User Stories & More!
Folks,
Another week of crunch is behind us, and even though we have a lot of things still in front of us, we made great progress this week. We surprised you with a fun diversion for us, a table-top board game that takes place in The Depths™, but most importantly with our brand new patcher. As to the board game, this is something that we have been working on in our spare time, and no resources from art, design, or programming have been devoted to the game’s very early design. Max has been leading the effort on this game and slowly but surely (hmm, where have I heard that line before), it has become a fun game. For now, it has been a fun thing to play after hours and soon we will be inviting some of our Backers to join us in some play-fun (it really isn’t play-test) sessions.
As to the much more important announcement, we have been working on a next-generation patcher, chat system, and so much more. Thanks to the efforts of JB and The Mod Squad (and especially the awesome work done by one of our favorite Backers, Mehuge), we have delivered an early Alpha version of the patcher that already blows away what we had created previously. And as per above, a lot of the work was done by non-CSE developers, a true win-win for us. FYI, reaction from our Backers has been overwhelmingly positive, and If you haven’t had a chance to see it yet, you really should!
As to a Friday Night Fights, we are testing it right now. Hopefully, we’ll have it running in the next hour, and open the FNF around 11PM Eastern Time tonight! Also, as a reminder, we’ve enlisted one of our talented Backers, Necromaniak, who has graciously offered to livestream his work in C.U.B.E. for 24 hours straight! During the livestream, we’ll have some CSE folks drop by what will be an awesome stream Necromaniak has been quietly creating some absolutely amazing structures with C.U.B.E. If you’re at all still unfamiliar with C.U.B.E. (Camelot Unchained Building Environment), head on over to our website for a quick overview and a peek at some of our Backer’s creations here: (http://camelotunchained.com/v3/c-u-b-e/). The TL;DR version is that C.U.B.E. is a Minecraft-like building system that has grown from a very humble beginning, to starting to push the envelope. This will be seen technically and soon, aesthetically, thanks to the work of people such as Necromaniak, as well the addition of our new lighting and material systems.
Also, we would like to extend our thanks to our Backers (or others) who’ve thrown a few tasty snacks at us with our Munchies for Crunchies donation page (http://camelotunchained.com/v3/munchies/) that will only be open during crunch. We really appreciate it!
In terms of our User Stories, things went really well. We had 34 old cards with 197 Completes, and one new card with 2 completes. You may notice a dearth of new cards and in this case, it is a good thing as we made a ton of changes to already existing stories! 🙂
Old Cards:
As a Backer, I’d like to be able to damage, and ultimately destroy structures in the world.
Second pass: Building metrics. – Complete
Third pass: Building metrics improvements. – Complete
First Pass: Visually represent building damage. – Complete
As a Backer, I’d like structures to be able to collapse based off of block placement, building material stats, and damage taken.
Engineering: Determine stability of a structure as it is being damaged in combat and send those updates, cheaply, to players. – Complete
Second pass stability network optimizations. – Complete
As a Developer, we continually need to update our software.
Move worldState information onto WiredTiger enabled Mongo DB. – Complete
Move characters and crafted abilities onto worldState DB. – Complete
As a Backer, I’d like to have abilities associated with stances.
Stances use child effects, which are applied when the stance is entered. – Complete
As a Backer, I’d like to be able to be able to play an Archer.
First Pass: UI elements display targeting arc. – Complete
As a Backer, I’d like to play in a procedurally-created environment. – Part Four.
Improve grass LOD’ing: Use fewer, bigger, denser cards at distance. – Complete
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 – Complete
First pass Biome asset list definition: Identify asset list to be built, with concept and photographic reference. – Complete
Environment models carry vfx and lights in new terrain, using procedural placement. – Complete
As a Backer, I’d like a system that checks for certain requirements that can be used in other systems like the ability system.
Abilities check position. – Complete
Refactor Editor to support new requirements. – Complete
As a Backer, I’d like to test the updated female Valkyrie model.
Model and rig low poly model. – Complete
Import and test model parts. – Complete
Character is selectable in game. – Complete
As a Backer, I’d like to test the male Valkyrie model.
