle OIT blending to post multiplied.

As a Backer, I'd like to test the male Silverhand model.

  • Concept pass 1
  • Concept pass 2
  • Create base body concept and worksheets.
  • Model high poly sculpt.
  • Create textures.
  • Model and rig low poly model.
  • Import and test model parts.
  • Character is selectable in game.
  • Update UI elements.
  • Concept pass 3

As a Backer, I'd like to test the female Silverhand model.

  • Concept pass 1
  • Concept pass 2
  • Create base body concept and worksheets.
  • Model high poly sculpt.
  • Create textures.
  • Model and rig low poly model.
  • Import and test model parts.
  • Character is selectable in game.
  • Update UI elements.
  • Concept pass 3

As a Backer, I'd like to have more payment options in the Camelot Unchained store.

  • Investigate alternative methods and present action plan.
  • Add alternative payment method(s) to CSE store.
  • Test the living %*&! out of it.

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!

  • Design new patcher layout: Primary interface, on-patcher chat, and news and patch notes.
  • Tech: Full background html content "slider."
  • Tech: Channel and server select.
  • Tech: Character select.
  • Tech: Channel installation and download funtionality.
  • Tech: Website and store links open in user's default browser.
  • Tech: Menu bar for patch notes, news, website, store, chat links.
  • Tech: Menu bar for support.
  • Chat: XMPP websocket chat library developed for CU chat based on node-xmpp.
  • Chat: UI developed according to design.
  • Chat: Save settings and Channel selection between patcher sessions.
  • Patch notes: Patch notes made available through REST API.
  • News & Patch notes: Build news and patch notes layout according to design.
  • News & Patch notes: Patch notes and news filtering based on date and access level.
  • Pass one support: Simple form to email CSE Support.
  • Twitch: Icon displayed when CSE is livestreaming on Twitch.
  • Twitch: Embedded Twitch player to watch Twitch stream directly on the patcher when CSE is streaming!
  • Alerts: Alerts added to patcher to display important information to users, such as the start or end of a test.
  • Alerts: Update old alert system to allow for more flexibility in alert messages.
  • Alerts: Update alert messages in real-time on the patcher; previous system required a patcher restart to get an alert, this one will not.
  • Settings: Allow custom download settings, bandwidth, audio options, etc...
  • Sound: Interface clicks & effects for button interactions.
  • Sound: Download complete sound.
  • Sound: Play button clicked sound.
  • Sound: First Pass - Background music!
  • Sound: Second Pass - Realm-based background music determined based on your selected character.
  • Set up new standalone Web API server.
  • Deploy initial version of the new Web API server to handle patcher alerts, server info, and characters.
  • Implement SSL support for the new Web API
  • Initial Web API documentation website online and served from the new API Server.
  • CSS audit to current layout.
  • First Pass new splash screen 1.
  • First Pass new splash screen 2.
  • News page displayed from website.
  • Additional CSS improvements at initial launch.
  • New splash screen 3.
  • New splash screen 4.
  • Add animated splash screens
  • New splash screen 2.
  • New splash screen 3.
  • New splash screen 4.
  • New splash screen 5.
  • New splash screen 6.
  • New splash screen 7.
  • New splash screen 8.
  • New splash screen 9.
  • Add permission levels to patcher to control what user sees.
  • Additional feedback on file download/validation progress.
  • Implement way to capture minidumps on 64bit machines.
  • Sound: Second Pass - Background music!
  • New splash screen 10.
  • New splash screen 11.
  • New splash screen 12.
  • New splash screen 13
  • Reduce memory usage on patcher.
  • Patcher uses CU themed emoticons.
  • Art: CU themed emoticons.
  • Use new chat library within the patcher & game client.
  • Update patch build process for easier debugging of the patcher with npm run debug command to launch a patcher using the currently compiled source.
  • Create new background video of new title treatment for CU.
  • Create SFX and music for new title treatment.
  • Add team reveal vid to patcher.
  • Adjust layouts of entry fields.
  • Tweak button and input field colors.
  • Sort character selection by most recently used.
  • Communicate Backer level when patcher is launched
  • Improve loading bar visuals, to better convey where in the install process someone is.
  • Update experimental patcher to account for new UI changes
  • Let go of unneeded websocket connections in chat.
  • Add "Play Offline" to patch client and update sounds.
  • Update the patch client to support providing a unique server address per character on log-in.
  • Grant permissions to Beta2s to install the patch client.
  • Grant permissions Beta2s to use chat.
  • Chat: Reconfigure log4net logger.
  • Deploy new patch server in preparation for combining default and experimental patchers.
  • Provide feedback when character deletions fail.
  • Use the last updated time passed by the client via protobuf
  • "Storing downloaded files that are waiting to get decompressed into a memory-mapped portion of the system pagefile."
  • Optimize first asset load of the new patch server by reducing number of queries.

As a Developer, I'd like the Camelot Unchained website to convey its main features in a more concise and visually impressive manner.

  • Determine focus of new direction through R&D.
  • Design new homepage layout.
  • Design secondary, core game pages.
  • Design tertiary pages.
  • Complete Realm pages.
  • Complete Viking Race pages
  • Complete Arthurian Race pages
  • Complete TDD Race pages
  • Edit primary gameplay vid for homepage background.
  • Animate Arthurian character background.
  • Animate TDD character background.
  • Animate Viking character background.
  • Update pass on available media for media page.
  • Complete media page.
  • Complete C.U.B.E. page.
  • Complete news page.
  • Complete new tertiary pages - BSC, Lore, Stretch Goals, Newsletters, etc.
  • Provide new imagery of existing races that have been rebuilt - Giants, Luchorpán, etc.
  • Update homepage imagery with updated race models.
  • First Pass general asset integration prep.
  • Paint over pass of pre-existing, old models to bring them closer to final goal, which is not yet implemented.
  • Concept pass: Mobile view all pages.
  • Make site responsive to different screen sizes, mobile.
  • Complete homepage.
  • Complete About Camelot Unchained page.
  • Alpha and IT Backer feedback addressed.
  • Second pass tertiary artwork on site updated with new models.
  • Second pass tertiary race imagery edits.
  • Second pass mobile responsiveness.
  • Update mobile view to include option to play background vid.
  • Make new site live.
  • Improve site load times.
  • Add CU comics page.
  • Add Picts race to Arthurian races section.
  • Update Galleries.
  • Update Scoreboard used in testing to work better for mobile.
  • Design refactor of media page to better support highlights, as well as supporting scale of galleries throughout production.
  • Implement refactor of media page and update images on site.
  • Add improved version of CU chat to website.
  • Update News page to replicate patcher version.
  • Create new media pages using new gallery plugin.
  • Audit screenshots before pushing new media pages.
  • Update videos page in media to use new layout and plugin.

As a Developer, I'd like to reward our Backers for their continuing support of Camelot Unchained.

  • Conceptualize system.
  • Discuss with Backers.
  • Create first pass Backer Rewards.
  • Concept account layout in store view.
  • Create account layout in store view.
  • Create Backer Rewards info page.
  • Create icon visuals for all rewards.
  • Update rewards in DB.
  • Integrate into account api.

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

  • Plan vfx needs as first pass solution for combat testing.
  • VFX: Blood drain.
  • VFX: Stamina drain.
  • VFX: Blood regeneration.
  • VFX: Stamina regeneration.
  • VFX: Generic poison effect.
  • VFX: Generic disease effect.
  • VFX: Three stages of an overheated effect.
  • VFX: Three stages of cold effect.
  • VFX: Attack armor penetration success.
  • VFX: Attack armor penetration failure.
  • VFX: Attack blocked/deflected.
  • VFX: Generic offensive buff applied.
  • VFX: Generic defensive buff applied.
  • VFX: Generic trigger buff applied.
  • VFX: Generic periodic buff applied.
  • VFX: Generic offensive debuff applied.
  • VFX: Generic trigger debuff applied.
  • VFX: Generic defensive debuff applied.
  • VFX: Generic periodic debuff applied.
  • VFX: Generic offensive buff persist.
  • VFX: Generic defensive buff persist.
  • VFX: Generic trigger buff persist.
  • VFX: Generic periodic buff persist.
  • VFX: Generic offensive debuff persist.
  • VFX: Generic defensive debuff persist.
  • VFX: Generic trigger debuff persist.
  • VFX: Generic periodic debuff persist.
  • R&D better solution to flame cards using After Effects.
  • Update old vfx with improved flame cards.
  • VFX: Health regeneration per body part.
  • VFX: Generic electricity effects.
  • VFX: Spore Clouds
  • VFX: Electrical effects on swords.
  • VFX: Electrical effects for mace.
  • VFX: Generic Mist.
  • VFX: Wound trauma head, arms, body, and legs.
  • VFX: Heal burst cone shape.
  • VFX: Heal projectile alternate version.
  • VFX: Torso electrical effect.
  • VFX: Improve default torch.
  • VFX: Petrify speed debuff.
  • VFX: New ability "Guard" for testing purposes.

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

  • Set up a Delete repository in the editor so work is not gone forever.
  • Add build var to the client to not draw the water plane by default in viewer.
  • Add ability to delete particle spawners in particle editor while retaining the ability to recover them as needed.
  • Mesh group materials: Ability to group select and edit material assignments.
  • Full asset name is visible in rollouts without adjusting UI by hand. (Columns autowidth)
  • Show alert or don't allow save, if there are any unassigned mesh groups.
  • Improve system of assinging multiple items to a character for testing purposes.
  • Item changes on characters update on server.
  • Improve system of assigning animation clips to skeleton.
  • Uniquely identify mesh groups upon import of models.
  • Add focus key for camera in viewers.
  • Add grid box to viewer.
  • FBX import audit to identify bones without weight information.
  • Import file validation.
  • Editor will refuse imports of incorrect file types.
  • Update terrain editor to work with recent changes to terrain generation.
  • Builder and editor messages now display at bottom of editor.
  • Don't let materials get through with deleted image resources.
  • Add success messaging to texture build.
  • Add tool to delete textures with invalid image references.
  • Handle cases of old textures coming in with invalid channels.
  • Add texture auditing to remove cases of malformed textures.
  • Update texture builder for new materials.
  • Blocks can be sorted by material.
  • Bad materials in editor turn pink in client.
  • Small improvement to server start time.
  • Add a depiction of the Enterprise in ascii art when the editor starts.
  • Add scaling option to material settings that apply to all textures used in a material.
  • Simplify adding blocks and their substances by adding a block and substance editor.
  • Bug fixes to animation clips getting into a locked state on the DB.
  • Add channel sorting to editor feedback.
  • Sounds can be added to placeable assets. (Ex: torches can have flame loops, and a beehive can have buzzing bee sounds.)
  • Improve data base query speed on assets with some programmer magic.
  • Add the environment map lighting to the world editor.
  • Water plane remains with the player, making it easier to audit much larger maps.
  • Builder output provides more feedback when a build fails.
  • Editor now refuses to allow used assets to be deleted.
  • "Clear Value" added to anim clips editor.
  • Texture preview updated to work with PBR update.
  • Create an editor for sound banks to reduce re-sending large sound bank files when only a portion is updated.
  • Terrain editor properly shuts down after use.
  • Terrain editor nodes assigned and display a number for ease of debugging.
  • Adjust editor rendering to account for new lighting changes.
  • Add way to verify, in all editors, WYSIWYG.
  • Tag Editor:
  • Add editable tags to editor.
  • Add tags to collections.
  • Add automatic filtering to all grid views.
  • Add dependency mapping.
  • Add tags to trash items that are safe to delete.
  • Have tag changes populate to any connected editor.
  • Add editor option to tell the build server to rebuild.
  • Improve gameplay-config-xml-editing experience to validate that the file parses/compiles properly.
  • Enter map coordinates directly, rather than needing to scroll through values.
  • Ability to adjust far clip plane in editor
  • Add button to editor to suppress console spam.
  • Shift+click while clicking trash item will permanently delete cog.
  • Add dropdown box to select the bone on the model to attach the effect.

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

  • Create documentation for assets.
  • Viking 2 wheeled wagon v1
  • Viking 2 wheeled wagon v2
  • Viking 2 wheeled wagon v1 - loaded.
  • Viking small metal working station on wood stump.
  • Viking cooking pot.
  • Viking 4-wheeled, larger, transportation wagon.
  • Viking generic bench, new and old.
  • Viking bench, new.
  • Viking generic chairs.
  • Small dragon on pillar statue.
  • TDD - Storage chests.
  • Viking small metal working station on wood stump. - alt version.
  • Adapt "dragon-on-pillar" statue to three variations for control game marker.
  • TDD - Storage chests.
  • TDD - basket thingie.
  • Additional various "scraggly" bushes.
  • Ballista model for siege weapon testing.

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

  • Terrain Realm ownership can be changed by devs for testing.
  • Overlapping terrain collision with internal spaces.
  • Merge server/client physics entities.
  • Concurrent terrain collision loading - pass 3
  • Improve collision loading for spawned models.
  • Improve grass LOD'ing: Use fewer, bigger, denser cards at distance.
  • Second pass grass art resources to improve frame rate and density.
  • Optimize placeable collision generation by ignoring assets without collision.
  • Big code restructure to allow for environment maps for bounce lighting.
  • Things such as trees and bushes can be tinted to improve visual variety of environment assets.
  • Re-thread terrain generation to happen asynchronously in the background.
  • Improve Realm control point changes seamless.
  • Make several smaller improvements to terrain generation.
  • Improve terrain editing in editor, to reduce hitching and pauses.
  • Better handling of player position when terrain is updated. - Players don't fall through the world.
  • Allow impostors to be aligned to any axis for terrain placement.
  • Fix missing impostor renderables from terrain; alignment would make them disappear or not be aligned.
  • Tangent normals for terrain aligned objects are correct, avoid normal mapping artifacts at high angles.
  • Create Plateau Mod
  • Second pass plateau mod.

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

  • Allocate memory from multiple threads without thrashing.
  • Better thread management: Specify priorities better to safely handle background tasks and improve client performance.
  • Update server to 64bit.
  • Patcher - Create a separate process management application that can run and capture debug dumps from our applications in 32 bit and 64 bit
  • Patcher - Allow channels to support both 32 bit and 64 bit applications
  • Patcher - Provide hooks so users can select if they want to run a 32 bit or 64 bit application
  • Audit Patcher update and fix minor existing bugs.
  • Patcher maintains both 32bit and 64bit client.
  • Reduce memory usage on client when passing assets from patcher.

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

  • Concept pass 1
  • Concept pass 2
  • Concept pass 3
  • Create base body concept and worksheets.
  • Create textures.
  • Import and test model parts.
  • Make character selectable in game.
  • Update UI elements.

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

  • Concept pass 1
  • Concept pass 2
  • Concept pass 3
  • Create base body concept and worksheets.
  • Create textures.
  • Make character selectable in game.
  • Import and test model parts.
  • Update UI elements.

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

  • Concept research pass 1 - Determine visual language of each Realm's environment.
  • Concept pass biome #1 - "Neutral" and "Owned" by each Realm.
  • Concept ambient SFX pass biome 1 - "Neutral" and "Owned" by each Realm.
  • Concept pass VFX 1 - "Neutral" and "Owned" by each Realm.
  • Biome 1 - Integrate ambient SFX that changes with Realm ownership.
  • Biome 1 - First pass VFX
  • Biome 1 - Determine asset list from concept.
  • Biome 1 Neutral - Create ground texture sets.
  • Biome 1 Neutral - Create grass and ground cover assets.
  • Biome 1 Neutral - Create small to medium assets. (Bushes, rocks, etc.)
  • Biome 1 Neutral - Create large assets. (Trees, rocks, etc.)
  • Biome 1 Neutral - Create terrain mods and integrate into world for testing.
  • Biome 1 Arthurian - Create ground texture sets.
  • Biome 1 Arthurian - Create grass and ground cover assets.
  • Biome 1 Arthurian - Create small to medium assets. (Bushes, rocks, etc.)
  • Biome 1 Arthurian - Create large assets. (Trees, rocks, etc.)
  • Biome 1 Arthurian - Create terrain mods and integrate into world for testing.
  • Biome 1 Viking - Create ground texture sets.
  • Biome 1 Viking - Create grass and ground cover assets.
  • Biome 1 Viking - Create small to medium assets. (Bushes, rocks, etc.)
  • Biome 1 Viking - Create large assets. (Trees, rocks, etc.)
  • Biome 1 Viking - Create terrain mods and integrate into world for testing.
  • Biome 1 TDD - Create ground texture sets.
  • Biome 1 TDD - Create grass and ground cover assets.
  • Biome 1 TDD - Create small to medium assets. (Bushes, rocks, etc.)
  • Biome 1 TDD - Create large assets. (Trees, rocks, etc.)
  • Biome 1 TDD - Create terrain mods and integrate into world for testing.
  • Concept pass biome #1 - Neutral pine forest.
  • Concept pass biome #1 - Pine forest Realm ownership variations.
  • Second concept pass biome #1 - Pine forest Realm ownership variations.
  • Concept Pass - Rocks and rock clusters that retain general shape but change with Realm ownership.
  • Biome 1 - Determine neutral asset list from concept.
  • Biome 1 Neutral - Additional bushes, rocks, rock clusters, and dead tree variations.
  • Biome 1 Neutral - Optimization pass.
  • Biome 1 - Determine TDD ownership asset list from concept.
  • Biome 1 - Determine Arthurian ownership asset list from concept.
  • Biome 1 - Determine Viking ownership asset list from concept.
  • Biome 1 All Realms - First pass changes for gameplay.
  • Biome 1 All Realms - Additional assets, dead trees, ground clutter, branch types, tree stump, etc.....PINE CONES!
  • Concept ambient bird calls specific to each Realm.
  • Ambient SFX - subtle moving water.
  • Generic Realm ownership change SFX.
  • Ambient SFX - generic forest ambience, windy.
  • Ambient SFX - Daytime-specific pine forest.
  • SFX: Pine needle footsteps.
  • Additional pine tree variation set.

As a Backer, I'd like a more efficient and optimized animation system that provides more focused support for the specific needs of Camelot Unchained.

