Halfway through July

Folks,

Unfortunately, I have to once again begin an update around some terrible news. Yesterday’s attack in Nice, France, was a horrific act that has become all too commonplace in the “real” world. Speaking for everybody here, I extend both the studio’s and my own personal condolences and sympathy to all the people who were so devastated, either directly or indirectly, by what transpired in Nice.

In happier news, we’ve pushed the latest version of the game to C.U.B.E., with lots of improvements to the building system itself, and, of course, to the underlying game engine as well. As always, please keep in mind that every time we push C.U.B.E., we are always pushing a new version of Camelot Unchained as well: they are the same code base. I’ll cover some of the items from the patch notes a little further down in this update.

Overall, things continue to move along apace, here. In terms of today’s User Stories, we had 21 old cards with 133 completes and 6 New cards with 22 completes.

Let’s start with the “Top Tenish” List, which includes the items I read from in today’s Wrap-up on stream:

  1. Andrew’s refactor/Home run – 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!
  2. Ability to log any data from our server easily – can be searched, graphed, quantified – 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!
  3. We now have the ability to buff and debuff the timing of abilities.
  4. Block and Counter-attack are now being crafted into abilities. – This puts us farther along than the last ability iteration, where we did not have animating block and counter attack working.
  5. Equipment slots can now be independently buffed and debuffed. – This, again, is farther than we were in the previous iteration.
  6. New and updated UI int C.U.B.E. Current iteration will include the much-requested ability to drop point lights.
  7. Improved overall visual quality of WIP biome, while greatly reducing poly count in some assets to support good FR in dense forests. Win-win!
  8. Started working on unique idles and fidgets, per gender and race, to give them a touch of character.
  9. Started work on melee combat and magic user staffs. Finished high poly bows and arrows. Next up TDD great swords, Viking two handed hammers, and Arthurian polearms!
  10. Added first pass of blend maps tech to terrain shader. This blends materials together more realistically, and gives us the ability to get more variation with less textures. Two wins in one! Updated to all existing terrain mats next week.
  11. We’ve begun assigning values to abilities, and in general playing with them early, to start looking for bugs or find areas to improve.

In terms of the User Stories themselves:

Highlights:

As a Backer, I’d like to see general improvements in C.U.B.E.’s interface and functionality.
Config file saves between logins. – Complete
Improve rendering of lots of blocks or buildings in zone through improvements in threading. – Complete
Block/Material icons load during load screen to reduce UI update lag. – Complete

As a Backer, I’d like to play in new biomes that change according to Realm ownership. – Biome 02
Ambient SFX – Additional grasses blowing in wind of varying velocities. – Complete

As a Backer, I’d like to play in new biomes that change according to Realm ownership. – Biome 04
Neutral – Optimization pass and nitpicking. – Complete
Neutral – Unique assets – Complete
Ambient SFX – Subtle ambient hum – v2 – Complete
Neutral Prefab model: Standing wood lamp with vfx – v1 – Complete
Neutral Prefab model: Standing wood lamp with vfx – v2 – Complete
Neutral Prefab model: Rock group small. – Complete
Neutral Prefab model: Rock group medium. – Complete
Neutral Prefab model: Rock group large. – Complete
Second pass saplings to reduce poly count. – Complete
Second pass large saplings to improve poly count and improve for gameplay. – Complete

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 – 004 – Beehive on limb. – Complete
Beehive ambient SFX – Complete
As a Backer, I’d like to see the world of Camelot Unchained continue to develop through its lore.
The Great Depths Raid Part 5 – First Draft – Complete
The Great Depths Raid Part 5 – Final Draft – Complete

As a Backer and Developer, I’d like a system to set sounds to play during specific events.
Sound Event Cog is created and can be attached to placeables. – Complete
Builder exports sound events along with .bnk and offset data to the client as a sound event resource. – Complete
Placeables (Models) play Audio from any attached Sound Events. – Complete
Sounds can be added to items that are dropped. – Complete

As a Backer, I’d like to know about all the smaller enhancements the MOD Squad makes to Camelot Unchained.
Scale and center news images on patcher. – Complete
Display last login for characters below name on the patcher — ‘Last Login x days ago’ – Complete
Fix bug in patcher where setState was being called from within a render method. – Complete
Add setup npm script to patcher. – Complete
Move attribute names inline with points, and change text size so that they look a bit better on character creation. – Complete
Fix padding issues with attribute point distribution style on character creation. – Complete
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 the alignment of last login details. – Complete
Added new CSE made emoticons to chat on the patcher! – Complete
Scrolling fixed for chat settings panels. – Complete
Make the compass perform better and not consume so much CPU. – Complete
Add character naming rules client-side enforcement on character creation widget. – Complete
New Building UI Pass 1 & 2. – Complete
Building UI code structure pass (Pre-Pass). – Complete

As a Backer I’d like a patcher to not only update my game, but also give me the most important news and updates, get support, chat with the community and look awesome while doing it!
Patcher uses CU themed emoticons. – Complete
Art: CU themed emoticons. – Complete

