• C.U.B.E. - Add a grid overlay when placing blocks.
  • C.U.B.E. - Before committing a block, block will be rendered as a "ghost block."
  • Control Game - Second pass larger map design.
  • Control Game - First pass placement of block models to support control game.
  • Spell and ability crafting - Rebuild abilities based on new component based system.
  • Spell and ability crafting - Enter new ability data into improved ability editor.
  • Spell and ability crafting - Testing and adjustments to new ability component data
  • Spell and ability crafting - Expose server data to web api and recieve changes from client UI.
  • Spell and ability crafting - Create GUIDs to constructed abilities and cache abilities on the server
  • Spell and ability crafting - Save and load a player's ability data
  • Change cooldowns to be on a per component basis rather than per individual ability.
  • Spell and ability crafting - Expose web API to database.
  • Spell and ability crafting - Write network commands to send player changes to the server.
  • Investigate and fix UI transparency overlap issues.
  • Embed the web api on to the patch server and point the patcher UI to the new web api host.
  • C.U.B.E. - Integrate UI art.
  • Minimap - Integrate UI art.
  • Spell and ability crafting - Firm up ability component Cog (Database)
  • Spell and ability crafting - Create ability component workspace.
  • Spell and ability crafting - Changes to ability component are updated in database.
  • Spell and ability crafting - Improve data integration from editor to new ability crafting system.
  • Update the French Camelot Unchained website to the current English version.
  • C.U.B.E. - Imported meshes will dynamically populate in UI.
  • C.U.B.E. - Create a new building centric UI with user controls.
  • C.U.B.E. - System will generate thumbnails automatically of blocks for use in the UI.
  • Optimize character art texture generation system for permformance.
  • Patch client reconnects correctly if it loses it's connection from the server.
  • Remove the need for depth bias in terrain layer rendering.
  • Improve rendering of lights at a distance - "Blocky" artifacting.
  • Fix sky-colored z tearing up close on terrain
  • Editor - Objects now placeable at camera's position.
  • Control Game - Players can spawn at their factions owned control points.
  • Control Game - Add Minimap.
  • Editor - LOD distance information can be tuned on a per model basis.
  • C.U.B.E. - Artists can import meshes and assign materials for new block types.
  • Complete stand alone CityState Entertainment website.
  • Lots of new ability component icons!
  • Control Game - UI Art pass on respawn map.
  • C.U.B.E. - Art pass on building UI
  • First pass - Mineral table for spell crafting system.
  • First pass - Vision Doc for Fire Mage.
  • Second Pass - Integration of minerals into infusion system.
  • First draft - New Becoming story.
  • Next draft - Jotnar Becoming
  • Next draft - Valkyries Becoming.
  • Second pass Ulfhednar visual concepts.
  • Third pass Ulfhednar visual concepts.
  • Break down medium Tuatha armor into character parts system.
  • Spell and ability crafting - Additional ability VFX for new ability component combinations.
  • C.U.B.E. - Additional block types with new materials for building system.
  • First pass - High res medium armor Tuatha Archer.
  • First pass - High and low poly bow weapon model.
  • Modeled mage book for casting animations.
  • Spell and ability crafting - Translate components into existing AbilityEffect structures.
  • Spell and ability crafting - Web API and client communicate nicely.
  • Spell and ability crafting - Server and client communicate nicely.
  • Create art packet of Tuatha medium armor archer that fits within standardized armor parts system.
  • First pass - New casting animations.
  • First pass - Casting animations using mage book.
  • Solve inconsistencies mixing and matching newly made armor parts.
  • Blocking - Create animation(s) for block mechanic.
  • Second pass Stormrider animations to better facilitate changes to combat design.
  • First Pass - Split chat server off the game server.
  • Second Pass - Split chat server of the game server.
  • Re-enable UDP encryption on client and proxy.
  • Add chat server into automated build pipeline.
  • C.U.B.E. - Players can save their creations.
  • C.U.B.E. - Compression of saved data.
  • C.U.B.E. - Allow buildings to be segmented to improve performance.
  • Control Game map - First pass larger map art pass.
  • Control Game map - First pass new block environment models.
  • Control Game map - Second pass terrain art
  • Control Game map - Reduce texture and poly count of old PAT trees.
  • Additional Items

  • C.U.B.E. - Delete cube toggle added to UI.
  • C.U.B.E. - Added to the patcher UI and available to IT.
  • Ability Validation - Moar!
  • Ability editor improvements - Ben go faster now!
  • First pass - E.U.A.L.A.