  • Improve design scope of animation needs, in order to better serve long-term combat design iterations.
  • Update Stance cog to allow for assignment of animations based on usage in the stance and up to 30 different actions.
  • Create skeleton select control for use in updated Stance & Multi-part action animation workspaces.
  • Update AnimClip workspace for non-contiguous frame support.
  • Update AnimClip cog to allow support clips made from non-contiguous ranges of frames, or single frames.
  • Remove dependency on bone naming to reduce risk in rig improvements.
  • Create an animation viewer in the editor.
  • Update existing animations with rig changes.
  • Update master rig with additional item/weapon attachment points.
  • Update Stance workspace for assignment of animations for lower body locomotion, upper body locomotion, emotes, and actions.
  • Create new Multi-part Action Clip Cog for assignment of animation clips to skeletons for the 6-part action animations.
  • Create workspace for Multi-part Action Clip Cog.
  • Update Stance Resource to contain: A list of Clip IDs for specifying locomotion clips, a list of Action Clip IDs for actions in order as specified for the Stance, and a list of transitional data to determine transition clips for stance transition animatio
  • Add all animation clips to the AnimationCollection Resource.
  • Add stances and maps for getting clips for stance usage and type.
  • Update Builder to build changed Animation Collection Resource.
  • Update FBXBuild to build animation clips from non-contiguous ranges.
  • Update Animation Clip Resources to use Usage & Type for identifying clip.
  • Set up Playback Control, Playback State, and Clip State for handling animation playback in a "functional" programming style.
  • Move Animation out of CUAnimation project into Client project.
  • Support playing multiple clips for a single usage, ie: have multiple idles and when looping go to a different random idle.
  • Handle Animation Events from within Playback Control.
  • Animation playback
  • Basic Clip Playback
  • Action Clip Playback
  • Clip Blending
  • Clip Masking
  • Death animation
  • Flinch animation
  • Action animations
  • Walk/Run directional blend
  • Jump/Fall
  • Emote animations
  • Transistion animations
  • Action animation selection from a predefined set of actions for each stance.
  • Properly handle latency compensation in multipart animation.
  • Update player movement animation blending code for smoother transitions.
  • Improve speed of animation skinning.
  • Improve blending to reduce character feet sliding.
  • Andrew pass on refactor! - Improve character scalability.
  • Additional Stance Editor support: Make well defined animation stance assetlib class.
  • Additional Stance Editor support: Make editor work with new well-defined classes using regular databinding.
  • Additional Stance Editor support: Update build server
  • Additional Stance Editor support: Update client
  • Bug Hunting: Fix the rest!
  • Update Editor to use new animation code.

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

  • Concept pass 1.
  • Concept pass 2.
  • Create base body concept and worksheets.
  • Model high poly sculpt.
  • Create textures.
  • Model and rig low poly model.
  • Import and test model parts.
  • Character is selectable in game.
  • Update UI elements.

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

  • Concept pass 1.
  • Concept pass 2.
  • Create base body concept and worksheets.
  • Model high poly sculpt.
  • Create textures.
  • Model and rig low poly model.
  • Import and test model parts.
  • Character is selectable in game.
  • Update UI elements.
  • Second pass face and hair.

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.
  • Neutral grass land grass and rock mats and assets created.
  • Neutral grass land terrain mod created.
  • Viking grass land terrain materials created.
  • Viking grass land grass and rock mats and assets created.
  • Viking grass land terrain mod created.
  • Arthurian grass land terrain materials created.
  • Arthurian grass land grass and rock mats and assets created.
  • Arthurian grass land terrain mod created.
  • TDD grassland terrain materials created.
  • TDD grassland grass and rock mats and assets created.
  • TDD grassland terrain mod created.
  • Ambient SFX - Open field winds of varying velocities.
  • Ambient SFX - frogs chirping, solo, group, raining.
  • Ambient SFX - crickets.
  • Ambient SFX - night bugs with and without frogs.
  • Ambient SFX - Skylark bird.
  • Ambient SFX - Additional grasses blowing in wind of varying velocities.

As a Backer, I'd like to find unique environment props, or unique locations, that add flavor to the environment while I'm exploring the Biomes.

  • Create unique environment prop - 001 - TDD rune rocks.
  • Create unique environment prop - 002 - Weasel in tree stump.
  • Create unique environment prop - 003 - Random skull cairn.
  • Create unique environment prop - 004 - Bee hive on limb.
  • Create unique environment prop - 005 - Bee hive in log.
  • Create unique environment prop - 004 - Beehive on limb.
  • Create unique environment prop - 005 - Beehive in log, including Realm variations.
  • Beehive ambient SFX
  • Whale Skeleton.
  • Human skeleton with sign.
  • World statue ruins x5: High and low poly modeling.
  • Ruined statue environment accent v1 - mats
  • Ruined statue environment accent v2 - mats
  • Ruined statue environment accent v3 - mats
  • Ruined statue environment accent v4 - mats
  • Ruined statue environment accent v5 - mats
  • Ruined statue environment accent v6 - mats

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

  • Merge server/client idea of PhysicsEntity
  • Merge FilterShader
  • Merge server/client core character movement.
  • Break player movement into states.
  • Create a "TargetLocation" for player update.
  • Merge character jumping and upgrade it.
  • Server/client agreement on flying. Possible refactor to flying, hovering, and NoPhysicsHovering.
  • Merge momentum transfer/pushing
  • Merge projectiles/dynamic triggers/forcefields into DynamicEntity.
  • Merge DynamicEntity behaviors.
  • ColliderTypeFlags split into ColliderTypeFlags and ColliderPropertyFlags, because flexibility.
  • Redo filter shader/collision callback.
  • Remove old code and clean up.
  • SystemTrigger/SystemStatic
  • Expose a better interface to Managed
  • Merge entities on client
  • Clean client
  • Do the netcode
  • Clean netcode
  • Test server
  • Redo interpolation on the client to match what we have now and redo netcode.
  • Pull more out into DynamicEntityShared.
  • Properly synchronize server and client jump.
  • Properly synchronize server and client sliding.
  • Dynamically update mass on client entities from server.
  • Update sliding to feel better.
  • Add new movement code to bots.
  • Improve player movement acceleration prediction. - Other players' movements looks far better!
  • Fix all the minor math errors that were causing server and client to desync.
  • Update code that was keeping players properly alligned to terrain.
  • Reduce update packet size by 85-90% to get us back to previous iterations.
  • Improve ablity to diagnose and debug server position on client using physics and network perfHud.
  • Additional tuning to sliding.
  • Additional improvements to perfhud and feedback for network hud.
  • Performance improvements removing assets from world. Improves performance in areas, such as forests, with lots of placed assets.
  • Minor fixes/improvements to projectile motion.
  • First Pass: Improve physics performance on 36 core servers.
  • Remove buildings that are more than 1100 meters away to reduce client memory usage.
  • Rewrite building saving code to be more performant.
  • Additional re-threading work on building physics to improve performance.
  • Expose more physics values in PhysHud.

As a Backer and Developer, I'd like a system to set sounds to play during specific events.

  • Unchained editor Audio support - Editor can import and parse wwise.bnk files.
  • Audio Support: Create data structures for importing WWise info.
  • Audio Support: Create prototype event hooks on client.
  • Audio Support: Client reads and assigns projectile sound effects, removes defaults.
  • Audio Support: Create SoundEvent Cog data structures.
  • Audio Support: Add SoundEvent Cog workspace to editor.
  • Audio Support: Add SoundEvent Cog to Projectile Effects in editor.
  • Audio Support: Read data assigned to Projectile effects on server and send to client with temporary data.
  • Audio Support: Create import functions for WWise data.
  • Audio Support: Create import editor interface for WWise data (so dB can upload data).
  • Audio Support: Create import sound bank and generate sound event cog wizard or procedure in editor
  • Audio Support: Rough in a more permanent "event hook" system on the client so discrete events have an easy place to perform actions.
  • Audio Support: Validate data on import.
  • Audio Support: Validate data when consumed on server (log errors).
  • Audio Support: Documentation on Wiki.
  • Sound Event Cog is created and can be attached to placeables.
  • Builder exports sound events along with .bnk and offset data to the client as a sound event resource.
  • Placeables (Models) play Audio from any attached Sound Events.
  • Create an XML import for sounds.
  • Sounds can be added to items that are dropped.
  • Offset sun angle RTPC by 90°, so midnight coincides with 0°/360°.

As a Backer, I'd like to create balanced abilities by managing power and cost.

  • Design ability value system
  • Implement power and cost for components.
  • Restrict ability creation based on total value (power minus cost = value).
  • Total power passed to ability when executed.
  • Calculate power of an AbilityEffect and its child effects.
  • Individual stat types have a defined ratio of power used to magnitude of effect.
  • Power affects magnitude of effect when executed.
  • Power is stored and can be adjusted in PhysicsColliders (objects in the world)
  • Power is stored and can be adjusted in ActiveEffects (effects on characters, including Wounds)
  • Add Ability Effects to modify the power of some effects of a component, including: flat changes, changes based on distance from the center of an AoE, and remaining health, stamina, or blood.
  • Concept new layout for ability builder UI.
  • Update ability builder UI per concept.

As a Developer, I'd like to preview full sound suites on animations.

  • First Sound Pass: Archery animation concept.
  • First Sound Pass: Dual swords animation concept.
  • First Sound Pass: Longsword animation concept.
  • First Sound Pass: Polearm animation concept.
  • First Sound Pass: Dagger animation concept.
  • First Sound Pass: Spear animation concept.
  • First Sound Pass: Staff animation concept.

As a Backer, I'd like Camelot Unchained to have ability-based sound effects. - Integration - First Pass

  • First Sound Pass: Water wave ability with 1sec build-up - 24 variations
  • First Sound Pass: Flame abilities cast start sound v1 - 2part sound 6 & 7 variations
  • First Sound Pass: Flame abilities cast start sound v2 - 2part sound 5 & 3 variations
  • First Sound Pass: Healing abilities cast start sound v1 - 5 variations
  • First Sound Pass: Melee abilities cast start sound v1 - 2part sound 3 & 3 variations
  • First Sound Pass: Water abilities cast start sound v1 - 4 varitions
  • First Sound Pass: Flame Projectile explosions v1 - 14 variations
  • First Sound Pass: Stone Projectile explosions v1 - 15 variations
  • First Sound Pass: Water Projectile explosions v2 - 10 variations
  • First Sound Pass: Water Projectile explosions v3 - 24 variations
  • First Sound Pass: Generic projectile whoosh sound as projectile passes by.
  • First Sound Pass: Water ability sustains.
  • First Sound Pass: Fire ability sustains.
  • First Sound Pass: Earth ability sustains.
  • First Sound Pass: Healing ability sustains.
  • First Sound Pass: For new 5-part ability event hooks: Lifedrain Build: 11 variations
  • First Sound Pass: 5-part ability event hooks: Ability start Lifedrain: 5 variations
  • First Sound Pass: Additional wooden and melee weapon impact sounds.

As a Backer, I'd like to see improvements in server stability, speed, and robustness.

  • Improve autoscaling of proxies.
  • Create new state for debugging proxies that exhibit weird behavior.
  • Improve speed of logging in.
  • Speed up logging to our logging backend by making it async.
  • Send the UserProxy the player's position so we can modify update priority by distance from player.
  • Modify load tester to behave more like a player to improve testing results.
  • Reduce metric sampling to only sample long actions.
  • Improve server cluster scaling.
  • Improve performance when cleaning up particles from active effects.
  • Improve character loading flow to be more performant and threading friendly.
  • Streamline network code to provide a foundation for serious bandwidth improvements on the proxy to client connection.
  • Improve security so users can't spoof each other's connections.
  • Big optimization to network encoding, improving number of users per proxy.
  • Add an "echo proxy" to clients that can log all of a connection's data for analysis in support of chronic disconnects.
  • Tone down spamming logging for large tests.
  • Improve network priorities to support even more players.
  • Reduced potential for "very laggy" conditions.
  • Flatten/simplify networking on server side.
  • Add configurable timeouts for proxies.
  • Simplify communication between Game Server and User Proxys, which allows for faster iteration.
  • Restructure server DLLs to load correctly.
  • Fix broken loading/setup of control points so server doesn't crash.
  • Make loadtesters hard close and restart every few hours to mitigate the effects of crashing bots over time.
  • Improvements to server functionality to reduce need for unique solutions.
  • Separate the physics network state from the gameplay network state.
  • Add detailed stats for bandwidth tracking.
  • Optimizations in positional updates.
  • Lower the rate at which we poll proxies.
  • Memory pooling improvements to reduce lag spikes.
  • Reduce latency on server to client message queueing.
  • Improve player login and respawning to be less disruptive.
  • Server memory allocator takes advantage of more memory and cpu cores if available.
  • Add additional logging and metric to identify, track, and solve bugs and performance issues.
  • Improve scaling of proxies when adding and removing players.
  • Improve auto-restarts - make noisy message on the console and make it easier to configure intervals.
  • Split out hard launches and soft launches from each other to prevent interference between the two.
  • Implement exponential backoff to space out repeated transmissions.
  • Check addresses when checking proxies.
  • Upgrade from OpenSSL to LibreSSL.
  • Implement FastEntityReader to transfer entity data across servers

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

  • General improvements to memory management, resulting in different CPU cores being less likely to stall when waiting for each other, improving client performance and server scalability.
  • Add "ContextSTLAllocator" to make our memory management code more usable to other programmers.
  • Chopped 500MB off the client memory usage in heavy scenes.
  • Integrate ParLL threading library into CSE code.
  • Rewrote ParLL interface to support modern coding conventions, lambdas and universal function references. (Similar to std::async)
  • Moved Async destruction to ParLL.
  • Added new ParLL features to support our existing threading patterns.
  • * Create a way for long-running tasks to run in the background without stalling the main game.
  • * Suspending and resuming serial context execution.
  • * Added atomic guardians to make the thread safety of a given system provable.
  • * Ported ParLL to 64bit.
  • Rewrote Timed Action Queue with new threading system
  • Rethreaded physics to use ParLL and be lock-free. (good performance increase)
  • Rewrite delayed destruction to run on ParLL
  • Re-thread scene updates using ParLL
  • Re-thread terrain (re)generation using ParLL
  • Re-prioritize terrain generation and mesh simplification to run in the background, using multiple frames.
  • Make renderable/animation updates run in parallel.
  • Get PhysX scene lock onto the correct thread.
  • Fix hitching and lockup on slower machines with threading system caused by running out of memory.
  • Fix threading stability problem with physics. (hangs/crashes)
  • Fix threading handle leak. (hang)
  • Fix threading orphaned context problem (hitch)
  • Removed hitching by better synchronization. - Improved general performance.
  • Improve performance when running more than one client or heavy background applications.
  • Fix hitching caused by memory subsystem thrashing.
  • All around memory reduction in client and C.U.B.E. - 600mb - 800mb reduction in game, to 1.5gb in worst case C.U.B.E. maps.
  • First pass compression of building vertices to reduce memory.
  • First pass compression of building vertices to reduce memory.
  • Second pass compression of building vertices post curved blocks integration.
  • Improve performance when placing very large blueprints.
  • Global reduction in instances of hitching by moving several async threading cases to ParLL.
  • Server fix for building and ParLL changes
  • Improve load times and terrain generation by moving async threading cases to ParLL.
  • Create a tool to track and find possible threading issues in the client. Add to HUD.
  • Improve ParLL library based on team usage and crash debugging.
  • Improve speed of terrain generation.
  • Improve ParLL library for developer usage, based on terrain generation work.
  • ParLL - Make it possible that simple jobs can be done immediately in place if there are no conflicts.
  • RunOrSplit (in ParLL) now has firmer order guarantee.
  • ParLL guarded data will now get caught and logged.
  • Add ability to check if readonly access to a context is safe in assert
  • Locally save blueprints when connected to a server for improved performance