As a Developer, I’d like the Camelot Unchained website to convey its main features in a more concise and visually impressive manner.
Update Galleries. – Complete
Update Scoreboard used in testing to work better for mobile. – Complete
Update News page to replicate patcher version. – Complete

As a Developer, I’d like to see improvements in the editor to facilitate my work.
“Clear Value” added to anim clips editor. – Complete
Texture preview updated to work with PBR update. – Complete

As a Developer, I’d like to have a selection of weapons that visually represent each Realm’s identity. – Arthurians
First pass concept Art: Staffs, melee and magic. – Complete
Two-handed staffs: First Pass planning mix and match parts system. – Complete
Small shield – V1: Modeling pass. – Complete
Large shield – V1: Modeling pass. – Complete
First pass concept Art: Long Bows – Complete
Long bows: First Pass planning mix and match parts system. – Complete
Long bow – V1: Modeling pass. – Complete
First pass concept Art: Arrows – Complete
Arrows: First Pass planning mix and match parts system. – Complete
Arrows – V1: Modeling pass. – Complete

As a Developer, I’d like to have a selection of weapons that visually represent each Realm’s identity. – TDD
First pass concept Art: Staffs, melee and magic. – Complete
Two-handed staffs: First Pass planning mix and match parts system. – Complete
Small shield – V1: Modeling pass. – Complete
Large shield – V1: Modeling pass. – Complete
First pass concept Art: Short bows. – Complete
Short bows: First Pass planning mix and match parts system. – Complete
Short bow – V1: Modeling pass. – Complete
First pass concept Art: Arrows – Complete
Arrows: First Pass planning mix and match parts system. – Complete
Arrows – V1: Modeling pass. – Complete

As a Developer, I’d like to have a selection of weapons that visually represent each Realm’s identity. – Viking
First pass concept Art: Staffs, melee and magic. – Complete
Two-handed staffs: First Pass planning mix and match parts system. – Complete
Small shields: First Pass planning mix and match parts system. – Complete
Small shield – V1: Modeling pass. – Complete
First Pass Concept Art: Large shields. – Complete
Large shields: First Pass planning mix and match parts system. – Complete
Large shield – V1: Modeling pass. – Complete
First pass concept Art: Short Bows. – Complete
Short bows: First Pass planning mix and match parts system. – Complete
Short bow – V1: Modeling pass. – Complete
First pass concept Art: Arrows – Complete
Arrows: First Pass planning mix and match parts system. – Complete
Arrows – V1: Modeling pass. – Complete

As a Backer and Developer, I’d like to play a game that looks like it is from 2016, by implementing a new lighting and material system.
Add support for blend maps to terrain shader. – Complete
Audit blend map code in terrain shader to work with older AMD drivers. – Complete

As a Backer, I would like to be able to give to my friends and family the extra tiers that come with my pledge.
Additional testing to search for any security risks as well as to verify system working as intended. – Complete

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.
Update materials on storage items used in first pass crafting resources. – Complete
Update generic torch material. – Complete
Update material on generic wood and metal lamp posts. – Complete
Second pass shirt and pants material updates after PBR values fixed. – Complete
Second pass hair material audits where applicable after PBR values fixed. – Complete

As a Developer, I’d like the Camelot Unchained ability system to fully support the design scope of the game for B1.
First Pass implementation of spatial volumes that track players within, entering, and exiting. – Complete
System now supports doing abilities in tandem, as well as sequentially. – Complete
Re-add skill timing – with more flexibility than previous iteration. – Complete
First Pass: Ability Builder UI – now data driven instead of hard coded. – Complete
First implementation of actual beta skills working. – Complete
Improve projectile support – Arrows can now do anything, when previously it was only straight damage. – Complete
Extract data structures from game logic so it’s easier to re-use the data structures. – This makes it faster to create new abilities. – Complete
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!  – Complete
Add ability to buff and debuff the timing of abilities. – Complete
Block and Counter-attack can be crafted into abilities with animations. – Complete
Equipment slots can be independently buffed and debuffed. – Complete
Ability logic now supports variables which can be edited later – Speeds creation of new abilities. – Complete
Variables support expressions. – Complete
New entity component model:
Last 10% player entity componetized. – Complete
System to calculate skill timing costs:
Create a Skill Node that creates a Timing Component (SNWeaponStats) – Complete
Wire up SNWeaponStats to skills. – Complete

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, new third party software.
Example files: Decorative patterning masks. – Complete
Example files: Surface distress techniques. – Complete
Example files: Brick and stone shape generation. – Complete
Create a Pixel Processor node using functions – Complete

As a Backer in Beta 1, I’d like the new classes, weapons, and abilities to be supported by their animations.
Archery Secondary:
Right and left hand bow holding downwards. – Complete
Right and left hand bow holding downwards nocked. – Complete
Right and left hand bow holding downwards flinch. – Complete
Right and left hand bow holding downwards nocked flinch. – Complete
Right and left hand bow holding downwards death. – Complete
Right and left hand bow holding downwards nocked death. – Complete