Model and rig low poly model. – Complete
Import and test model parts. – Complete
As a Backer, I’d like to play in new biomes that change according to Realm ownership. – Biome 01
Concept pass VFX 1 – “Neutral” and “Owned” by each Realm. – Complete
Biome 1 – First pass VFX – Complete
Biome 1 Arthurian – Create small to medium assets. (Bushes, rocks, etc.) – Complete
Biome 1 Arthurian – Create large assets. (Trees, rocks, etc.) – Complete
Biome 1 Viking – Create ground texture sets. – Complete
Biome 1 Viking – Create grass and ground cover assets. – Complete
Biome 1 Viking – Create small to medium assets. (Bushes, rocks, etc.) – Complete
Biome 1 Viking – Create large assets. (Trees, rocks, etc.) – Complete
Biome 1 TDD – Create ground texture sets. – Complete
Biome 1 TDD – Create grass and ground cover assets. – Complete
Biome 1 TDD – Create small to medium assets. (Bushes, rocks, etc.) – Complete
Biome 1 All Realms – First pass changes for gameplay. – Complete
Biome 1 All Realms – Additional assets, dead trees, ground clutter, branch types, tree stump, etc…..PINE CONES! – Complete
As a Backer, I’d like to see player stats have real meaning in the game.
Dexterity reduces encumbrance penalty. – Complete
As a Developer, I’d like a way to be able to edit gameplay variables on the server, live.
Adjust encumbrance calculations. – Complete
As a Backer, I’d like to see the world begin to be propped out with generic fantasy items. – Set #6.
Additional various “scraggly” bushes. – Complete
As a Developer, I’d like to increase physics performance, as well as make changes easier to integrate.
Improvements:
Additional tuning to sliding. – Complete
Additional improvements to pefhud and feedback for network hud. – Complete
Performance improvements removing assets from world. Improves performance in areas, such as forests, with lots of placed assets. – Complete
Minor fixes/improvements to projectile motion. – Complete
First Pass: Improve physics performance on 36 core servers. – Complete
Rewrite building saving code to be more performant. – Complete
Remove buildings that are more than 1100 meters away to reduce client memory usage. – Complete
Additional re-threading work on building physics to improve performance. – Complete
As a Backer, I’d like to know about smaller changes that don’t have their own user story.
Create and implement “Munchies 4 Crunchies” donation page. – Complete
Make improvements to ParLL to support older CPU’s. – Complete
Material assignment to models no longer has issues with material names with more than 32 characters! – Complete
Create a system to remind us when SSL certs are going to expire. – Complete
As a Backer, I’d like to see the sky and environment transition from a sunny day to a snowy day.
Improve snow vfx. – Complete
As a Backer, I want to be able to own a plot of land and build within it. – First Pass
Improve sustainability of plot ownership system. – Complete
Building within a plot is no longer instantaneous. – Complete
Build times decrease based on the number of players of your realm within your plot. – Complete
As a Backer, I’d like to see graphical and networking performance improvements, when building and destroying structures.
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.
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.
Create system to determine spatial relationship of attacker, attack, and defender. – Complete
Validate attacks on target based on attack location and attack. – Complete
As a Backer, I’d like to know about all the smaller enhancements the MOD Squad makes to Camelot Unchained.
Patcher: Embedded Youtube videos in chat. – Complete
Patcher: Embed images and gifs in chat. – Complete
Patcher: Embed links. – Complete
Patcher: Chat colors can be changed. – Complete
Patcher: Bold and Italic font using markdown syntax. – Complete
Patcher: chat room remembers previous rooms and will autojoin upon re-login. – Complete
As a Developer and Backer, I’d like to see improvements in memory usage and threading.
Fix hitching and lockup on slower machines with threading system caused by running out of memory. – Complete
Fix threading stability problem with physics. (hangs/crashes) – Complete
Fix threading handle leak. (hang) – Complete
Fix threading orphaned context problem (hitch) – 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!
News page displayed from website. – Complete
Additional CSS improvements at initial launch. – Complete
First Pass new splash screen 2. – Complete
New splash screen 3. – Complete
New splash screen 4. – Complete
Animate splash screen 1. – Complete
Animate splash screen 2. – Complete
Animate splash screen 3. – Complete
Animate splash screen 4. – Complete
New splash screen 5. – Complete
New splash screen 6. – Complete
New splash screen 7. – Complete
New splash screen 8. – Complete
New splash screen 9. – Complete
Additional feedback on file download/validation progress. – Complete
Implement way to capture minidumps on 64bit machines. – Complete
As a Backer and Developer, I’d like some temporary vfx for testing new combat mechanics and tech.