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

  • First pass concept Art: One-handed swords.
  • One-handed swords: First Pass planning mix and match parts system.
  • One-handed sword - V1: Modeling pass.
  • One-handed sword - v1: Materials.
  • One-handed sword - v1: Integration.
  • First pass concept Art: One-handed axes.
  • One-handed axe - v1: First Pass planning mix and match parts system.
  • One-handed axe - v1: Modeling pass.
  • One-handed axe - v1: Materials.
  • One-handed axe - v1: Integration.
  • One-handed maces: First Pass planning mix and match parts system.
  • One-handed mace - V1: Modeling pass.
  • One-handed mace - v1: Materials.
  • One-handed mace - v1: Integration.
  • Dagger - v1: First Pass planning mix and match parts system.
  • Dagger - v1: Modeling pass.
  • Dagger - v1: Materials.
  • Dagger - v1: Integration.
  • One-handed spears: First Pass planning mix and match parts system.
  • One-handed spears - V1: Modeling pass.
  • One-handed spears - v1: Materials.
  • One-handed spears - v1: Integration.
  • Two-handed staff - v1: Integration - Melee
  • Two-handed swords - V1: Modeling pass.
  • Two-handed swords - v1: Materials.
  • Two-handed swords - v1: Integration.
  • Two-handed axes: First Pass planning mix and match parts system.
  • Two-handed axes - V1: Modeling pass.
  • Two-handed axes - v1: Materials.
  • Two-handed axes - v1: Integration.
  • Two-handed spears: First Pass planning mix and match parts system.
  • Two-handed spear - V1: Modeling pass.
  • Two-handed spear - v1: Materials.
  • Two-handed spear - v1: Integration.
  • Two-handed staffs: First Pass planning mix and match parts system.
  • Two-handed staff - v1: Modeling pass - Magic themed.
  • Two-handed staff - v1: Materials - Magic themed.
  • Two-handed staff - v1: Integration - Magic themed.
  • Small shields: First Pass planning mix and match parts system.
  • Small shield - V1: Modeling pass.
  • Small shield - v1: Materials.
  • Small shield - v1: Integration.
  • Large shields: First Pass planning mix and match parts system.
  • Large shield - V1: Modeling pass.
  • Large shield - v1: Materials.
  • Large shield - v1: Integration.
  • Short bows: First Pass planning mix and match parts system.
  • Short bow - V1: Modeling pass.
  • Short bow - v1: Materials.
  • Short bow - v1: Integration.
  • Long bows: First Pass planning mix and match parts system.
  • Long bow - V1: Modeling pass.
  • Long bow - v1: Materials.
  • Long bow - v1: Integration.
  • Books: First Pass planning mix and match parts system.
  • Book - V1: Modeling pass.
  • Book - v1: Materials.
  • Book - v1: Integration.
  • Potion/Elixir Bottles: First Pass planning mix and match parts system.
  • Bottles: Modeling pass x 9
  • Bottles: Materials. x 9
  • Bottles: Integration x 9
  • Horns: First Pass planning mix and match parts system.
  • 1h Medieval War Axe
  • 1h Flanged Mace
  • 1h Arming Dagger
  • 1h Spear
  • Small Pavise
  • Large Pavise
  • 2h Montante Sword
  • 2h Poleaxe
  • 2h Spear
  • 2h Staff
  • Short Bow
  • Long Bow
  • Arrow
  • Hurlbat
  • Book
  • Focus
  • Horn
  • Potion Bottle
  • Elixir Bottle
  • First Pass Concept Art: One-handed high quality "epic" swords.
  • One-handed sword - V2 - High Quality "epic": Modeling pass.
  • First pass concept Art: One-handed maces.
  • First pass concept Art: Spears.
  • First Pass Concept Art: One-handed high quality "epic" axes.
  • First Pass Concept Art: Small shields.
  • First Pass Concept Art: Large shields.
  • Additional shields concept pass on materials, decals, emblems, and parts for pipeline audit.
  • First pass concept Art: Staffs, melee and magic.
  • First pass concept Art: Long bows
  • First pass concept Art: Arrows
  • Arrows: First Pass planning mix and match parts system.
  • Arrows - V1: Modeling pass.
  • Two-handed staff - V2: Modeling pass.
  • Halberd: First Pass planning mix and match parts system.
  • Halberd - V1: Modeling pass.
  • Halberd - v1: Materials.
  • Dagger - v2: Modeling pass.
  • Dagger - v2: Materials.
  • Dagger - v2: Integration.
  • Dagger - v3: Modeling pass.
  • Dagger - v3: Materials.
  • Dagger - v3: Integration.
  • One-handed sword - V1 - High Quality "epic": Modeling pass.
  • One-handed sword - V1 - High Quality "epic": Materials.
  • One-handed sword - V1 - High Quality "epic": Integration.
  • Halberd - v1: Integration.
  • Two-handed swords - v2: Modeling pass.
  • One-handed sword - V1 - High Quality "epic": Improvements on materials.
  • One-handed sword - V1 - High Quality "epic": Integration.
  • One-handed spears - v2: Modeling pass.
  • One-handed spears - v2: Materials.
  • One-handed spears - v2: Integration.
  • Two-handed staff - v1: Modeling - Melee
  • Two-handed staff - v1: Materials - Melee
  • Two-handed swords: First Pass planning mix and match parts system.
  • Large shield - v2: Modeling pass.
  • Large shield - v2: Materials.
  • Large shield - v2: Integration.
  • Large shield - v3: Modeling pass.
  • Large shield - v3: Integration.
  • Large shield - v3: Materials.
  • Arrows - v1: Materials.
  • Arrows - v1: Integration.
  • Arrows - v2: Modeling pass.
  • Arrows - v2: Materials.
  • Arrows - v2: Integration.
  • Arrows - v3: Modeling pass.
  • Arrows - v3: Materials.
  • Arrows - v3: Integration.
  • One-handed axe - v2: Modeling pass.
  • One-handed axe - v2: Materials.
  • One-handed axe - v2: Integration.
  • One-handed axe - v3: Modeling pass.
  • One-handed axe - v3: Materials.
  • One-handed axe - v3: Integration.
  • Two-handed spear - v2: Modeling pass.
  • Two-handed spear - v2: Materials.
  • Two-handed spear - v2: Integration.
  • One-handed sword - V1 - High Quality "epic": VFX.
  • One-handed sword - V2 - High Quality "epic": Materials.
  • One-handed sword - V2 - High Quality "epic": Improvements on materials.
  • One-handed sword - V2 - High Quality "epic": Integration.
  • Polearm v1: Complete.
  • Additional polearm concept art.
  • Polearm v2: Complete.
  • Update completed weapons scale to better convey weight and fit better in hands.
  • Second pass - weapons scale audit.
  • Spear v2: Complete.
  • Polearm v2: Additional material work.

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

  • First pass concept Art: One-handed swords.
  • One-handed swords: First Pass planning mix and match parts system.
  • One-handed sword - V1: Modeling pass.
  • One-handed sword - v1: Materials.
  • One-handed sword - v1: Integration.
  • First pass concept Art: One-handed axes.
  • One-handed axe - v1: First Pass planning mix and match parts system.
  • One-handed axe - v1: Modeling pass.
  • One-handed axe - v1: Materials.
  • One-handed axe - v1: Integration.
  • One-handed maces: First Pass planning mix and match parts system.
  • One-handed mace - V1: Modeling pass.
  • One-handed mace - v1: Materials.
  • One-handed mace - v1: Integration.
  • Dagger - v1: First Pass planning mix and match parts system.
  • Dagger - v1: Modeling pass.
  • Dagger - v1: Materials.
  • Dagger - v1: Integration.
  • One-handed spears: First Pass planning mix and match parts system.
  • One-handed spears - V1: Modeling pass.
  • One-handed spears - v1: Materials.
  • One-handed spears - v1: Integration.
  • Two-handed swords: First Pass planning mix and match parts system.
  • Two-handed swords - V1: Modeling pass.
  • Two-handed swords - v1: Materials.
  • Two-handed swords - v1: Integration.
  • Two-handed axes: First Pass planning mix and match parts system.
  • Two-handed axes - V1: Modeling pass.
  • Two-handed axes - v1: Materials.
  • Two-handed axes - v1: Integration.
  • Two-handed spears: First Pass planning mix and match parts system.
  • Two-handed spear - V1: Modeling pass.
  • Two-handed spear - v1: Materials.
  • Two-handed spear - v1: Integration.
  • Two-handed staffs: First Pass planning mix and match parts system.
  • Two-handed staff - V1: Modeling pass. - Magic themed
  • Two-handed staff - v1: Materials. - Magic themed
  • Two-handed staff - v1: Integration.- Magic themed
  • Small shields: First Pass planning mix and match parts system.
  • Small shield - V1: Modeling pass.
  • Small shield - v1: Materials.
  • Small shield - v1: Integration.
  • Large shields: First Pass planning mix and match parts system.
  • Large shield - V1: Modeling pass.
  • Large shield - v1: Materials.
  • Large shield - v1: Integration.
  • Short bows: First Pass planning mix and match parts system.
  • Short bow - V1: Modeling pass.
  • Short bow - v1: Materials.
  • Short bow - v1: Integration.
  • Long bows: First Pass planning mix and match parts system.
  • Long bow - V1: Modeling pass.
  • Long bow - v1: Materials.
  • Long bow - v1: Integration.
  • Books: First Pass planning mix and match parts system.
  • Book - V1: Modeling pass.
  • Book - v1: Materials.
  • Book - v1: Integration.
  • First Pass Concept Art: One-handed high quality "epic" swords.
  • First Pass Concept Art: One-handed high quality "epic" axes.
  • First Pass Concept Art: Small shields.
  • First Pass Concept Art: Large shields.
  • One-handed axe - V2 - High Quality "epic": Modeling pass.
  • First Pass Concept Art: TDD spears.
  • First pass concept Art: Arrows
  • Arrows: First Pass planning mix and match parts system.
  • Arrows - V1: Modeling pass.
  • First pass concept Art: Staffs, melee and magic.
  • First pass concept Art: Short bows.
  • Two-handed staff - V2: Modeling pass.
  • One-handed maces: Second pass TDD specific maces concept art.
  • Two-handed great swords: First Pass planning mix and match parts system.
  • Two-handed greatsword - V1: Modeling pass.
  • Two-handed greatsword - V1: Materials.
  • Two-handed greatsword - V1: Integration.
  • One-handed mace - v2: Modeling pass.
  • One-handed mace - v2: Materials.
  • One-handed mace - v2: Integration.
  • One-handed mace - v3: Modeling pass.
  • One-handed mace - v3: Materials.
  • One-handed mace - v3: Integration.
  • Dagger - v2: Modeling pass.
  • Dagger - v2: Materials.
  • Dagger - v2: Integration.
  • Dagger - v3: Modeling pass.
  • Dagger - v3: Materials.
  • Dagger - v3: Integration.
  • Two-handed staff - v1: Improvements on materials. - Magic themed
  • One-handed sword - V1 - High Quality "epic": Modeling pass.
  • One-handed sword - V1 - High Quality "epic": Materials.
  • One-handed sword - V1 - High Quality "epic": Integration.
  • One-handed sword - v2: Modeling pass.
  • One-handed sword - v2: Materials.
  • One-handed sword - v2: Integration.
  • One-handed sword - v3: Modeling pass.
  • One-handed sword - v3: Materials.
  • One-handed sword - v3: Integration.
  • One-handed spears - v2: Modeling pass.
  • One-handed spears - v2: Materials.
  • One-handed spears - v2: Integration.
  • One-handed spears - v3: Modeling pass.
  • One-handed spears - v3: Materials.
  • One-handed spears - v3: Integration.
  • Two-handed staff - v2: Modeling pass. - Melee
  • Two-handed staff - v2: Materials. - Melee
  • Two-handed staff - v2: Integration. - Melee
  • Large shield - v2: Modeling pass.
  • Large shield - v2: Materials.
  • Large shield - v2: Integration.
  • Large shield - v3: Modeling pass.
  • Large shield - v3: Materials.
  • Large shield - v3: Integration.
  • One-handed sword - V1 - High Quality "epic": Modeling pass.
  • One-handed sword - V1 - High Quality "epic": Materials.
  • One-handed sword - V1 - High Quality "epic": Integration.
  • One-handed mace - v4: Modeling pass.
  • One-handed mace - v4: Materials.
  • One-handed mace - v4: Integration.
  • One-handed mace - v5: Modeling pass.
  • One-handed mace - v5: Materials.
  • One-handed mace - v5: Integration.
  • First pass concept Art: Longbows
  • Longbows: First Pass planning mix and match parts system.
  • Longbow - v1: Modeling pass.
  • Longbow - v1: Materials.
  • First pass concept Art: Shortbows.
  • Shortbows: First Pass planning mix and match parts system.
  • Shortbow - v1: Modeling pass.
  • Shortbow - v1: Materials.
  • Arrows - v1: Materials.
  • Arrows - v1: Integration.
  • Arrows - v2: Modeling pass.
  • Arrows - v2: Materials.
  • Arrows - v2: Integration.
  • Arrows - v3: Modeling pass.
  • Arrows - v3: Materials.
  • Arrows - v3: Integration.
  • Arrows - v4: Modeling pass.
  • Arrows - v4: Materials.
  • Arrows - v4: Integration.
  • One-handed axe - v2: Modeling pass.
  • One-handed axe - v2: Materials.
  • One-handed axe - v2: Integration.
  • One-handed axe - v3: Modeling pass.
  • One-handed axe - v3: Materials.
  • One-handed axe - v3: Integration.
  • One-handed axe - v4: Modeling pass.
  • One-handed axe - v4: Materials.
  • One-handed axe - v4: Integration.
  • Two-handed spear - v2: Materials.
  • Two-handed spear - v2: Integration.
  • Two-handed spear - v3: Materials.
  • Two-handed spear - v3: Integration.
  • Two-handed spear - v4: Modeling pass.
  • Two-handed spear - v3: Modeling pass.
  • Two-handed spear - v4: Materials.
  • Two-handed spear - v4: Integration.
  • First Pass Concept Art: TDD polearms.
  • Polearm v1: Complete.
  • Polearm v2: Complete.
  • Polearm v3: Complete.
  • Update completed weapons scale to better convey weight and fit better in hands.

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

  • First pass concept Art: One-handed swords.
  • One-handed swords: First Pass planning mix and match parts system.
  • One-handed sword - V1: Modeling pass.
  • One-handed sword - v1: Materials.
  • One-handed sword - v1: Integration.
  • First pass concept Art: One-handed axes.
  • One-handed axe - v1: First Pass planning mix and match parts system.
  • One-handed axe - v1: Modeling pass.
  • One-handed axe - v1: Materials.
  • One-handed axe - v1: Integration.
  • One-handed maces: First Pass planning mix and match parts system.
  • One-handed mace - V1: Modeling pass.
  • One-handed mace - v1: Materials.
  • One-handed mace - v1: Integration.
  • Dagger - v1: First Pass planning mix and match parts system.
  • Dagger - v1: Modeling pass.
  • Dagger - v1: Materials.
  • Dagger - v1: Integration.
  • One-handed spears: First Pass planning mix and match parts system.
  • One-handed spears - V1: Modeling pass.
  • One-handed spears - v1: Materials.
  • One-handed spears - v1: Integration.
  • Two-handed swords: First Pass planning mix and match parts system.
  • Two-handed swords - V1: Modeling pass.
  • Two-handed swords - v1: Materials.
  • Two-handed swords - v1: Integration.
  • Two-handed axes: First Pass planning mix and match parts system.
  • Two-handed axes - V1: Modeling pass.
  • Two-handed axes - v1: Materials.
  • Two-handed axes - v1: Integration.
  • Two-handed spears: First Pass planning mix and match parts system.
  • Two-handed spear - V1: Modeling pass.
  • Two-handed spear - v1: Materials.
  • Two-handed spear - v1: Integration.
  • Two-handed staffs: First Pass planning mix and match parts system.
  • Two-handed staff - V1: Modeling pass - Magic themed.
  • Two-handed staff - v1: Materials - Magic themed.
  • Two-handed staff - v1: Integration - Magic themed.
  • Small shields: First Pass planning mix and match parts system.
  • Small shield - V1: Modeling pass.
  • Small shield - v1: Materials.
  • Small shield - v1: Integration.
  • Large shields: First Pass planning mix and match parts system.
  • Large shield - V1: Modeling pass.
  • Large shield - v1: Materials.
  • Large shield - v1: Integration.
  • Short bows: First Pass planning mix and match parts system.
  • Short bow - V1: Modeling pass.
  • Short bow - v1: Materials.
  • Short bow - v1: Integration.
  • Long bows: First Pass planning mix and match parts system.
  • Long bow - V1: Modeling pass.
  • Long bow - v1: Materials.
  • Long bow - v1: Integration.
  • Books: First Pass planning mix and match parts system.
  • Book - V1: Modeling pass.
  • Book - v1: Materials.
  • Book - v1: Integration.
  • Focus - V1: Modeling pass.
  • Focus - v1: Materials.
  • Focus - v1: Integration.
  • Potion/Elixir Bottles: First Pass planning mix and match parts system.
  • Bottle - V1: Modeling pass.
  • Bottle - v1: Materials.
  • Bottle - v1: Integration.
  • First Pass Concept Art: One-handed high quality "epic" swords.
  • First Pass Concept Art: One-handed high quality "epic" axes.
  • First Pass Concept Art: One handed Viking hammers.
  • One-handed hammers: First Pass planning mix and match parts system.
  • One-handed hammer - V1: Modeling pass.
  • First Pass Concept Art: Two-handed Viking hammers.
  • Two-handed hammers: First Pass planning mix and match parts system.
  • Two-handed hammers - V1: Modeling pass.
  • Two-handed hammers - v1: Materials.
  • Two-handed hammers - v1: Integration.
  • First Pass Concept Art: Small shields.
  • First Pass Concept Art: Large shields.
  • One-handed axe - V2 - High Quality "epic": Modeling pass.
  • First pass concept Art: Arrows
  • Arrows: First Pass planning mix and match parts system.
  • Arrows - V1: Modeling pass.
  • First pass concept Art: Short bows.
  • First pass concept Art: Staffs, melee and magic.
  • Two-handed staff - V2: Modeling pass - Melee.
  • One-handed "epic" ice sword v1 - Modeling pass.
  • One-handed "epic" ice sword v2 - Modeling pass.
  • One-handed "epic" ice sword v3 - Modeling pass.
  • Stonehealer rocks: Modeling pass.
  • Stonehealer rocks: Materials.
  • Stonehealer rocks: Integration.
  • Dagger - v2: Modeling pass.
  • Dagger - v2: Materials.
  • Dagger - v2: Integration.
  • Dagger - v3: Modeling pass.
  • Dagger - v3: Materials.
  • Dagger - v3: Integration.
  • Two-handed staff - v1: Improvements on materials - Magic themed.
  • One-handed "epic" ice sword v1: Materials
  • One-handed "epic" ice sword v1: Integration
  • One-handed sword - V1 - High Quality "epic": Modeling pass.
  • One-handed sword - V1 - High Quality "epic": Materials.
  • One-handed sword - V1 - High Quality "epic": Integration.
  • One-handed hammer - v1: Materials.
  • One-handed hammer - v1: Integration.
  • One-handed spears - v2: Modeling pass.
  • One-handed spears - v2: Materials.
  • One-handed spears - v2: Integration.
  • One-handed spears - v3: Modeling pass.
  • One-handed spears - v3: Materials.
  • One-handed spears - v3: Integration.
  • Two-handed axes - v1: Modeling pass.
  • Two-handed staff - V2: Materials pass - Melee.
  • Two-handed staff - V2: Integration pass - Melee.
  • Large shield - v2: Modeling pass.
  • Large shield - v2: Materials.
  • Large shield - v2: Integration.
  • Focuses: Concept x3 with shape/geo variations using same material concept.
  • One-handed "epic" ice sword v2 - Materials.
  • One-handed "epic" ice sword v2 - Integration.
  • Polearm: First Pass planning mix and match parts system.
  • Polearm - v1: Materials.
  • Polearm - v1: Integration.
  • Polearm - v2: Modeling pass.
  • Polearm - v2: Materials.
  • Polearm - v2: Integration.
  • First pass concept Art: Shortbows.
  • Shortbow - V1: Modeling pass.
  • Shortbow - v1: Materials.
  • Arrows - v1: Materials.
  • Arrows - v1: Integration.
  • Arrows - v2: Modeling pass.
  • Arrows - v2: Materials.
  • Arrows - v2: Integration.
  • Arrows - v3: Modeling pass.
  • Arrows - v3: Materials.
  • Arrows - v3: Integration.
  • One-handed axe - v2: Modeling pass.
  • One-handed axe - v2: Materials.
  • One-handed axe - v2: Integration.
  • Two-handed axes - v2: Materials.
  • Two-handed axes - v2: Modeling pass.
  • Two-handed axes - v2: Integration.
  • One-handed "epic" ice sword v1: VFX.
  • One-handed "epic" ice sword v2 - VFX.
  • Polearm - v3.
  • One-handed "epic valentines" axe concept.
  • "Epic valentines" axe model created.
  • Update completed weapons scale to better convey weight and fit better in hands.