As a Developer, I’d like an automated system that can find data related bugs before they become a problem.
Rework DocumentBase to use a delegate function for Validate. – Complete
Roboduck runs every few minutes, and checks the pre-existing quick Validation() function. – Complete
Catalog available automated tests using reflection. – Complete
Add config to select and run tests with frequency – Complete
Add email support, notifying users of relevant issues. – Complete
Create server application. – Complete
Add a document caching system (common library) – Complete
Refactor existing tests to use document caching system. – Complete
Check animsets for animation classifications that are incorrect. – Complete

As a Backer, I want to seamlessly move between islands and zones without being aware that I’m moving between different game servers.
Client can sync from more than one proxy and/or more than one zone on a proxy: – Complete
Add support for loading and unloading multiple zones. – Complete
Create and delete player Entities as they transition so they only exist in one zone at a time. – Complete
Add portal Entity to trigger transitioning between proxies. – Complete
Send player position to all servers to support update distance priority – Complete
Unique EntityIDs across servers within a shard:
Create PresenceServer project that uses AsyncRPC library. – Complete
Add PresenceServer AsyncRPCProvider for allocating a range of IDs. – Complete
Add system to PresenceServer for allocating ranges of IDs. – Complete
Store allocated EntityIDs in database. – Complete
Change ServerMain to request ranges of IDs and only use those. – Complete
Get game server connecting to PresenceServer. – Complete
Synchronize time. – Complete

New Cards:

As a Backer, I’d like the selection of races in Beta 1 to have shared and unique idle and fidget animations.
Race/Gender Fidgets
Human_Female_Arthurian_Fidget_01 – Complete
Human_Female_Viking_Fidget_01 – Complete
Valkyrie_Male_Viking_Fidget_01 – Complete
Valkyrie_Female_Viking_Fidget_01 – Complete
Humanoid generic fidget 01 – Complete
Humanoid generic fidget 02 – Complete

As a Developer, I’d like to use a packaged sound resource which the client can unpack and dynamically use based on the correct event.
Add banks to sound resource. – Complete
Load banks in client. – Complete

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.
Luchorpán Male and Female – Update skin, hair, and underwear rough and spec values. – Complete
Arthurian Male and Female – Update skin, hair, and underwear rough and spec values. – Complete
Tuatha Male and Female – Update skin, hair, and underwear rough and spec values. – Complete
Viking Male and Female – Update skin, hair, and underwear rough and spec values. – Complete

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. – Complete
Increase movement speed. – Complete
Reduce movement speed. – Complete
Generic increase to incoming damage. – Complete
Generic increase to outgoing damage. – Complete
Reduce stamina. – Complete
Increase health regeneration. – Complete
Decrease health regeneration. – Complete

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. – Complete
21 old cards with 133
6 New cards with 22

Move shaders into resource system, and load via the patcher. – Complete

That’s a big list right? Makes me smile and I think I’ll be smiling even more in two weeks. 🙂

For today’s art, let’s start with some expanded concept art for shields. First up, the Arthurians.

Next, the Tuatha Dé Danann.

And let’s end, at least alphabetically by Realm, with the Vikings.

For more concept art, here’s a look at some shields how carvings may look on different materials.

For our last bit of concept art, here are some staffs from all three Realms.

Concept art is fine and all, but how about some WIP models from the game. Let’s start with ‘A’ for arrows.

Like all the weapons in our game, these arrows can not only be crafted, but they are also built in separate pieces so you can mix and match shafts, heads, and fletchings.

Here are three bows from the game. Can you guess which bow belongs to which Realm?

Next up, here’s some WIP shields. Once again, can you guess the Realms that the shields belong to (it’s not terribly hard)?

In terms of next week’s:

We’ll be adding at least one design session, and we’ll post a schedule early next week. These things fluctuate quite a bit based on peoples’ availability and progress of course, as you folks know.

In terms of totally fun additions, we’ve added a bunch of emoticons for our chat system. As per the patch notes, all you need to do is put a colon in front and behind them.

In terms of C.U.B.E., we’ve updated the UI (with a lot of things and stuff), updated chat to handle the above emoticons, added automatic backups for your C.U.B.E. files, improved performance for buildings, and more. The full patch notes can be found on the Forums. And, as per above, all of these changes are also part of Camelot Unchained.

Well, that about wraps up this update. As per what I said above, starting next week we begin to have more design/programming streaming sessions and reveals. As I said in the weekly wrap-up, I’m really excited about where we are with the re-abilitation of our ability system and I know you folks will be too, once you see the presentations and even more importantly, see the system in action in the game.

To close out this update, once again I extend my sympathies and condolences to those people who lost loved ones or friends yesterday in Nice, to the people of France and everyone who has been, and sadly it seems, will continue to be, victims of horrific attacks such as these. Have a good and safe weekend!

-Mark