VFX: Wound trauma head, arms, body, and legs. – Complete
VFX: Heal burst cone shape. – Complete
VFX: Heal projectile alternate version. – Complete
VFX: Torso electrical effect. – Complete
VFX: Improve default torch. – Complete
VFX: Petrify speed debuff. – Complete
As a Developer, I’d like to see improvements in the editor to facilitate my work.
Improvements to particle editor functionality. – Complete
As a Developer, I’d like to improve some of our fundamental tech to improve client performance.
Patcher maintains both 32bit and 64bit client. – Complete
As a Backer in Beta 1, I’d like to have a sampling of Viking light, medium, and heavy armor to wear in game.
Medium Armor:
Medium Armor – High and low poly sculpt complete. – Complete
Medium Armor – Weight and integrate assets into editor. – Complete
Medium Armor – Material references provided. – Complete
Medium Armor – B1 version of mats created. – Complete
Medium Armor – Adjust armor to fit female humanoid form. – Complete
Heavy Armor:
Heavy Armor – High and low poly sculpt complete. – Complete
Heavy Armor – Material references provided. – Complete
As a Backer in Beta 1, I’d like to have a sampling of TDD light, medium, and heavy armor to wear in game.
Heavy Armor:
Heavy Armor – High and low poly sculpt complete. – Complete
Heavy Armor – Weight and integrate assets into editor. – Complete
Heavy Armor – Material references provided. – Complete
Heavy Armor – Adjust armor to fit female humanoid form. – Complete
Heavy Armor – Adjust armor to fit male and female Luchorpán models. – Complete
As a Backer in Beta 1, I’d like to play as a Crafter with basic gathering and crafting mechanics for testing.
Final first pass refining. – Complete
Final first pass shaping. – Complete
Final first pass making. – Complete
First pass Vox breakdown and repair. – Complete
First pass Purely Outrageous Gem System for Vox. – Complete
Resources exist in inventory and are saved to player character. – Complete
First Pass Beta 1 craftable items design using simplified mechanics. – Complete
Additional Vox interface/tool art concepting. – Complete
Player able to purify materials at the vox. – Complete
Player able to alloy at the vox. – Complete
Rough Pass: Items in game, around vox, will be consumed and new items appear. – Complete
Create texture decals for material containers in world to identify item type. – Complete
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.
Items and Equipment:
Items now display their actual model. – Complete
Items now drop slightly above ground and in front of character. – Complete
Allow items to occupy multiple itemSlots. Items cannot occupy inner and outer layers at the same time. – Complete
Update equipment slots to match model regions. – Complete
Weapons:
Add B1 temp art weapon stats. – Complete
Weapons can be assigned different damage types. – Complete
Improve UI handling when dropping and picking up items. – Complete
Drastically reduce network traffic for items. – Complete
Speed up server handling of items when player logs in. – Complete
Weapons can be assigned left or right hands. – Complete
As a Backer in Beta 1, I’d like to begin testing the progression system for abilities.
Feedback to players about progression. – Complete
Feedback to players about new abilities. – Complete
Progression batch processing: Schedule calculation at regular interval. – Complete
Progression batch processing: Read progression records from database. – Complete
Progression batch processing: Calculate total points based on time online. – Complete
Progression batch processing: Calculate all usages and distribute points proportionally. – Complete
Progression batch processing: Record and save ability proficiency changes. – Complete
Progression batch processing: Record and save stat advancement. – Complete
Progression batch processing: Record and save stat advancement. – Complete
Progression batch processing: Update logged-on characters with new stat/component changes. – Complete
As a Backer in Beta 1, I’d like a selection of temporary weapon art to test the new combat systems.