As a Backer and Developer, I'd like to play a game that looks like it is from 2016 by implmenting a new lighting and material system.

  • Capture cube maps from game world.
  • Convolving cube maps to use as light probes.
  • BRDF for main light.
  • Normalized level of detail settings for lighting - Low, Medium, High.
  • Point Lights
  • Spot Lights
  • All types of renderables done.
  • Tone Mapping HDR and Bloom:
  • FP16 version.
  • Low shader detail version. rgb 10 bit or rgbe.
  • Bloom and desaturation pass 1
  • Eye adjustment down sample and factor selection.
  • Ambient light influence commands for testing/debugging
  • Tone mapping inputs/commands - editor/debugging
  • PostEffectHandler - Place to put post effect specific settings, render targets, constant buffers, and seperate dx10 and dx11 implementation.
  • Eye adjustment.
  • Add controls for artist tuning per HDR updates.
  • Dx11 Exposure, compute fast Histogram.
  • Dx10 Exposure, downsample and median.
  • Reduce eye adjustment influence in shadowed areas.

As a Backer, I would like to be able to give to my friends and family the extra tiers that come with my pledge.

  • Create data structures for gift codes.
  • Create API action for querying gift codes.
  • Create API action for consuming gift codes.
  • Create an implementation of the gift codes for pledges.
  • Log all the things.
  • Make gifted pledges reduce the value of "parent" pledges.
  • Retrofit existing pledges to use a better data model for transactions.
  • Retrofit existing pledges to have gift codes.
  • Make new pledges produce gift codes (where appropriate).
  • Fix pledges with missing transaction IDs.
  • Implement upgrade credits.
  • Sync with Charles for Store implementation.
  • Gifting Data Fixup.
  • Start migrating Ecosystem to DBCon (and refactor DBCon to split out account and asset bits)
  • Update jsonconfigs for every application.
  • Make sure that granting a tier also grants permissions and backer level
  • Handle logic for overflowing devaluation from paid to credits.
  • Update account editor to work with new changes.
  • Write code to split off overspend.
  • Determine whether removing a pledge via the editor invalidates gift codes.
  • Carve shipping expenses out of amountCents and into shippingCents (rolled into data fixup).
  • Add RefundValue to editor which is the sum of amountCents and shippingCents
  • Add Redeemable Editor
  • Implement interface on test version of the CU store.
  • Do all the CSS on the store.
  • Solve edge case issues/possible problems.
  • Solutions to additional edge case and security issues.
  • More solutions to additional edge case and security issues.
  • More testing and useability feedback tweaks.
  • Update tier art to reflect additional, giftable, tiers included.
  • Additional testing to search for any security risks as well as to verify system working as intended.
  • Complete fixes from security testing.
  • Complete tools for weekend testing.
  • Push first wave of gifting to Backers.
  • Push second wave of gifting to Backers.
  • Push third, and final wave of gifting to Backers.

As a Developer, I'd like a better instrument library to build interactive music.

  • Albion III - Small Taiko
  • Albion III - Horns Short
  • Albion III - Med Taiko
  • Small Horns Short
  • Albion Darwin Large Perc Ens
  • Small Ensemble - Albion Perc
  • Easter Island Sub Hits
  • Small Ensemble - Shaker
  • Small Horns long with swell
  • Albion III - Horns Long Nasty
  • Small Horns long nasty
  • Albion III - Strings Short
  • Small strings short
  • Albion III - Strings Long
  • Small strings long
  • Albion III - Strings Long
  • Albion Spiccato
  • Lute
  • Solo ERA Short
  • Low plucked bass
  • Voice - War Chants
  • Voice - VIK Voice Phrases
  • Voice - VIK Voice Sustains
  • Voice - TDD Voice Phrases
  • Voice - TDD Voice Sustains
  • Voice - ARTH Voice Phrases
  • FX - Symphobian
  • FX - Ether Mood
  • FX - Moody String
  • FX - Moody String 2
  • FX - Moody Flute
  • FX - Bowed Mood
  • Optimization pass on all assets.
  • Keyed fiddle ambience.
  • Bowed cymbals.
  • Wwise better supports smooth sound transitions between parameter changes.
  • Sample instrument - accents for percussion. Variable and scalable based on SizeOfBattle
  • Create Instrument - Vertically and horizontally scaling drum instrument with taikos, toms, accents, booms, cymbals, and rolls.
  • Audit and improve drum samples.

As a Developer, I'd like the tools necessary to audit and isolate any memory-related issues in the Unchained Engine or server code.

  • Track all allocations that occur.
  • Generate callstacks for all allocations.
  • Send information to server, which can display all changes that have occurred over time.
  • Performance pass.

As a Backer, I'd like to play in new biomes that change according to Realm ownership. - Biome 03

  • Concept pass biome #3 - Coastline and beaches.
  • Concept pass biome #3 - Coastline and beaches Realm variations.
  • Concept ambient SFX pass biome 1 - "Neutral" and "Owned" by each Realm.
  • High cliffs along shore ambient SFX.
  • Concept pass VFX 1 - "Neutral" and "Owned" by each Realm.
  • Biome 3 - Integrate ambient SFX that change with Realm ownership.
  • Biome 3 - First pass VFX
  • Biome 3 - Determine neutral asset list from concept.
  • Biome 3 - Determine TDD ownership asset list from concept.
  • Biome 3 - Determine Arthurian ownership asset list from concept.
  • Biome 3 - Determine Viking ownership asset list from concept.
  • Biome 3 Neutral - Create ground texture sets.
  • Biome 3 Neutral - Create grass and ground cover assets.
  • Biome 3 Neutral - Create small to medium assets. (Bushes, rocks, etc.)
  • Biome 3 Neutral - Create large assets. (Trees, rocks, etc.)
  • Biome 3 Neutral - Create terrain mods and integrate into world for testing.
  • Biome 3 Neutral - Optimization pass.
  • Biome 3 Arthurian - Create ground texture sets.
  • Biome 3 Arthurian - Create grass and ground cover assets.
  • Biome 3 Arthurian - Create small to medium assets. (Bushes, rocks, etc.)
  • Biome 3 Arthurian - Create large assets. (Trees, rocks, etc.)
  • Biome 3 Arthurian - Create terrain mods and integrate into world for testing.
  • Biome 3 Viking - Create ground texture sets.
  • Biome 3 Viking - Create grass and ground cover assets.
  • Biome 3 Viking - Create small to medium assets. (Bushes, rocks, etc.)
  • Biome 3 Viking - Create large assets. (Trees, rocks, etc.)
  • Biome 3 Viking - Create terrain mods and integrate into world for testing.
  • Biome 3 TDD - Create ground texture sets.
  • Biome 3 TDD - Create grass and ground cover assets.
  • Biome 3 TDD - Create small to medium assets. (Bushes, rocks, etc.)
  • Biome 3 TDD - Create large assets. (Trees, rocks, etc.)
  • Biome 3 TDD - Create terrain mods and integrate into world for testing.

As a Developer, I'd like to improve integration of plots into existing building code to improve performance, reduce development time, and reduce bugs.

  • ManagedBuildingPlot - Simplify how c++ and c# talk to each other to reduce surface for future bugs.
  • Exists!
  • Is aligned properly, and stays aligned
  • Accepts deltas
  • Has bounds and heightmap built in
  • Internalized bounds / ground checking
  • Internalized heightmap
  • Internalized cell limit
  • Matches the minimum needs of Building.cs
  • Is the entry point for stability
  • Does all the relevant IO
  • Cache off niceties like cell count / bounds?
  • Proper conversion of plot bounds into grid bounds
  • ManagedBuildingDelta - Simplify the way we update changes to buildings to reduce surface for future bugs.
  • Exists!
  • Supports Trees
  • Supports Lists
  • Supports single cells
  • Supports range
  • Matches the minimum needs of Building.cs
  • Accepts deltas
  • Internalizes ClearChanges
  • ManagedCellData - Substance stats are communicated between c++ and c# from a database.
  • Broken out into its own file
  • Doesn't use hard coded mapping to look up cells
  • ManagedBuildingRoot - Refactor how plot data is attached to the root building cell structure.
  • All static methods gone
  • Merge code duplicated in ManagedBuildingPlot
  • Minimized as much as possible
  • ManagedBuildingHeightfield - Simplify and automate the way heightfields are generated.
  • No longer exists
  • Internalized bounds/ground checking
  • Cache off niceties like cell count/bounds
  • No longer exists.
  • Editor - For creation of new block shapes, with improved performance.
  • BuildingShapeData resource + collection: Improved information storage.
  • BuildingShapeBuilder - shape translation from editor to client.
  • BuildingShapeCog - How the editor represents building shapes. "It makes me cry a little bit in my sleep." - Rob.
  • BuildingSubstanceData resource + collection: Improved information storage.
  • BuildingSubstanceBuilder - substance translation from editor to client.
  • BuildingSubstanceCog - How the editor represents substances.
  • Editor:
  • Shape editor complete
  • Substance editor complete.
  • Changes to shape and substance integrated into the client.
  • Changes to shape and substance integrated into the server.
  • Changes to shape and substance integrated into C.U.B.E.

As a Developer, I'd like to have a first pass Camelot Unchained UI style sheet for visual consistency.

  • Mock up neutral style sheet with references to Realm-based variations.
  • Create CSS page of neutral style sheet.
  • Create CSS page of TDD style sheet.
  • Create CSS page of Viking style sheet.
  • Create CSS page of Arthurian style sheet.

As a Backer, I want to learn more about ley lines, places of power, and ? - in Camelot Unchained.

  • First pass design.
  • Second pass design.

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

  • Additional features to core updater to support ability system refactor.
  • First pass prototype of new base ability functionality. - Movement, damage, and death!
  • Second pass prototype of new base ability functionality.
  • Preliminary completion of all core updater features.
  • Add first active effect "guard" as prototype for re-abilitated active effect system.
  • Data-driven abilities loaded and assigned to users.
  • Prototype per ability cooldowns.
  • Create new ability type that transfers damage - "Guard."
  • Add ability to modify stats - ex: snare and sprint.
  • Add ability to damage buildings.
  • Prototype projectiles.
  • Ability Delivery:
  • Bring old system back from the dead.
  • Get skills within the new system passing down to the client.
  • Have each skill have its own unique effects.
  • Active effects work within the new system.
  • Bugs related to the first ability rehab push fixed.
  • Design and implement solution to handle targeting moving forward.
  • Design and implement a solution for looping stacking sounds.
  • Using chain lightning as a test case - figure out how ability info should be passed through, and potentially add smarter target preditions to the client so this looks good!
  • Editor:
  • Ability spec editor, first pass - Retrieve data from database and convert to data on server in order to send it to the client.
  • Damage converted into an arithmetic expression to facilitate stacking buffs, debuffs, and modifiers.
  • Damage modifier buff/debuff added.
  • First Pass: block.
  • First Pass: counter attack.
  • First Pass: knockback.
  • First Pass: working equipment resistances.
  • Convert all prototypes to craftable skill nodes (except block/counter and projectile/wall)
  • First Pass: Ability builder UI functional.
  • First Pass: Character transitions between animation sets when applicable. (different weapon types, running, swimming, etc.)
  • First Pass: Hook up animations to draw and sheathe weapons.
  • First Pass skillnode design and implementation - Gives user the ability to build abilities.
  • First Pass skill queueing system to support multi-stage skills and channeling of skills.
  • New entity component model:
  • Componentize physics entities projectiles and trigger volumes.
  • Improve entity lookup and targeting for abilities.
  • Hook up physics events to ability system.
  • Remove TargetDummy entity.
  • Remove Combatant entity.
  • Player entity 90% componetized.
  • Last 10% player entity componetized.
  • First Pass implementation of spatial volumes that track players within, entering, and exiting.
  • System now supports doing abilities in tandem, as well as sequentially.
  • Re-add skill timing - with more flexibility than previous iteration.
  • First Pass: Ability Builder UI - now data driven instead of hard coded.
  • First implementation of actual beta skills working.
  • Improve projectile support - Arrows can now do anything, when previously it was only straight damage.
  • Extract data structures from game logic so it`s easier to re-use the data structures. - This makes it faster to create new abilities.
  • Add ability to log any data from our server - going to be extremely helpful as we move forward with the refactor, both so Design can see if things are working as intended, and for playtest tuning!
  • Add ability to buff and debuff the timing of abilities.
  • Block and Counter-attack can be crafted into abilities with animations.
  • Equipment slots can be independently buffed and debuffed.
  • Ability logic now supports variables which can be edited later - Speeds creation of new abilities.
  • Variables support expressions.
  • Player entity 90% componetized.
  • Last 10% player entity componetized.
  • System to calculate skill timing costs:
  • Create a Skill Node that creates a Timing Component (SNWeaponStats)
  • Wire up SNWeaponStats to skills.
  • Check for timing component on Phase 0 and pull times.
  • Combine Weapon time from component, Phase times (sum of times from Skill Nodes) and any modifiers from effects.
  • Create Event Handler to modify times when timing component is found. So buffs/debuffs can change skill times.
  • Added the ability to log any data from our server easily - can be searched, graphed, quantified!
  • Additional logging added to better provide feedback to design and audit code.
  • Additional logging added to better provide feedback to design and audit code.
  • Additional logging added to better provide feedback to design and audit code.
  • Added the ability to log any data from our server easily - can be searched, graphed, quantified!
  • Additional logging added to better provide feedback to design and audit code.
  • Block and Counter-attack are now be crafted into abilities.
  • Equipment slots can now be independently buffed and debuffed.
  • Refactor of immutables to be faster and cleaner!
  • Auto generate our communication between our game server and our proxies. - Greatly improves speed and reliability of the server/proxy communication layer. - Allows us to create new abilities much faster!
  • Refactor of CAS into Client Spec.
  • Create Event Handler to modify times when timing component is found, so buffs/debuffs can change skill times.
  • Create Event Handler to modify times when timing component is found, so buffs/debuffs can change skill times.
  • Create Event Handler to modify times when timing component is found, so buffs/debuffs can change skill times.
  • Create Event Handler to modify times when timing component is found, so buffs/debuffs can change skill times.
  • Create Event Handler to modify times when timing component is found, so buffs/debuffs can change skill times.
  • Clean up timing modifier component, event handler, and support code.
  • Disruption Damage:
  • Disruption properties on ActiveSkill.
  • Event components and handlers for sending/receiving disruption.
  • Add skillnode for disruption.
  • Event components and handlers for stability.
  • Verify skills that are currently in use can be interrupted via disruption damage.
  • Disruption from Movement:
  • Determine how physics events are observed by entities.
  • Player observes Movement Events from the PhysicsScene.
  • Set up smarter registration for Physics Events so that a Player who isn`t using any skills will not be spammed with movement events.
  • Ability Builder Update:
  • Initial testing of old system with new abilities.
  • Debug JavaScript skill building.
  • Patch ability builder JavaScript so we can build complex skills.
  • Skill creation - Create Costing Modifier Event Handler.
  • Skill creation - Create Decrease Stamina Node.
  • Skill creation - Create Increase Recovery Time Node.
  • Flatten node graph from UI into flat list server side.
  • Bots and testing:
  • Fix loadtester pipeline to get basic bot functionality working again.
  • Update Jenkins build to push builds to Wyrmling.
  • Resolve issues in moving Internal Builds to Beta builds on the Server/Client.
  • Update UserProxy instances with new settings to enable tests.
  • Add a fix to a category of bugs causing crashes on the server.
  • Create a tool to directly audit connected players experiencing issues.
  • Fix to multiple assert or crash points when starting the client.
  • UI manager threading rewrite to use ParLL threading library.
  • Payloads now support different types at the same time. Ex: shoot a fire arrow and an electrical arrow at the same time.
  • Set up smarter registration for Physics Events so that a player who isn't using any skills will not be spammed with movement events.
  • Apply Disruption based on movement distance.
  • Code Review Fixes, and refactored code to better fit our event pattern.
  • Abilities describe themselves in spellbook and UI to better assist with auditing bugs.
  • Resurrect old bot code so they now run around.
  • Bots now randomly stop and fire arrow abilities for testing.
  • Improve arrow spamming issues for better feedback.
  • Fix deadlock on loading.
  • Fix multiple points of lock ups after loading, in client.
  • Improve scene rendering by removing locks to fix suspected crashes.
  • Create a tool to monitor, live, possible threading issues.
  • Fix issue where client tends to hang upon quitting.
  • Add new types of arrow abilities for testing.
  • Fix and improve issues with the crash reporter for ease of use.
  • Damage tracking:
  • Add Event Handlers to Events.
  • Forward EH`s when child Events are created.
  • Total damage done across multiple targets.
  • Apply healing at the end of send/receive damage chain.
  • Track Event with a GUID, so different sources are not counted in the heal.
  • Determine if we should have EH create a new component that applies effect.
  • HealOnDamageDone now applies to HealthComponent and uses sub-parts.
  • Body Sub-part health:
  • Change health component to have sub-parts.
  • Create skill node for targeting specific part.
  • Send sub-parts to client so health bars can update correctly.
  • Figure out how wounds relate to sub-parts, if at all.
  • Get Physics query to return subparts again.
  • Logic to determine what parts to apply affect to when combining physics results and user selected parts.
  • Server side info relayed.
  • Hook up wound support.
  • Wounds correctly sent to UI layer.
  • Projectiles properly collide and persist for correct amount of time.
  • Projectiles support AOEs.
  • Add more and better logging to skills which may be used for additional combat logging.
  • Add aim and target nodes to archery ability network.
  • Add periodic effects. Damage/heals over time, etc.
  • Make it so triggers can`t trigger themselves.
  • Physics actors use proper lifetimes.
  • Buildings can take damage from abilities.
  • Refactor subparts to be cleaner and allow armor per sub part to work.
  • Add resist mod active effect - Raise or lower resistances on whole body or subpart.
  • Improve encoding of timed resources - reduces bandwidth for things like stamina, health, blood.
  • Add tags to skill nodes - "if this is tagged as fire, do this to them."
  • Quality of life improvements to creating abilities. Fewer lines of code, fewer errors.
  • Modify resource - adds or subtracts from a resource pool
  • Stability for ability disruption works.
  • Improvements to skill timing.
  • Scripts can pull stats from weapons.
  • Simplify LAEs to reduce bugs and code overhead.
  • Values in abilities can be affected by active effect.
  • Can shoot where aiming or at a target.
  • Expose more things to scripting "distance between entities, if wounded, check active effects, etc"
  • Add the ability for skills to create immobile entities in the world.
  • Add stacking groups to trigger nodes.
  • Body part targetting is scriptable. Added the ability for skills to lookup the most wounded body part.
  • Add the ability for skills to create immobile entities in the world.
  • Add the ability for skills to set an arbitrary state on entities.
  • Add the ability for skills to destroy entities.
  • Add the ability for skills to teleport entities.
  • Add Drop Stone which leveraged existing tech (stone cast with a MUCH lower velocity).
  • Add the ability for skills to execute arbitrary subskills.
  • Add Alteration Of Life (heal and short duration healing buff)
  • Add the ability for skills to buff healing on entities
  • Add the ability for skills to lookup the most damaged body part
  • Add Creeping Petrification (slow movement, slow ability prep, and slow ability recovery)
  • Resources now regenerate over time and are conveyed on the UI.
  • Separate stone abilities of the Stonehealer from the usual magic network, removing the ability to create dud abilities by mixing invalid parts for them.
  • Create a "Cure Wound" ability for testing wounds.
  • Several threading improvements in areas that were causing crashes for a small percentage of users.
  • Improve effeciency and reduce bandwidth of ability metrics.
  • Fixes to possible memory leak points.
  • Logic to determine what parts to apply affect to when combining physics results and user selected parts.
  • Resources regenerate and are shown on UI.
  • Unify EntityID and BodyPartId into SubpartId
  • Conditionals and Requirements:
  • Research Payloads
  • Research scriptables
  • Create framework for conditionals
  • Design and initial testing:
  • Finalize first pass skill part lists.
  • Revis ability skill part names and descriptions for consistency.
  • Standard skill part implementation and testing.
  • Black Knight skill part implementation and testing
  • Fianna skill part implementation and testing.
  • Mjolnir skill part implementation and testing.
  • Blackguard skill part implementation and testing.
  • Forest Stalker skill part implementation and testing.
  • Winter Shadow skill part implementation and testing.
  • Physician skill part implementation and testing.
  • Empath skill part implementation and testing.
  • Stonehealer skill part implementation and testing.
  • Add cooldowns to server-side skills.
  • Skills can be restricted by particular archetypes.
  • Fix server lag when attempting to spam multiple abilities.
  • Buffable mitigation: subtracts a flat amount from damage rather than a percent.
  • Improvements to subject group.
  • Hook up Stonehealer art assets for healer stones.
  • Missing/killed/deleted entities don't break skills (bug fixing)
  • Temporary solution to exhausted state for testing.
  • Add shielding stone for Stonehealer to mitigate a flat amount of damage.
  • Add logging and debugging features to capture and inspect a player's entire state at runtime.
  • Research Payloads.
  • Create framework for conditionals.
  • Weapon-based abilities will now require the correct weapon type.
  • Client Spec:
  • Automatically create code allowing the game server and the proxy to communicate.
  • Other types of server can automatically get data from the game server.
  • General bandwidth improvements all around.
  • Client can now represent skill tracks, allowing players to execute multiple skills at the same time.
  • Network layer supports new entity component model.
  • Players can use skills they have not crafted, such as with siege engines.
  • Can run an arbitrary skill node when a skill does damage - Empath now hurts itself equal to the amount they healed properly.
  • Added more skill networks that don`t have part targeting - you no longer can put a target component into a skill if it doesnt use one.
  • Kinematics can be offset from the ground properly - most static entities are no longer sunk halfway into the ground
  • Active effect "names" - active effects are all given the name of the file they came from.
  • DistanceBetween helper function - mostly used for doing range checks.
  • System skill nodes - Drown and exhaustion are driven from XML skill nodes rather than being hard coded.
  • Player stats are pull from database - previously were hardcoded, now the values you see during character creation are actually loaded onto the server.
  • Stat requirements - Skills can have a requirement that checks your stats (includes checks for meeting the stat reqs of weapons).
  • Subject sort/max targets - We can do a spatial query for a melee swing, then if your target is in it, hit them, otherwise hit the person closest to the center of it (and a whole variety of similar things).
  • Stones have health - Stonehealer stones have health, can be damaged, and die when they run out of health.
  • Skills can be tagged for being disrupted by movement.
  • Check if a gear slot has anything in it from a script - Used by Open Hand component requirements.
  • Stats are now bounded - Your move speed never can go above 10 regardless of buffs.
  • New weapon stats - Values on weapons have been balanced, and weapons have stat requirements based on quality - Starter weapons have stat requirements of 20.
  • Add ability to filter subjects based on if they are in your group - Used by healer AoEs to only heal your group.
  • Traumas - When you take a wound, you get a temporary trauma active effect applied to you based on part wounded.
  • Armor penetration.
  • TargetFocus part affects all subskills - Fixed a bug preventing the part component from properly working with periodics and other delayed execution.
  • SetRobOnFire node - Can be included into skills to set Rob on fire.
  • Stonehealer stones show up again post client skills.
  • Autogen the notes section of a skill - Puts the parts used to make it in, shows up in tooltip and spellbook.
  • Removed some slots from skill networks because they are never used.
  • Skill results bug fixing - some skills were reporting incorrect values.
  • Deflection updated and working.
  • Revisit ability skill part names and descriptions for consistency.
  • Standard skill part implementation and testing.
  • Black Knight skill part implementation and testing.
  • Fianna skill part implementation and testing.
  • Mjölnir skill part implementation and testing.
  • Blackguard skill part implementation and testing.
  • Forest Stalker skill part implementation and testing.
  • Winter Shadow skill part implementation and testing.
  • Physician skill part implementation and testing.
  • Empath skill part implementation and testing.
  • Stonehealer skill part implementation and testing.
  • Combat stat feedback:
  • Ability stat feedback hooked up to system tab in chat window.
  • Ability stat feedback Add colored text to combat log to help classify feedback values. up to system tab in chat window.
  • Optimization pass of ability feedback in chat window.
  • Stats on skill part tooltips.
  • Stonehealer skill part implementation and testing.
  • Add CSV support for weapon stats with slash commands to update.
  • Make script compilation more robust by always logging warnings
  • Remove local-only skills from the client's skill queue when they get cancelled
  • Health bar heal/damage events are based off of combat events passed from the server.
  • Revisit cooldown post re-abilitation.

As a Developer, I'd like to improve the visual fidelity and speed of creation of our art assets through the investigation, and possible use of, the Allegorithmic software suite.

  • Investigate the use of 3rd party program in the creation of materials.
  • Integrate our material shader into third party program to test viability in pipeline.
  • Audit third party programs in use for art asset creation and correct format output.
  • Audit union between programs for material ID assignments to speed up development time.
  • Procedural material creation and pipeline documentation:
  • Replicate IOR -> SpecMask helper inside editor.
  • Example files: Hybrid materials which use PSD resources.
  • Example files: Heightmap graphs.
  • Example files: Decorative patterning masks.
  • Example files: Surface distress techniques.
  • Example files: Brick and stone shape generation.
  • Example files: Surface coloring techniques.
  • Explore using Substance Designer to make VFX materials
  • Create a Pixel Processor node using functions
  • Material Creation improvements for characters, armor, and weapons.
  • Procedural solution to push highs and lows in a material to better convey folds, plates, etc.
  • Individually colored stitching solution that saves time.
  • Example files: Wood surfaces.
  • Example files: Surface coloring techniques V2.
  • Old materials updated to procedural:
  • stone_cobble_001
  • marble_tiles_001
  • stone_cobble_008
  • marble_tiles_007
  • stone_cobble_004
  • wood_planks_010
  • stone_blocks_014
  • stone_blocks_003
  • Solve issues with really dark metals.

As a Backer and Developer, I'd like the rubble from building destruction to be awesome and performant.

  • Client can make rubble without server.
  • Client can remove rubble without server.
  • Plots on server track their rubble.
  • First pass: Netcode tracks rubble.
  • Netcode properly handles conflicts.
  • Netcode handles multiple rubble events.
  • Client handles multiple rubble events.
  • Rubble breakdown is not per block.
  • The correct IDs are hooked up to rubble.
  • Rubble deltas are sent.
  • Server/proxy/client can initialize as a delta off of another entity.
  • First Pass: Rubble renders!
  • Player can traverse rubble without getting randomly "stuck" on it.

As a Backer, I'd like to play in new biomes that change according to Realm ownership. - Biome 04

  • Concept pass biome #4 - Deciduous fantasy forest #2
  • Concept pass biome #4 - Deciduous fantasy forest #2 - define Realm
  • variation scope and asset changes.
  • Concept ambient SFX.
  • Integrate ambient SFX for models.
  • Integrate ambient SFX for biome mod.
  • Determine neutral asset list from concept.
  • Determine TDD ownership asset list from concept.
  • Determine Arthurian ownership asset list from concept.
  • Determine Viking ownership asset list from concept.
  • First pass Tree and Sapling textures and geo - determine visual language.
  • Neutral - Create ground texture sets.
  • Neutral - Create grass and ground cover assets.
  • Neutral - Create small to medium assets. (Bushes, rocks, etc.)
  • Neutral - Create large assets. (Trees, rocks, etc.)
  • Neutral - Create terrain mods and integrate into world for testing.
  • Arthurian - Create ground texture sets.
  • Arthurian - Create grass and ground cover assets.
  • Arthurian - Create small to medium assets. (Bushes, rocks, etc.)
  • Arthurian - Create large assets. (Trees, rocks, etc.)
  • Arthurian - Create terrain mods and integrate into world for testing.
  • Arthurian - Optimization pass and nitpicking.
  • Viking - Create ground texture sets.
  • Viking - Create grass and ground cover assets.
  • Viking - Create small to medium assets. (Bushes, rocks, etc.)
  • Viking - Create large assets. (Trees, rocks, etc.)
  • Viking - Create terrain mods and integrate into world for testing.
  • Viking - Optimization pass and nitpicking.
  • TDD - Create ground texture sets.
  • TDD - Create grass and ground cover assets.
  • TDD - Create small to medium assets. (Bushes, rocks, etc.)
  • TDD - Create large assets. (Trees, rocks, etc.)
  • TDD - Create terrain mods and integrate into world for testing.
  • TDD - Optimization pass and nitpicking.
  • Neutral - Unique assets
  • Ambient SFX - Generic deciduous fantasy forest.
  • Ambient SFX - swaying trinkets in the wind.
  • Ambient SFX - Subtle ambient hum - v1
  • Neutral - Additional medium assets - fern sets x2
  • Concept Pass: Neutral unique assets.
  • Second Concept Pass: Neutral unique assets.
  • Ambient SFX - Subtle ambient hum - v2
  • Neutral Prefab model: Standing wood lamp with VFX - v1
  • Neutral Prefab model: Standing wood lamp with VFX- v2
  • Neutral Prefab model: Rock group small.
  • Neutral Prefab model: Rock group medium.
  • Neutral Prefab model: Rock group large.
  • Neutral Prefab model: Sapling cluster.
  • Second pass saplings to reduce poly count.
  • Second pass large saplings to improve poly count and improve for gameplay.
  • Update tree textures to work with PBR system, as well as convey collideable objects.
  • Neutral - Create secondary grassland mod to accompany forest.
  • Neutral - Create additional variations of trees for more color variation.
  • Neutral - Create fern and trinket tree variations with white foliage.
  • Neutral - Optimization pass on trees with accompanying thicker trunks and scale audits.
  • Neutral - Optimization pass on fern assets.
  • Neutral - Optimization pass on all trinket trees.
  • Neutral - Additional sapling variations.
  • Neutral - Audit and improve terrain blending and mod settings for "clover area."
  • Additional leaf overlay textures for general use.
  • Dark forest plant VFX.

As a Backer, I'd like to build with curved surfaces in C.U.B.E. and Camelot Unchained.

  • Integrate previous rendering and memory optimizations changes and mainline into CylinderMorph branch
  • Fix Phantom Block location.
  • Fix Gizmos to use morph.
  • Fix Gridlines to use morph.
  • Blocks place according to grid lines.
  • Fix GhostRenderer - Ghost blocks will warp around the circle based upon your selection in Cylinder Morph.
  • Improve gridline visuals.
  • Update other locations where morph should be applied.
  • Fix GhostRenderer - Ghost blocks will warp around the circle based upon your selection in Cylinder Morph.
  • Merge main into branch.
  • Improve grid line visuals.
  • Fix deleting existing blocks.
  • Figure out why raycast fails sometimes.
  • Code cleanup/preparation for collapse into main.
  • Merge to main:
  • Mesh simplification, geometry issues addressed.
  • Find and fix small issues with grid lines.
  • Find and fix issue with square morph off by one.
  • Increase size of gizmo count UI.
  • Release:
  • Address mesh simplification geometry issues.
  • Determine how to create square versus cylinder plots.
  • Determine a way to select and visualize a morph.
  • Determine a way to move morphs around.
  • Determine a way to parent morphs.
  • Morphs in which multiple locations correspond to the same physical space.
  • Additional Stretch Goals:
  • Improve math for transforming selected range, min corner.
  • Change how sector roots are created, so they use a Morph Iterator (more efficient, less duplicated code.)
  • Make CreateVertices function generic, so rendering and physics can share logic.
  • Improve code in BuildingUIContext. Future proofing, less merge conflicts, easier to iterate without breaking, etc.
  • Refactor for data structures.

As a Developer, I'd like all of our existing character models and armor to use a cheaper rendering solution for double sided geo.

  • Armor Adjustments:
  • Human M/F Arthurian Light
  • Human M/F Arthurian Medium
  • Human M/F Arthurian Heavy
  • Human M/F Viking Light
  • Human M/F Viking Medium
  • Human M/F Viking Heavy
  • Human M/F TDD Light
  • Human M/F TDD Medium
  • Human M/F TDD Heavy
  • Luchorpan M/F TDD Light
  • Luchorpan M/F TDD Medium
  • Luchorpan M/F TDD Heavy
  • Character Model Adjustments:
  • Human Arthurian Female Hair
  • Human Viking Female Hair
  • Valkyrie Viking M/F Hair
  • Human Tuatha Female Hair
  • Luchorpan M/F hair

As a Developer, I'd like the Camelot Unchained store to be consistent with the identity and design of the updated website.

  • Design
  • Mock up concepts for new layout of store. 2-4 samples
  • Define our identity as the CSE store or CU store.
  • Design the look of the store after wireframe of the site is decided
  • Mock up final example of the site for review.
  • Second pass review.
  • Visual and text pass on existing email confirmations.
  • Implementation:
  • TBD based on design.
  • Mock up concepts for new layout of store. 2-4 samples.
  • Define our identity as the CSE store or CU store.
  • Design the look of the store after wireframe of the site is decided.
  • Mock up final example of the site for review.

As a Developer, I'd like an automated system that can find data related bugs before they become a problem.

  • Pick a name for the new system. - "Roboduck!"
  • Create a library to contain the validation items
  • Roboduck runs a "sting operation" that catches bad materials being assigned to terrain.
  • Roboduck runs a query that returns all of the materials used in a zone.
  • Rework DocumentBase to use a delegate function for Validate.
  • Roboduck runs every few minutes, and checks the pre-existing quick Validation() function.
  • Roboduck runs every few minutes, and checks the pre-existing quick Validation() function.
  • Catalog available automated tests using reflection.
  • Add config to select and run tests with frequency.
  • Add email support, notifying users of relevant issues.
  • Create server application.
  • Add a document caching system (common library).
  • Refactor existing tests to use document caching system.
  • Checks animsets for animation classifications that are incorrect.
  • Fix texture reference test to tell us if space is being wasted.
  • Add a check to ensure textures have the right usage when assigned to a material.
  • Roboduck tests for broken sound packages.
  • Add Roboduck test to detect duplicate files being uploaded to the file system under different object IDs.

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

  • Audit NetworkWindow:
  • Move netClient and worldState from NetworkWindow to NetworkedWorld.
  • Clean up NetClient references in various classes (e.g. BuildingController).
  • Change netClient to a collection and handle, connecting to multiple servers.
  • Handle loading zones
  • Clean up code in NetworkWindow that directly accesses NetClient.
  • Client can sync from more than one proxy and/or more than one zone on a proxy:
  • Add support for loading and unloading multiple zones.
  • Create and delete player Entities as they transition so they only exist in one zone at a time.
  • Add portal Entity to trigger transitioning between proxies.
  • Send player position to all servers to support update distance priority.
  • Determine how the client will transition between proxies.
  • Handle entities that should only be synced from one proxy at a time, like the sky.
  • Figure out how client will know which proxies to sync from.
  • Determine solution to chat.
  • Change client to share a single terrain subdivider between all zones.
  • Client can seamlessly transition between proxies.
  • Unique EntityIDs across servers within a shard:
  • Create PresenceServer project that uses AsyncRPC library.
  • Add PresenceServer AsyncRPCProvider for allocating a range of IDs.
  • Add system to PresenceServer for allocating ranges of IDs.
  • Store allocated EntityIDs in database.
  • Change ServerMain to request ranges of IDs and only use those.
  • Get game server connecting to PresenceServer.
  • Synchronize time.
  • Run multiple game servers within a shard, each hosting different zones:
  • Move AttackKeys out of NetClient.
  • Review and fix and change requests.
  • Physics Subzones:
  • Bring in some changes from Rob`s old branch.
  • Change character actors to use the new system.
  • Change static actors to use the new system.
  • Change dynamic actors to use the new system.
  • Create multiple physics subzones and add actors to the correct one.
  • Determine where the coordinate translation will happen.
  • Apply a world position offset when loading zones.
  • Review and fix change requests.
  • Change static actors to use the new system.
  • Change dynamic actors to use the new system.
  • Create multiple physics subzones and add actors to the correct one.
  • Make Raycast and Overlap methods use the correct subzones.
  • Apply a world position offset when loading zones.
  • Handle actors moving between subzones.
  • Handle collisions during subzone transitions.
  • Handle triggers that span multiple subzones.
  • Apply a world position offset when loading zones.
  • Handle changing subzones when teleporting.
  • Handle ability interactions that span multiple subzones.
  • Handle kinematic actors in multiple subzones
  • Remove hacks and hard-coded numbers
  • Patcher:
  • WebAPI server capable of receiving multiple addresses for the same server group (Multi-Zone)
  • Allow client to connect to multiple game servers automatically:
  • Serialize connection process in NetworkedWorld
  • Connect to a list of game servers specified by command arg
  • Connect to a list of proxy servers specified by command arg
  • Fix issue with client not receiving LoadZone message
  • Handle connection failures
  • Fix client disconnect bug
  • Spawn player in correct zone according to the database
  • Retrieve a list of servers from a master server specified by command arg
  • Clean up code and finish minor changes
  • Delay setting activeNetClient until a starting zone is determined
  • Fix code that assumes build::serverhostname is a single host name
  • Pass server host name to UI layer
  • Zone server relays webAPI host to the client
  • Only send Hatchery shutdown info once, even if multiple zone servers are up
  • MasterServer sends down a list of addresses for each server, rather than a single one.
  • Update network HUD to show stats from all connected servers.
  • Server controller no longer requires separate server messages to change access levels.
  • Balance bandwidth across proxies:
  • Add client->proxy network message to scale bandwidth usage.
  • Add priority value to the end of Entity update messages.
  • Make client adjust bandwidth scale based on priorities.
  • Avoid adjusting bandwidth too quickly, causing it to fluctuate.
  • Add bandwidth scaling info to network stats UI.
  • Use Presence server to spawn players:
  • Send zone info to Presence server from game server.
  • Send player [dis]connect messages to Presence server from game server.
  • Send player spawn message to game server from Presence server.
  • Handle spawning for zone transitions.
  • Handle game servers disconnecting from Presence server.
  • Reconnect if game server gets disconnected from Presence server.
  • Teleportation stone for testing - Art:
  • Create model, materials, and VFX
  • Ensure that spawning still works without a Presence server.
  • Handle game servers disconnecting from Presence server.
  • Fix bug where players sometimes remain after the user disconnects.
  • Handle transitioning to zones that the client is not connected to.
  • Reconnect if game server gets disconnected from Presence server.
  • Use Presence server to get a list of relevant game servers:
  • Add web API for retrieving relevant server list.
  • Retrieve relevant server list on client startup.
  • Make sure there are no issues when running local clients and servers.
  • Use zones` world bounds to determine zones of interest.
  • Send updated server list to client after transitioning zones.
  • Avoid showing loading screen when client is loading distant zones.
  • Send updated server list to clients when it changes.
  • Connect and disconnect from servers as player moves through the world.
  • Update webapi server for presence controller.
  • Added world space offsets for zones, buildings, doors, and items.
  • Improved OnGroundLocation to help ensure that the zone world offset gets accounted for.
  • Increase physics world size from 10km to 40km, and subzone count from 2x2 to 5x5.
  • "When changing zones on the client, avoid disconnecting from the destination zone."
  • Use world time to determine which server owns an Entity.
  • Store buffer until we spawn the player.