Arthurian:
Arthurian: 1h Arming Sword – Complete
Arthurian: 1h Medieval War Axe – Complete
Arthurian: 1h Flanged Mace – Complete
Arthurian: 1h Arming Dagger – Complete
Arthurian: 1h Spear – Complete
Arthurian: Small Pavise – Complete
Arthurian: Large Pavise – Complete
Arthurian: 2h Montante Sword – Complete
Arthurian: 2h Poleaxe – Complete
Arthurian: 2h Spear – Complete
Arthurian: 2h Staff – Complete
Arthurian: Short Bow – Complete
Arthurian: Long Bow – Complete
Arthurian: Arrow – Complete
Arthurian: Hurlbat – Complete
Arthurian: Book – Complete
Arthurian: Focus – Complete
Arthurian: Horn – Complete
Arthurian: Potion Bottle – Complete
Arthurian: Elixir Bottle – Complete
Viking:
Viking: 1h Viking Sword – Complete
Viking: 1h Viking Axe – Complete
Viking: 1h Hammer – Complete
Viking: 1h Seax Dagger – Complete
Viking: 1h Boar Spear – Complete
Viking: Round Shield – Complete
Viking: Norman Shield – Complete
Viking: 2h Dane Axe – Complete
Viking: 2h Hammer – Complete
Viking: 2h Atgeir Polearm – Complete
Viking: 2h Boar Spear – Complete
Viking: 2h Staff – Complete
Viking: Short Bow – Complete
Viking: Long Bow – Complete
Viking: Arrow – Complete
Viking: Book – Complete
Viking: Focus – Complete
Tuatha:
Tuatha: 1h Celtic Sword – Complete
Tuatha: 1h Bearded Axe – Complete
Tuatha: 1h Odo Mace – Complete
Tuatha: 1h Dirk Dagger – Complete
Tuatha: 1h Celtic Spear – Complete
Tuatha: TDD Shield – Complete
Tuatha: Kite Shield – Complete
Tuatha: 2h Claymore Sword – Complete
Tuatha: 2h Odo Mace – Complete
Tuatha: 2h Celtic Spear – Complete
Tuatha: 2h Staff – Complete
Tuatha: Short Bow – Complete
Tuatha: Long Bow – Complete
Tuatha: Arrow – Complete
Tuatha: Javelin – Complete
Tuatha: Book – Complete
Tuatha: Focus – Complete
As a Backer in Beta 1, I’d like to be able to play from a selection of classes for each Realm.
Design ability component stats and import into editor. – Complete
Ability import:
Test ability components after change to ability effect trees on Hatchery. – Complete
Remove ability to create anything but ability effect trees inside ability components – Complete
Update editor for ability components using ability effect trees. – Complete
Test import system. – Complete
Determine whether to create export system for ability data/spreadsheet. – Complete
Improve ability effect editor useability. – Complete
Create ability component icon mockups for presentations and later web usage. – Complete
Body part targeting:
Add a way for an admin to get ability components for testing. – Complete
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.
Improve building admin tools – Pass 02 – Complete
New Cards:
As a Backer in Beta 1, I’d like to interact with the first pass of a Place of Power in Camelot Unchained.
First pass design layout and integrate into world. – Complete
First pass art concept pass. – Complete
I think this qualified as another good sprint. 🙂
In term of art, we have a lots of it in today’s update. Let’s start with a bit of quick concept art for a Place of Power.
Here’s another quick promotional piece featuring one of our archers.
In terms of in-game shots, we have some really good ones for you. Please keep in mind that all of these shots are still using our old lighting system. Hopefully, this will be the last week I have to say that (hint hint hint).
First up is a nighttime shot from within a new forest that Tyler put together. Please notice the density of the trees and the “feel” of being in a real forest that we are going for in our game.
Here’s a daytime shot.
In daytime, here’s a mound with purple flowers around it, I wonder what that could mean?
Here’s another shot showing an area with just a few buildings in it. And by few, I mean a few thousand on the island. Each of these structures can be attacked and destroyed by players in real-time on a block-by-block basis. And the best part? They can be destroyed at the same time. This isn’t an instanced map with a mere structure or two, it’s our main island with more than 1K buildings, all open for building and/or destruction. Of course, these structures aren’t representative of the final structures in the game, these were meant to be simple. After all, when you have more than 2K buildings and more than 40M blocks on one island, we have to cut corners somewhere while we are still in Alpha. 🙂
Here’s another look at the how many buildings we had in a small area.
One more.
To end our concept art section, here’s a render of some more “traditional” Viking heavy armor.
Oh never mind, one more shot.
And that wraps up tonight’s wrap up for our weekday work week. Some of us will be working this weekend so things might change. And some things might change a lot (hint hint hint #2).
As always, we thank you for your support!
Have a great weekend!
-Mark