As a Backer, I'd like abilities to play sounds.

  • Add banks to sound resource.
  • Load banks in client.
  • Add support for DB for debugging individual banks.
  • Lump together sound events as sound packages.
  • Write sound packages to sound collection resource and index by ID.
  • Rework all cogs that use sound events to use sound packages instead.
  • Rework all places in client where sound events are being used to use sound packages.
  • Remove references to hard coded sound events in client.
  • Remove wwiseids.h.
  • Improve sound import so it generates sound packages too.
  • Remove references to hard-coded sound events in client.
  • Sounds can be played based off ability activation:
  • Extract sound info from ClientSkillDef on Server.
  • Interpret Sound Info on Client and Pass to WWise Engine.
  • Audit work to improve usability.
  • Get some test sounds working on abilities.
  • Unpackable sound resource:
  • Expose functionality to preview sounds in editor.

As a Developer, I'd like to improve the visuals of our current characters and armor, and note lessons learned to move forward into our next iterations.

  • Luchorpan Male and Female - Update skin, hair, and underwear rough and spec values.
  • Arthurian Male and Female - Update skin, hair, and underwear rough and spec values.
  • Tuatha Male and Female - Update skin, hair, and underwear rough and spec values.
  • Viking Male and Female - Update skin, hair, and underwear rough and spec values.
  • Audit Arthurian male and female light armor.
  • Audit Arthurian male and female medium armor.
  • Audit Tuatha male and female light armor.
  • Audit Tuatha male and female medium armor.
  • Audit Tuatha male and female heavy armor.
  • Audit Viking male and female light armor.
  • Audit Viking male and female medium armor.
  • Audit Viking male and female heavy armor.
  • Audit generic hand geometry, improve, re-weight, and add to test Arthurian.
  • Audit Arthurian male and female heavy armor.
  • Improve Arthurian heavy armor materials.

As a Developer and Backer, I'd like to see improved visual fidelity in how our existing terrain materials blend together.

  • Add blend maps to generic deciduous forest 001.
  • Add blend maps to generic deciduous forest 002.
  • Add blend maps to pine forest neutral 001.
  • Add blend maps to pine forest Realm control variations.
  • Add blend maps to grassland 001.
  • Add blend maps to grassland 001 Realm control variations.
  • Add blend maps to generic beach 001.

As a Developer, I'd like to improve, and add to, the SFX for re-abilitation.

  • Create events for all current prototype abilities in wwise.
  • Increase movement speed.
  • Reduce movement speed.
  • Generic increase to incoming damage.
  • Generic decrease to incoming damage.
  • Generic increase to outgoing damage.
  • Generic decrease to incoming damage.
  • Reduce stamina.
  • Increase health regeneration.
  • Decrease health regeneration.
  • Increase ability prep/recovery time.
  • Decrease ability prep/recovery time.
  • Small blade swipe.
  • Sword blade swipe x9.
  • Dagger blade swipe.
  • Axe blade swipe x2.
  • Ice arrow.
  • First pass resources for "magic type" abilities - 152 source sounds created.
  • Additional ice arrow launch sounds.
  • Generic freezing sound for ability effects.
  • Ice arrow impacts.
  • Ice AoE explosion.
  • Additional generic use material for "magic" abilities.
  • Melee swing sounds for crushing damage.
  • Melee swing sounds for slashing damage.
  • Melee swing sounds for piercing damage.
  • Create loop for active bleeding effect.
  • Arduous exertion shout sounds.
  • Lighting damage over time assets and events created.
  • Lighting damage AoE sounds.
  • Arrow impact sounds for crushing damage.
  • Arrow impact sounds for slashing damage.
  • Arrow impact sounds for piercing damage.
  • Arrow impact sounds for acidic or oozy type impacts.
  • Arrow impact sounds for arrows with cords, vines, or ropes for grabbing and slowing type sounds.
  • Arrow impact - flame burst.
  • Generic fire loops.
  • Arrow impacts for cloud-like "poof" explosions.
  • Generic heal over time loops.
  • Fountaining bottle ability SFX - 4 variations.

As a Developer, I'd like to have a smaller executable that loads faster, enables shader debugging again, and have more shader permutations.

  • Speed up shader compilation.
  • Move shaders into resource system, and load via the patcher.

As a Backer, I'd like to play in new biomes that change according to Realm ownership. - (Mini) Biome 05

  • Concept Art pass - Mini biome - grassland with rock spheres.
  • Concept Art pass - Grass and stone Realm variations.
  • Determine asset list.
  • Neutral - Create ground texture sets.
  • Neutral - Create grass and ground cover assets.
  • Neutral - Create small to medium assets. (Bushes, rocks, etc.)
  • Viking - Create ground texture sets.
  • Viking - Create grass and ground cover assets.
  • Viking - Create small to medium assets. (Bushes, rocks, etc.)
  • TDD - Create ground texture sets.
  • TDD - Create grass and ground cover assets.
  • TDD - Create small to medium assets. (Bushes, rocks, etc.)
  • Arthurian - Create ground texture sets.
  • Arthurian - Create grass and ground cover assets.
  • Arthurian - Create small to medium assets. (Bushes, rocks, etc.)
  • Neutral - Clean up and optimizations.
  • Viking- Clean up and optimizations.
  • TDD - Clean up and optimizations.
  • Arthurian - Clean up and optimizations.

As a French Backer, I'd like to visit the French version of the updated Camelot Unchained website.

  • Language selection added to site header.
  • Find a group of awesome French-speaking Backers to assist us!
  • Primary artwork containing text translated and added.
  • Secondary artwork containing text translated and added.
  • Site navigation text translated.
  • Foundational Principles translated.
  • Primary game information translated - About, Realms, Races, Classes, BSC docs.
  • All lore translated.
  • Recent news articles translated.
  • Stretch Goals translated.
  • Stretch Goal images containing text - translated images.
  • All newsletters translated.
  • C.U.B.E. page translated.
  • Alpha Manual translated
  • Class Reveals translated.
  • Thank you Mod Squad translated.
  • First pass review of updated site.
  • Forum FAQ translated.
  • All additional updates translated to March 25th
  • All additional newsletters translated to #15.
  • First pass prep new website.
  • Class Reveal Audits:
  • Arthurian:
  • Abbot
  • Blackguard
  • Black Knight
  • Dread Caller
  • Flame Warden
  • Minstrel
  • Physician
  • Specter
  • Veilstalker
  • Vikings:
  • Arisen
  • Child of Loki
  • HelBound
  • Mjölnir
  • Shadow Walker
  • Skald
  • Slaughterwolf
  • Stonehealer
  • Wave Weaver
  • Winter`s Shadow
  • TDD:
  • Blessed Crow
  • Black Rider
  • Dark Fool
  • Druid
  • Empath
  • Fianna
  • Forest Stalker
  • Morrigan
  • Red Cap
  • Wisp
  • Second pass site review before going live.
  • Update media galleries with new plugin and content.
  • Make site live!

As a Developer, I'd like to be able to copy an entire skeleton and its dependencies, quickly, to support unique animations per character types.

  • Initial discovery of components and cloning.
  • Add a button to the editor to support skeleton cloning.
  • Fix additional issues after testing.

As a Designer of Camelot Unchained, I'd like to have the tools necessary to create abilities using the re-abilitated, ability system code.

  • Improvements to facilitate work in XML - "Benification":
  • Add IEval.
  • Add Variables.
  • Add Aliases.
  • LAE rewrite.
  • Multiple Contexts.
  • Apply mods to the math properly.
  • Lots of renaming for clarification, useability.
  • Re-work innards of events.
  • Re-work innard of events - again.
  • SkillNodeContexts span events.
  • Finish off some unfinished skillnodes for use.
  • Fix announcements in client to use with ability feedback.
  • Add basic logging to support testing.
  • Clean up "pain points" of the XML.
  • IEval all the things!
  • Clean up.
  • Assist with XML autogen.
  • Determine plan for subject in the SNCtx.
  • EventAccumulator to glom nodes for sending - block blocks the entire ability now.
  • Damage type in DamageFromWeaopn - no more sending "Do 0 crushing damage".
  • Update naming in skill nodes.
  • Make payloads work - "pew pews" now work.
  • Reload nodes can be run from server console.
  • More logging on XML parsing, and fix pre-existing issues.
  • Hack client spec into projectiles for more variety in testing.
  • Additional scriptable points.
  • XML cleanup.
  • Triggers can target the person they are on.
  • Tagged payloads - now we can have multiple payloads in one ability! Shoot a fire and electrical arrow at one time!
  • Wildcards for payload tags.
  • Triggers use payloads now.
  • Archery 1.0 merged into master.
  • File/line number logging for skills - When something breaks, we now know what file and line in that file are the problem - Before, we just had to guess and check.
  • Use the axis for projectiles that don`t have a model assigned to them, so it will be very visible and obviously a debug thing.
  • Archer + Healer melee parts - integrate melee styles for those 6 classes into master.
  • Add more flexibility for giving entities created by the ability system blood and stamina.
  • Better error logging of XML deserialization
  • Stonehealer stones - Integrate latest version
  • Heavy LAE logging - We can print out all of the math in an LAE when we evaluate them.
  • Pull latest number changes across all skills into master.
  • Improve the boolean-in-xml experience - support "AND", "OR", "GREATERTHAN", etc.
  • Remove remaining pre-re-ab code to make future maintainence easier.

As a Developer, I'd like be able to place and modify Spawn Areas, Zone Portals, Building Plots, etc. from the World Editor.

  • Audit pre-existing process.
  • Audit placeables.
  • SpawnArea Placeable: place, store, load SpawnArea.
  • Server loads spawn areas by zone ID and places dummies using spawn areas. If no spawn areas exist, fall back on global config.
  • Add view in world editor for entity placeables.
  • Add /Delete from Placeable Entity View (Should be reflected in SceneTree).
  • Clean up editor code.
  • Fix Duplicate Placeables in SceneTree
  • Remove SpawnArea collection. Work entity data into Placeable subclasses
  • Simple Spawn Mgr
  • Placeable - Terrain Relative:
  • Add TerrainGridDetail to Placeable (GridPos, Elevation, AlignVertical, ElevateVertical)
  • Make TerrainGridDetail modifiable from Editor
  • Modifying TerrainGridDetail should update Placeable position (similar to how adding / detaching children does)
  • Modifying ControlPoints should update any Terrain Relative Placeables
  • Modifying a TerrainModGroup should update any Terrain Relative Placeables
  • GizmoXY slides Terrain Relative Placeable across terrain
  • Final pass before review (merging fixes / changes from placeable spawn branch)
  • Placeable - Zone Portal:
  • Add PlaceablePortal subclass of Placeable
  • Add Editor Support / Linking Portals Included
  • Change Log
  • Final pass before review (merging fixes/changes from placeable spawn branch).
  • Load portals server side.
  • Audit and fix bugs.
  • Placeable Building Plot:
  • Add PlaceableBuildingPlot subclass of Placeable.
  • Editor support.
  • Server support.
  • Builder support.
  • Physics support.
  • Add UI for Tool.
  • Generate Plots Randomly.
  • Incorporate grid spacing.
  • Resource nodes - Terrain Spawnables:
  • Build a path for Server to extract data from the terrain system.
  • Refactor Spawnables to support multiple def types.
  • Integrate terrain spawnables into WorldStateDB.
  • Integrate Editor.
  • World Editor Usability:
  • Grid Position Updates in Property Grid as User drags the Placeable.
  • Up/Down Buttons for terrain level select.
  • Placeables should be Terrain Relative by default.
  • Fix UI Oddities (Giant IsTerrainRelative Text Label).
  • Handle Invalid Grid Position Updates better.
  • Zone portal updates need to be reflected on the server.

As a Backer and Developer, I'd like to see increased visual fidelity and improved performance in the dense test forest.

  • Audit poly count of tall tree and reduce.
  • Audit poly count of med tree and reduce.
  • Audit poly count of small tree and reduce.
  • Change mushroom texture layout to use tris and update material to PBR.
  • New branch material for trees that looks better and is cheaper.
  • Audit ground material settings for better blending.
  • Add height-based blend maps to terrain textures.
  • Add dead and dead-ish bush variations.
  • Add ground clutter branches, etc.
  • Offset some grass card specs for more variety.
  • Adjust specular to prevent dark forests from looking overlit from outside or underlit inside.

As a Developer, I'd like to have a clear visual design for the UI of Camelot Unchained.

  • Preliminary research and discussion of past and current trends.
  • Mood boards.
  • First pass audit and discussion of boards to determine direction.
  • First pass UI examples.
  • Second pass UI examples.
  • First pass concept for updated ability builder.

As a Developer, I'd like more control over sound bank files to reduce patch size when working with audio files.

  • Break up Sound Collection Resource:
  • Rewrite Build Server Sound Build to use separate resources, one per sound bank.
  • Rework client to load banks as separate resources.
  • Provide new workflow for DB to use when import.
  • New Sound Import Procedure and Editor:
  • Create a sound import wizard in editor.

As a Developer and Backer, I'd like to see improvements in the movement animations of the player.

  • Run (male) Locomotion:
  • Run 0°
  • Run 45°
  • Run 90°
  • Run 135°
  • Run 180°
  • Run 215°
  • Run 270°
  • Run 315°
  • Walk Locomotion:
  • Walk 0°
  • Walk 45°
  • Walk 90°
  • Walk 135°
  • Walk 180°
  • Walk 215°
  • Walk 270°
  • Walk 315°
  • Walk (male) Combat Locomotion:
  • R Weapon Empty L
  • R Weapon L Shield
  • R Weapon L Focus
  • R Weapon L Weapon
  • R Spear Empty L
  • R Spear L Shield
  • R Spear L Focus
  • R Spear L Weapon
  • RL Polearm
  • RL Spear
  • RL Staff
  • RL Longsword
  • Run (female) Locomotion:
  • Run 0°
  • Run 90°
  • Run 135°
  • Run 180°
  • Run 215°
  • Run 270°
  • Run 315°
  • Run 45°
  • Walk (male) Locomotion:
  • Walk 0°
  • Walk 45°
  • Walk 90°
  • Walk 135°
  • Walk 180°
  • Walk 215°
  • Walk 270°
  • Walk 315°
  • Walk (female) Locomotion:
  • Walk 0°
  • Walk 45°
  • Walk 90°
  • Walk 135°
  • Walk 180°
  • Walk 215°
  • Walk 270°
  • Walk 315°
  • Sprint (M/F) Locomotion:
  • Sprint 0°
  • Sprint 45°
  • Sprint 90°
  • Sprint 270°
  • Sprint 315°

As a Developer and Backer in B1, I'd like better logging and feedback on abilities to support finding and fixing bugs.

  • First pass logging iteration server side.
  • Client logging defined in UI - Chat combat tab.
  • First pass performance improvments
  • Second pass performance with scoping of relevant information sent.

As a Beta 1 Backer, I'd like to have access to C.U.B.E., the forums, as well as chat.

    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.

      As a Backer in Beta 1, I'd like to play in a Party, or Guild.

        As a Backer in Beta 1, I'd like to play in a Party, or Guild - UI.

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

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

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

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

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

                    As a Backer in Beta 1, I'd like to have a sampling of generic clothing to wear in game.

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

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

                          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.)

                            As a Backer in Beta 1, I'd like to be able to play and build on a home island of each Realm, as well as a main contested island.

                              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.

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

                                  As a Backer in Beta 1, I'd like to be able to choose from a selection of classes

                                    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.

                                      As a Backer in Beta 1, I'd like the new classes, weapons, and abilities to be supported by their animations.

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

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

                                            As a Backer, I'd like the selection of races in Beta 1 to have shared and unique idle and fidget animations.

                                              As a Developer in Beta 1, I'd like to see improvements in the ability system's stability and robustness, as well as make it easier for developers to work with.

                                                As a Developer, I would like to be able to quickly and easily enter, edit, and export the needed components and abilities for Beta 1 via Excel.

                                                  As a Backer, I'd like to see improvements in visual performance, particularly frame rate and memory usage.

                                                    As a Backer in Beta 1, I'd like all players, regardless of class, to be able to use the available weapon types in Beta 1.

                                                    • DESIGN - B1 Functionality and Scripting
                                                    • Standard components created.
                                                    • Block component.

                                                    As a Backer in Beta 1, I'd like to play the Arthurian Physician class.

                                                    • Physician - Arthurian - DESIGN - B1 Functionality and Scripting
                                                    • Weapon Style Components.
                                                    • Elixir Components.
                                                    • Delivery - Components.
                                                    • Infusion Components.
                                                    • First pass Banes and Boons design.
                                                    • Second pass Banes and Boons design - if needed.
                                                    • Banes created.
                                                    • Boons created.
                                                    • Physician - Arthurian - ENG - Additional B1 Class specific needs.
                                                    • Consumables - Vials/Bottles.
                                                    • Class-specific Banes and Boons.
                                                    • Physician - Arthurian - ART - B1 Class specific needs.
                                                    • Various Bottles for ability components.
                                                    • Generic bottle VFX - all variations assigned.
                                                    • Art - Focus - Horn
                                                    • ART - (time allowing) Infusion - Mystic Dust.
                                                    • ART - (time allowing) Infusion - Congealing Goo.
                                                    • ART - (time allowing) Infusion - Spotted Mushroom.
                                                    • ART - (time allowing) Infusion - Narcotic Preservative.
                                                    • VFX - First pass VFX complete and assigned in design spreadsheet. (Including shared & generics.)
                                                    • VFX - Second pass VFX (if needed) complete and assigned in design spreadsheet.
                                                    • VFX - In game abilities have VFX assigned. (Excludes ongoing asset improvements and updates.)
                                                    • SFX - First pass SFX (Including shared & generics) complete and assigned in spreadsheet.
                                                    • SFX - Second pass SFX complete and assigned in spreadsheet.
                                                    • SFX - In game abilities have SFX assigned. (Excludes ongoing asset improvements and updates.)
                                                    • ANIM - First pass animations complete and assigned in design spreadsheet. (Including shared & generics.)
                                                    • ANIM - Second pass animations complete and assigned in design spreadsheet. (May or may not be needed.)
                                                    • ANIM - In game abilities have animations assigned. (Excludes ongoing asset improvements and updates.)
                                                    • ICONS - First pass ICONS complete and assigned in design spreadsheet.
                                                    • ICONS - Second pass ICONS complete and assigned in design spreadsheet. (If needed.)
                                                    • ICONS - All components have icons in game.

                                                    As a Backer in Beta 1, I'd like to play the TDD Empath class.

                                                    • Empath - TDD - DESIGN - B1 Functionality and Scripting
                                                    • Rune Components.
                                                    • Shape Components.
                                                    • Infusion Components.
                                                    • Focus Components.
                                                    • First pass Banes and Boons design.
                                                    • Second pass Banes and Boons design - if needed.
                                                    • Banes created.
                                                    • Boons created.
                                                    • Empath - TDD - ENG - Additional B1 Class specific needs.
                                                    • Open hand focus - Player is required to not have an item equipped in hand.
                                                    • Cooldown mods - affects several classes.
                                                    • Empath - TDD - ART - B1 Class specific needs.
                                                    • VFX - First pass VFX complete and assigned in design spreadsheet. (Including shared & generics.)
                                                    • VFX - Second pass VFX (if needed) complete and assigned in design spreadsheet.
                                                    • VFX - In game abilities have VFX assigned. (Excludes ongoing asset improvements and updates.)
                                                    • SFX - First pass SFX (Including shared & generics) complete and assigned in spreadsheet.
                                                    • SFX - Second pass SFX complete and assigned in spreadsheet.
                                                    • SFX - In game abilities have SFX assigned. (Excludes ongoing asset improvements and updates.)
                                                    • ANIM - First pass animations complete and assigned in design spreadsheet. (Including shared & generics.)
                                                    • ANIM - Second pass animations complete and assigned in design spreadsheet. (May or may not be needed.)
                                                    • ANIM - In game abilities have animations assigned. (Excludes ongoing asset improvements and updates.)
                                                    • ICONS - First pass ICONS complete and assigned in design spreadsheet.
                                                    • ICONS - Second pass ICONS complete and assigned in design spreadsheet. (If needed.)
                                                    • ICONS - All components have icons in game.

                                                    As a Backer in Beta 1, I'd like to play the Viking Stonehealer class.

                                                    • Stonehealer - Viking - DESIGN - B1 Functionality and Scripting
                                                    • Weapon Style Components.
                                                    • Stone Components.
                                                    • Delivery Components.
                                                    • Rune Components.
                                                    • Shape Components.
                                                    • Infusion Components.
                                                    • Focus Components.
                                                    • First pass Banes and Boons design.
                                                    • Second pass Banes and Boons design - if needed.
                                                    • Banes created.
                                                    • Boons created.
                                                    • Stonehealer - Viking - ENG - Additional B1 Class specific needs.
                                                    • Stone health.
                                                    • Blood from Stone.
                                                    • Cooldown Mods - Supports "ocean salts" component.
                                                    • Imbued Shard - Prep time move speed (Active effects that persist as long as you are in an ability phase - ex: move speed in prep phase is faster.
                                                    • Stonehealer - Viking - ART - B1 Class specific needs.
                                                    • ART - Focus - Polished Gem.
                                                    • ART - Focus - Lava Gem.
                                                    • ART - 4 rock models for throwing that matched their spawned counterparts.
                                                    • ART - 4 Spawned rock models that match their thrown counterparts.
                                                    • VFX - First pass VFX complete and assigned in design spreadsheet. (Including shared & generics.)
                                                    • VFX - Second pass VFX (if needed) complete and assigned in design spreadsheet.
                                                    • VFX - In game abilities have VFX assigned. (Excludes ongoing asset improvements and updates.)
                                                    • SFX - First pass SFX (Including shared & generics) complete and assigned in spreadsheet.
                                                    • SFX - Second pass SFX complete and assigned in spreadsheet.
                                                    • SFX - In game abilities have SFX assigned. (Excludes ongoing asset improvements and updates.)
                                                    • ANIM - First pass animations complete and assigned in design spreadsheet. (Including shared & generics.)
                                                    • ANIM - Second pass animations complete and assigned in design spreadsheet. (May or may not be needed.)
                                                    • ANIM - In game abilities have animations assigned. (Excludes ongoing asset improvements and updates.)
                                                    • ICONS - First pass ICONS complete and assigned in design spreadsheet.
                                                    • ICONS - Second pass ICONS complete and assigned in design spreadsheet. (If needed.)
                                                    • ICONS - All components have icons in game.

                                                    As a Backer in Beta 1, I'd like to play the Arthurian Black Knight class.

                                                    • Black Knight - Arthurian - DESIGN - B1 Functionality and Scripting
                                                    • Weapon Style Components.
                                                    • Weapon Speed Components.
                                                    • Weapon Potential Components.
                                                    • Shout Components.
                                                    • Inflection Components.
                                                    • First pass Banes and Boons design.
                                                    • Second pass Banes and Boons design - if needed.
                                                    • Banes created.
                                                    • Boons created.
                                                    • Black Knight - Arthurian - ENG - Additional B1 Class specific needs.
                                                    • Armor penetration.
                                                    • Deflection.
                                                    • Black Knight - Arthurian - ART - B1 Class specific needs.
                                                    • VFX - First pass VFX complete and assigned in design spreadsheet. (Including shared & generics.)
                                                    • VFX - Second pass VFX (if needed) complete and assigned in design spreadsheet.
                                                    • VFX - In game abilities have VFX assigned. (Excludes ongoing asset improvements and updates.)
                                                    • SFX - First pass SFX (Including shared & generics) complete and assigned in spreadsheet.
                                                    • SFX - Second pass SFX complete and assigned in spreadsheet.
                                                    • SFX - In game abilities have SFX assigned. (Excludes ongoing asset improvements and updates.)
                                                    • ANIM - First pass animations complete and assigned in design spreadsheet. (Including shared & generics.)
                                                    • ANIM - Second pass animations complete and assigned in design spreadsheet. (May or may not be needed.)
                                                    • ANIM - In game abilities have animations assigned. (Excludes ongoing asset improvements and updates.)
                                                    • ICONS - First pass ICONS complete and assigned in design spreadsheet.
                                                    • ICONS - Second pass ICONS complete and assigned in design spreadsheet. (If needed.)
                                                    • ICONS - All components have icons in game.

                                                    As a Backer in Beta 1, I'd like to play the TDD Fianna class.

                                                    • Fianna - TDD - DESIGN - B1 Functionality and Scripting
                                                    • Weapon Style Components.
                                                    • Weapon Speed Components.
                                                    • Weapon Potential Components.
                                                    • Shout Components.
                                                    • Inflection Components.
                                                    • First pass Banes and Boons design.
                                                    • Second pass Banes and Boons design - if needed.
                                                    • Banes created.
                                                    • Boons created.
                                                    • Fianna - TDD - ENG - Additional B1 Class specific needs.
                                                    • Armor penetration.
                                                    • Deflection.
                                                    • Fianna - TDD - ART - B1 Class specific needs.
                                                    • VFX - First pass VFX complete and assigned in design spreadsheet. (Including shared & generics.)
                                                    • VFX - Second pass VFX (if needed) complete and assigned in design spreadsheet.
                                                    • VFX - In game abilities have VFX assigned. (Excludes ongoing asset improvements and updates.)
                                                    • SFX - First pass SFX (Including shared & generics) complete and assigned in spreadsheet.
                                                    • SFX - Second pass SFX complete and assigned in spreadsheet.
                                                    • SFX - In game abilities have SFX assigned. (Excludes ongoing asset improvements and updates.)
                                                    • ANIM - First pass animations complete and assigned in design spreadsheet. (Including shared & generics.)
                                                    • ANIM - Second pass animations complete and assigned in design spreadsheet. (May or may not be needed.)
                                                    • ANIM - In game abilities have animations assigned. (Excludes ongoing asset improvements and updates.)
                                                    • ICONS - First pass ICONS complete and assigned in design spreadsheet.
                                                    • ICONS - Second pass ICONS complete and assigned in design spreadsheet. (If needed.)
                                                    • ICONS - All components have icons in game.
                                                    • Mjölnir - Viking - DESIGN - B1 Functionality and Scripting
                                                    • Weapon Style Components.
                                                    • Weapon Speed Components.
                                                    • Weapon Potential Components.
                                                    • Rune Components.
                                                    • Shape Components.
                                                    • Focus Components.
                                                    • First pass Banes and Boons design.
                                                    • Second pass Banes and Boons design - if needed.
                                                    • Banes created.
                                                    • Boons created.
                                                    • Mjölnir - Viking - ENG - Additional B1 Class specific needs.
                                                    • Armor penetration.
                                                    • Deflection.
                                                    • Mjölnir - Viking - ART - B1 Class specific needs.
                                                    • Art - Mjölnir-specific hammer (Time allowing.)
                                                    • VFX - First pass VFX complete and assigned in design spreadsheet. (Including shared & generics.)
                                                    • VFX - Second pass VFX (if needed) complete and assigned in design spreadsheet.
                                                    • VFX - In game abilities have VFX assigned. (Excludes ongoing asset improvements and updates.)
                                                    • SFX - First pass SFX (Including shared & generics) complete and assigned in spreadsheet.
                                                    • SFX - Second pass SFX complete and assigned in spreadsheet.
                                                    • SFX - In game abilities have SFX assigned. (Excludes ongoing asset improvements and updates.)
                                                    • ANIM - First pass animations complete and assigned in design spreadsheet. (Including shared & generics.)
                                                    • ANIM - Second pass animations complete and assigned in design spreadsheet. (May or may not be needed.)
                                                    • ANIM - In game abilities have animations assigned. (Excludes ongoing asset improvements and updates.)
                                                    • ICONS - First pass ICONS complete and assigned in design spreadsheet.
                                                    • ICONS - Second pass ICONS complete and assigned in design spreadsheet. (If needed.)
                                                    • ICONS - All components have icons in game.

                                                    As a Backer in Beta 1, I'd like to play the Viking Mjölnir class.

                                                      As a Backer in Beta 1, I'd like to play the Arthurian Blackguard class.

                                                      • Blackguard - Arthurian - DESIGN - B1 Functionality and Scripting
                                                      • Weapon Style Components.
                                                      • Arrow Components.
                                                      • Nock Components.
                                                      • Draw Components.
                                                      • Aim Components.
                                                      • First pass Banes and Boons design.
                                                      • Second pass Banes and Boons design - if needed.
                                                      • Banes created.
                                                      • Boons created.
                                                      • Blackguard - Arthurian - ENG - Additional B1 Class specific needs.
                                                      • Munitions.
                                                      • Modal transistions.
                                                      • Look and feel ongoing iteration.
                                                      • Blackguard - Arthurian - ART - B1 Class specific needs.
                                                      • VFX - First pass VFX complete and assigned in design spreadsheet. (Including shared & generics.)
                                                      • VFX - Second pass VFX (if needed) complete and assigned in design spreadsheet.
                                                      • VFX - In game abilities have VFX assigned. (Excludes ongoing asset improvements and updates.)
                                                      • SFX - First pass SFX (Including shared & generics) complete and assigned in spreadsheet.
                                                      • SFX - Second pass SFX complete and assigned in spreadsheet.
                                                      • SFX - In game abilities have SFX assigned. (Excludes ongoing asset improvements and updates.)
                                                      • ANIM - First pass animations complete and assigned in design spreadsheet. (Including shared & generics.)
                                                      • ANIM - Second pass animations complete and assigned in design spreadsheet. (May or may not be needed.)
                                                      • ANIM - In game abilities have animations assigned. (Excludes ongoing asset improvements and updates.)
                                                      • ICONS - First pass ICONS complete and assigned in design spreadsheet.
                                                      • ICONS - Second pass ICONS complete and assigned in design spreadsheet. (If needed.)
                                                      • ICONS - All components have icons in game.

                                                      As a Backer in Beta 1, I'd like to play the TDD Forest Stalker class.

                                                      • Forest Stalker - TDD - DESIGN - B1 Functionality and Scripting
                                                      • Weapon Style Components.
                                                      • Arrow Components.
                                                      • Nock Components.
                                                      • Draw Components.
                                                      • Aim Components.
                                                      • First pass Banes and Boons design.
                                                      • Second pass Banes and Boons design - if needed.
                                                      • Banes created.
                                                      • Boons created.
                                                      • Forest Stalker - TDD - ENG - Additional B1 Class specific needs.
                                                      • Munitions.
                                                      • Modal transistions.
                                                      • Look and feel ongoing iteration.
                                                      • Forest Stalker - TDD - ART - B1 Class specific needs.
                                                      • VFX - First pass VFX complete and assigned in design spreadsheet. (Including shared & generics.)
                                                      • VFX - Second pass VFX (if needed) complete and assigned in design spreadsheet.
                                                      • VFX - In game abilities have VFX assigned. (Excludes ongoing asset improvements and updates.)
                                                      • SFX - First pass SFX (Including shared & generics) complete and assigned in spreadsheet.
                                                      • SFX - Second pass SFX complete and assigned in spreadsheet.
                                                      • SFX - In game abilities have SFX assigned. (Excludes ongoing asset improvements and updates.)
                                                      • ANIM - First pass animations complete and assigned in design spreadsheet. (Including shared & generics.)
                                                      • ANIM - Second pass animations complete and assigned in design spreadsheet. (May or may not be needed.)
                                                      • ANIM - In game abilities have animations assigned. (Excludes ongoing asset improvements and updates.)
                                                      • ICONS - First pass ICONS complete and assigned in design spreadsheet.
                                                      • ICONS - Second pass ICONS complete and assigned in design spreadsheet. (If needed.)
                                                      • ICONS - All components have icons in game.

                                                      As a Backer in Beta 1, I'd like to play the Viking Winter's Shadow class.

                                                      • Winter`s Shadow - Viking - DESIGN - B1 Functionality and Scripting
                                                      • Weapon Style Components.
                                                      • Arrow Components.
                                                      • Nock Components.
                                                      • Draw Components.
                                                      • Aim Components.
                                                      • First pass Banes and Boons design.
                                                      • Second pass Banes and Boons design - if needed.
                                                      • Banes created.
                                                      • Boons created.
                                                      • Winter`s Shadow - Viking - ENG - Additional B1 Class specific needs.
                                                      • Munitions.
                                                      • Modal transistions.
                                                      • Look and feel ongoing iteration.
                                                      • Winter`s Shadow - Viking - ART - B1 Class specific needs.
                                                      • VFX - First pass VFX complete and assigned in design spreadsheet. (Including shared & generics.)
                                                      • VFX - Second pass VFX (if needed) complete and assigned in design spreadsheet.
                                                      • VFX - In game abilities have VFX assigned. (Excludes ongoing asset improvements and updates.)
                                                      • SFX - First pass SFX (Including shared & generics) complete and assigned in spreadsheet.
                                                      • SFX - Second pass SFX complete and assigned in spreadsheet.
                                                      • SFX - In game abilities have SFX assigned. (Excludes ongoing asset improvements and updates.)
                                                      • ANIM - First pass animations complete and assigned in design spreadsheet. (Including shared & generics.)
                                                      • ANIM - Second pass animations complete and assigned in design spreadsheet. (May or may not be needed.)
                                                      • ANIM - In game abilities have animations assigned. (Excludes ongoing asset improvements and updates.)
                                                      • ICONS - First pass ICONS complete and assigned in design spreadsheet.
                                                      • ICONS - Second pass ICONS complete and assigned in design spreadsheet. (If needed.)
                                                      • ICONS - All components have icons in game.

                                                      As a Backer, I'd like my weapons to use the correct hand and Realm variation to further support the B1 combat needs.

                                                      • Give EquippableComponent an array of locations that it can be equipped to (ie left hand | right hand).
                                                      • Weapon Definitions include the possibilities of where the item can be equipped (LH, RH, LH | RH, LH | RH).
                                                      • Crafting supports this definition.
                                                      • Inventory UI tries to be smart about equipping. Example: RH item is already equipped, player tries to equip an LH | RH weapon. New weapon goes into LH automatically.
                                                      • If Realm-specific version of item exists, use that instead of the default when crafting.
                                                      • Give all items a Faction that is generated upon their creation.
                                                      • Give the individual jobs a Vox performs their own factions, which get passed on to the items they create.
                                                      • Update the Unequip function to make the unequipped slot an Out rather than a return value.
                                                      • Convert ImmutableDictionary to ImmutableList

                                                      As a VFX Developer, I'd like additional tools and support for VFX needs in Beta 1.

                                                      • Images Sets:
                                                      • Particle effects can source a selection of images, as well as any row or location on the set.
                                                      • System is easily updated with new options in UI.
                                                      • Sets can be accessed randomly, and ordered, or using ranges.
                                                      • Sets are combined into texture arrays compressed in memory.
                                                      • Non-uniform, but still power of 2, sheets valid.
                                                      • Directory upload support in editor with automatic slot mapping.
                                                      • Image uploads don`t create duplicates.
                                                      • Supported naming convention determined for directory files.
                                                      • Fixes and updates to old system that no longer work:
                                                      • Support for particles with multiple spawners.
                                                      • Animated parameters from Spawner affect child particles.
                                                      • Frame values work in sprite number field.
                                                      • Velocity inheritance on directional partilces works consistently.
                                                      • Fix particles flipping or rotating, seemingly randomly.
                                                      • Particle Effects: Directional and Axis Aligned:
                                                      • Fix precision issues in particle alignment.
                                                      • Flat: Align to X,Y,Z of local emitter space.
                                                      • Velocity: Fix Velocity particles.
                                                      • World Z: Ability to align to World Z.
                                                      • Able to toggle Camera facing on/off.
                                                      • Particle keyframe editor:
                                                      • Keyframe editor keeps linear keyframe interpolation.
                                                      • Build interface.
                                                      • Faster VFX build times:
                                                      • Create special resource loader that stores a cache of binary blobs.
                                                      • Build particle resource within editor.
                                                      • Cache/clear built particle on command in editor.
                                                      • Tell managed client/client about need to reload particle.
                                                      • Tell build server to build particle only when saved.
                                                      • Clear cached particle on workspace closed or with button in editor.
                                                      • Artist review and instruction.
                                                      • Animating size of child spawners affects parent.
                                                      • Allow deep copy of entire particle tree.
                                                      • Account for particle rendering on lower frame rates.
                                                      • Set burst particle timing so it would happen at the end of its animation time.
                                                      • Audit current VFX system for support of 1000-player battles and determine path forward for performance improvements.

                                                      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.

                                                      • When items are added/removed from your inventory, update encumbrance.
                                                      • If a player is encumbered, apply a skill node.
                                                      • When a player is encumbered, queue a re-application of skill node after it expires.
                                                      • Upon creation of Inventory Component, check for encumbrance (So a player can`t log off/on to lose debuff).
                                                      • Tie re-application time more directly to length of debuff in skill node if possible.
                                                      • 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.
                                                      • Remove encumbered debuff when a player`s weight goes below max.

                                                      As a Backer in Beta 1, I'd like the appropriate classes to support the concept of consumable items when using abilities, using the updated ability system.

                                                      • Make a Physician Skill check for a resource (requirement).
                                                      • Make a Physician skill consume a resource.
                                                      • Track consumption and update the database.
                                                      • Create actual vials and/or arrows instead of using doodads.
                                                      • Add a `munition` component to vials and arrows.
                                                      • Sort inventory based upon components for quick access and updates.
                                                      • Replace Consumable component with more generic logic in Inventory component.

                                                      As a Backer in Beta 1, I'd like to be able to further personalize my character through the use of the Banes and Boons system.

                                                      • First pass Beta 1 design.
                                                      • Second pass Beta 1 design vetted against new ability system.
                                                      • First pass updated UI design/art for updated patcher-based character creation.
                                                      • First Pass Tech:
                                                      • Build data structure.
                                                      • Attach B&B to players during login.
                                                      • Add slash command so Ben can test.
                                                      • Create Stat Mod sample.
                                                      • Create Damage buff/debuff sample.
                                                      • Create generic eventhandler sample (might also get us the Damage buff/debuff sample).
                                                      • Create resist buff/debuff sample.
                                                      • Second pass Tech:
                                                      • Add B&B to character creation backend.
                                                      • Add B&B to character creation frontend.
                                                      • Add a mechanism for respeccing B&B in case we make changes to them that warrant a respec.
                                                      • Get Day/Night state accessible for use with some of the wackier B&Bs
                                                      • Metadata and testability improvements:
                                                      • /RemoveTrait
                                                      • /SaveTraits
                                                      • Archetype definitions include paths to directories of traits
                                                      • Simple race definition XML files
                                                      • Race definitions include paths to directories of traits
                                                      • Mark traits as required/optional when included by archetypes/races
                                                      • Sample racial traits.
                                                      • Sample archetype traits.
                                                      • Sample stat mod traits.
                                                      • Sample buff/debuff traits.
                                                      • Standardize individual skill nodes/handlers.
                                                      • Improve testing around pre-existing tags and components.
                                                      • Stacking support.
                                                      • Support for charges.
                                                      • Add support for slash commands for testing.
                                                      • Tagged expressions.
                                                      • Traits endpoint in web api server to enable character creation UI.
                                                      • B&B Icons:
                                                      • Races.
                                                      • Classes.
                                                      • Standard.
                                                      • Additional Banes and Boons icons.

                                                      As a Backer and Developer in B1, I'd like to see improvements in the visual quality of armor for CU.

                                                      • Fall Court heavy armor test:
                                                      • Concept art collating previous designs into something to stress our processes. Improved silhouette and material oversight.
                                                      • Armor part breakup oversight.
                                                      • High poly modeling.
                                                      • Low poly and UVs.
                                                      • Rigging.
                                                      • Materials.
                                                      • Integration - useable in game by TDD.
                                                      • Armor sub-part and modeling details concept art.
                                                      • Concept art - helmet(s).
                                                      • Material improvements:
                                                      • Arthurian generic shirt and pants (M/F) v1.
                                                      • TDD generic shirt and pants (M/F) v1.
                                                      • Viking generic shirt and pants (M/F) v1.
                                                      • Arthurian generic belt (M/F) v1.
                                                      • Viking generic belt (M/F) v1.
                                                      • Geometry improvements and reductions:
                                                      • Arthurian Heavy (M/F) armor.
                                                      • Arthurian Med (M/F) armor.
                                                      • Arthurian Light (M/F) armor.
                                                      • TDD Heavy (M/F) armor.
                                                      • TDD Med (M/F) armor.
                                                      • TDD Light (M/F) armor.
                                                      • Viking Heavy (M/F) armor.
                                                      • Viking Med (M/F) armor.
                                                      • Viking Light (M/F) armor.
                                                      • Male Luchorpán version complete.
                                                      • Create improved geometry solution for hands, and do rigging test.
                                                      • Update nude characters base model with improved hand models.
                                                      • Update nude female character's base model with improved hand models.
                                                      • Update existing realm idle animations to use new hands.
                                                      • Update existing race and gender idle animations to use new hands.
                                                      • Update pre-existing glove geometry where needed.
                                                      • Armor has stats and is available in player inventory.

                                                      As a Beta 1 backer, I want the sky lighting to use HDR

                                                      • Refactoring existing sky rendering code.
                                                      • Get sky values coming in HDR from the editor and rendering in HDR for the skydome, planets, and clouds.
                                                      • Tweak values so everything is pretty.

                                                      As a developer, I want impostors to use recent lighting changes and support attaching SFX and VFX.

                                                      • Metallic
                                                      • Specular Mask
                                                      • Roughness or shinyness
                                                      • Solid color overrides.
                                                      • Anistropic map.
                                                      • Glow maps.
                                                      • Fix rendering of normals on world to work with new system.
                                                      • Fix rendering of normals on character to work with new system.
                                                      • Grass card assets now use both terrain and texture normals.
                                                      • Update impostor system to use new rendering.
                                                      • Update editor to use new system.
                                                      • Add support for manually specifying PBR values on materials in the editor.
                                                      • Create an IOR value translator in editor.
                                                      • Create debugging tools for artists to visualize components of new materials in world.
                                                      • Create debugging tools for artists to audit HBAO+ (ambient occlusion shadows) settings.
                                                      • Improve backface light rendering on double-sided environment models.
                                                      • Improve rendering of double-sided environment geometry when viewed at an acute angle.
                                                      • Add material support to toggle HBAO+ rendering.
                                                      • Improve rendering of characters rough and spec values to be consistent with the rest of the world.
                                                      • Current water solution uses new lighting and rendering.
                                                      • Add height map based fogging to water.
                                                      • Add support for blend maps to terrain shader.
                                                      • Audit blend map code in terrain shader to work with older AMD drivers.
                                                      • Add variables for artists to audit lighting contributions.
                                                      • Add variables for artists to audit shadow hardness and shadow offset.
                                                      • Allow particles and sfx to be attached to impostors.
                                                      • Be able to clone model as an instanced mesh with copies of its attachments .

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

                                                      • Offensive Combat locomotion prototype:
                                                      • Combat 0°
                                                      • Combat 45°
                                                      • Combat 90°
                                                      • Combat 135°
                                                      • Combat 180°
                                                      • Combat 215°
                                                      • Combat 270°
                                                      • Combat 315°
                                                      • Defensive Combat locomotion prototype:
                                                      • Combat 0°
                                                      • Combat 45°
                                                      • Combat 90°
                                                      • Combat 135°
                                                      • Combat 180°
                                                      • Combat 215°
                                                      • Combat 270°
                                                      • Combat 315°
                                                      • Upper body two-handed hammer crushing attack prototype:
                                                      • Offensive and defensive stance and swing keyframes.
                                                      • Offensive stance high attack.
                                                      • Offensive stance mid attack
                                                      • Offensive stance low attack.
                                                      • Defensive stance high attack.
                                                      • Defensive stance mid attack.
                                                      • Defensive stance low attack.
                                                      • Two-handed greatsword animations:
                                                      • Offensive attack 01 - Slash high.
                                                      • Offensive attack 02 - Slash mid.
                                                      • Offensive attack 03 - Slash low.
                                                      • Offensive attack 04 - Pierce mid.
                                                      • Block.
                                                      • Offensive Stance to Defensive Stance.
                                                      • Offensive stance flinch.
                                                      • Offensive stance death.
                                                      • Defensive attack 01 - Slash high.
                                                      • Defensive attack 02 - Slash mid.
                                                      • Defensive attack 03 - Slash low.
                                                      • Defensive attack 04 - Pierce mid.
                                                      • Block.
                                                      • Idle to Defensive Stance.
                                                      • Defensive Stance to Offensive Stance.
                                                      • Defensive stance flinch.
                                                      • Defensive stance death.
                                                      • Editor: Import Clips.
                                                      • Editor: Create AnimSets.
                                                      • VFX:
                                                      • VFX:
                                                      • Polearm animations::
                                                      • Idle to offensive stance.
                                                      • Offensive attack 01 - Slash mid.
                                                      • Offensive attack 02 - Crush mid.
                                                      • Offensive attack 03 - Pierce mid.
                                                      • Block.
                                                      • Equip to Offensive Stance.
                                                      • Offensive Stance to Defensive Stance.
                                                      • Offensive stance flinch.
                                                      • Offensive stance death.
                                                      • Defensive attack 01 - Slash mid.
                                                      • Defensive attack 02 - Crush mid.
                                                      • Defensive attack 03 - Pierce mid.
                                                      • Block.
                                                      • Idle to Defensive Stance.
                                                      • Defensive Stance to Offensive Stance.
                                                      • Defensive stance flinch.
                                                      • Defensive stance death.
                                                      • Skirt and cloak secondary animation improvements.
                                                      • Animation improvement testing: Two-handed axe swings using four part setup.
                                                      • Update torso to better blend to lower body - based on improvements to tech.
                                                      • Two-handed hammer - Skirt and cloak secondary animation improvements.
                                                      • Two-handed hammer - Update torso to better blend to lower body - based on improvements to tech.
                                                      • Two-handed hammer upper body combat locomotion.
                                                      • Update two-handed hammer animations to use updated skeleton.
                                                      • Upper body combat locomotion.
                                                      • 2-Handed Axe Animations:
                                                      • Offensive attack 01 - Slash high.
                                                      • Offensive attack 02 - Slash mid.
                                                      • Offensive attack 03 - Slash low.
                                                      • Alternative recover and prep phases for longer ability duration.
                                                      • Greataxe upper body combat locomotion.
                                                      • Audits and improvements to pre-existing assets:
                                                      • Empty-handed combat locomotion.
                                                      • Empty-handed combat idle.
                                                      • Improve two-handed staff combat idle.

                                                      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.

                                                      • First Pass:
                                                      • Mode and ModalGroup definitions in config.
                                                      • Current mode state tracking.
                                                      • Console/admin slash commands for listing and changing modes.
                                                      • Skill nodes triggered by entering/exiting modes.
                                                      • Initialize active modes correctly on login/spawn/whatever.
                                                      • Skill nodes and sample parts for changing modes.
                                                      • Samples of functional-but-not-final `Travel`, `Aggressive`, and `Defensive` stances or a similar small starting set.
                                                      • Feedback audits.
                                                      • Second Pass:
                                                      • Inline definition of modes within parts, no separate list in archetype, ID instead of name, and default/initial mode configuration.
                                                      • Specify active effect duration in terms of current mode, rather than just time.
                                                      • Require specific stances for certain abilities.
                                                      • Select the correct animation set when changing a stance.
                                                      • Break combat stance into offensive and defensive stances.
                                                      • Add sound effects to stance changes.

                                                      As a Backer in Beta 1, I'd like to hear ambient Realm-based music during loading island transitions.

                                                      • Additional instrument imports.
                                                      • Additional instrument imports v2.
                                                      • First pass Viking.
                                                      • Second pass Viking.
                                                      • First pass TDD.
                                                      • Second pass TDD.
                                                      • First pass Arthurian.
                                                      • Second pass Arthurian.
                                                      • Neutral ground textures created.
                                                      • Generic ambient track #1
                                                      • Generic ambient track #2
                                                      • Generic ambient track #3

                                                      As a Developer, I'd like to pull the physics server out to its own process for improved network performance.

                                                      • Refactor. Take all the pur C++ native code for the server and put that in a static library.
                                                      • Make it talk to the proxy servers.
                                                      • Push it out to its own process so we can scale horizontally.
                                                      • Wait for physics to finish loading before creating Entities.
                                                      • Wait for physics to finish loading before creating dropped items.
                                                      • Set Jenkins to build PhysicsServer code solution.
                                                      • Setup standalone AWS instance.
                                                      • Read build vars from config file on physics server.

                                                      As a Backer, I'd like to play in new biomes that change according to Realm ownership. - Biome 06 - deeper darker forest.

                                                      • First pass concept art.
                                                      • Second pass concept art with Realm variations.
                                                      • First pass white box tree models for scale and playability.
                                                      • Primary large tree assets complete.
                                                      • Primary mid-size tree and branch/debris assets complete.
                                                      • Primary mid to small plants and debris complete.
                                                      • Create several face models for use in trees.
                                                      • Mock face tree for scale testing.
                                                      • Create several body models for use in trees.
                                                      • First pass rough plant models for use in scale testing.
                                                      • First pass "root vents" for tree models for scale testing.
                                                      • Create a series of body shape geometry for use in tree models.
                                                      • Unique tree root model.

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

                                                      • Abilities can play the correct animations for damage types (crushing, piercing, slashing) and high, mid, or low attacks.
                                                      • Clip selection driven by server.
                                                      • Choose animation set based on gear currently equipped
                                                      • Sync animations to skill durations
                                                      • Debug feature: filter skeletons to build by either FBX asset ID or skeleton cog ID
                                                      • Google Sheet integration:
                                                      • Integrate Google Sheets for animation clip data management.
                                                      • Alerts and error comments when the build server builds with unusable or unrecognized data entries.
                                                      • First pass data entry existing movement, fidget, and basic attacks for testing.
                                                      • Implement new skeleton builder.
                                                      • AnimSets and Clips embedded in SkeletonResource.
                                                      • Formalize the concept of skeletons, with bones and verts able to be retargeted between them.
                                                      • New client-side PoseGenerator to replace CharacterPlaybackState.
                                                      • Generic SkillEffect on the client that can be applied via ActiveSkills.
                                                      • Second pass data entry for additional weapon types and break-up of pre-impact and post-impact in swing animations for improved network syncing.
                                                      • Add ClipTags for melee, bow, cast, projectile, summon, and instant.
                                                      • Include segment information inside clipdata.
                                                      • Flinch animations synced to skill hit timings between server and client.
                                                      • Skill hit timings are synced with server skill (aka flinch looks good).
                                                      • Split synchronous code to replace bone list from the async code to extract the bone list from an FBX.
                                                      • Make sure we render static models with more than one bone.
                                                      • Cleanup/update ModelDataCollection.
                                                      • Skeleton cogs now contain a list of all the AnimSets and their tags.
                                                      • New AnimSetComponent chooses a new AnimSet from various things about the owning Entity.
                                                      • AnimSetComponent will re-choose whenever gear or modes change.
                                                      • Walk controller will only rotate the character's body if we're in an AnimSet with a Travel tags.
                                                      • Unify sound effects creation with existing animation creation using tags.
                                                      • Prevent client from starting animations unless all requirements are met.
                                                      • First pass: data entry anim set tags.
                                                      • Prevent client from starting animations unless all requirements are met.
                                                      • First pass: data entry anim set tags.
                                                      • Added ClipTagSement members to ClientSoundEffect and ClientParticleEffect/Def.
                                                      • Add startSeg and endSeg properties, so all types of effects can be synchronized with ClientSkillAnimations.
                                                      • Added IsStarted/IsRunning/IsStopped to Effect.
                                                      • Add PendingEffects to ClipPlayer.
                                                      • Use proper animset from choosing walk animations.
                                                      • Added ClientSkillHit to ClientSkillEffect.
                                                      • Added BoneAliasTagUtility and BoneAliasTags.csv so tags can be added to BoneAlias enum.
                                                      • AnimModel selects the first matching BoneAlias when running a ParticleEffect.
                                                      • Don't stretch prehit and posthit segments of animation clips.

                                                      As a Backer in Beta 1, I'd like to use a siege weapon.

                                                      • First pass: Realm-specific siege weapon concept art.
                                                      • Second pass: Realm-specific siege weapon concept art.
                                                      • Model, materials, rig, siege weapon.
                                                      • First pass scorpion silhouette concept art.