Here’s a video presentation I did which describes the setup quite nicely. In the beginning of the game there is no large central area. Will the 'world' be static as in all combat takes place in a central large area, or will it be broken down into regions? The only way we could add flying mounts to the game would be if we also added aerial combat to the game and as of now, we have no plans to do so. Mounts are on the table, but no decision has been made as of yet. Will there be mounts and mounted combat? Flying mounts possibly? Vehicles, ships etc? Luch-a-pult is confirmed! ? (Coming as the Luchorpan, a leprechaun like character.) but also except that we will have some very unique siege engines, too. Expect the fairly typical siege engines such as catapults, trebuchet, etc. Will there be siege engines/weapons as well? And if so, what kinds are envisioned? Wind already plays a factor through a spell component and we expect that other environmental effects, especially such as fog, will also come into play in the game. Will there be other environmental effects that affect gameplay? Such as intense wind or reduced visibility etc. I noticed that the engine incorporates day/night cycles. As far as upgrading it, there will be multiple ways to do so. As to how you will obtain it, all gear except that which is worn by new characters, will be crafted by players. Gear is always a factor in these types of games (otherwise why have it?), but we have said from the KS+ that we don’t want gear to play the same kind of role in our game that it has in most MMORPGs. Will gear play a major factor, and if so, how will it be obtained? Will there be the ability to customize/personalize and further upgrade via a rune/shard type of mechanism? Camelot Unchained is a usage-based game so if you want your skills to increase, all you need to do is use them. You will improve your skills and they will level up but not in the “Level 15 achieved. Not levels in terms of traditional leveling such as Dungeons and Dragons. Will characters obtain levels, and if so, what is the projected cap, and how will users attain those levels? The only instancing that we have said we are committed to might be with the starting cities (if performance is an issue) and with the new player training areas. Will there be any 'instancing' involved and if so, how will it be utilized?Īlmost none. As far as player cap, that is TBD but we expect our servers to handle more load than most other MMORPGs because of the lack of the kind of NPC traffic/CPU usage in Camelot Unchained. The core rendering and server engines were, and are, being written from scratch. At the present time, the major exceptions are Nvidia’s PhysX (server side), HBAO+ (client side) and Wwise (sound engine). The Banes and Boons system is going to be a major boost to character customization and will epitomize the concept of “Choices Matter” that has been at the heart of this game’s Foundational Principles.Īre you using a 'homegrown' solution or Middleware solution and what total number player cap are you looking to attain?Īlmost all the tech currently in Camelot Unchained is homegrown. Is there anything you are would like to highlight in the character creation system? Our focus is on delivering a game that handles large-scale battles, not large-scale boob sliders. So, players will be able to customize some aspects of their character’s appearance, but certainly not in the kind of quantity and quality of something like Black Desert. come at a cost, both in rendering time and studio development time and we are not willing, right now, to commit to that level of customization. There needs to be a certain amount of customization of appearance in Camelot Unchained™, but as I’ve said since even before the Kickstarter begun, we are not trying to surpass the kind of character customization seen in some MMORPGs such as City of Heroes. Will there be the ability to customize the look of the characters? IE: height, weight, hair color etc. Thus, as of now we don’t have any races that are gender-locked, but it remains a possibility. For example, the Valkyrie race was written as being a two sex race, but it is one that would be a fit as a female-only race if needed/desired. We’ve talked about the possibility of gender-locked races, but not gender-locked classes. Will there be both genders available for all races/classes? We were fortunate enough to reconnect with Mark for some nitty gritty detail on the upcoming MMORPG title, Camelot Unchained. This time we decided to get a little more into the technical aspects of what makes this game work. In our previous interview with Mark Jacobs, CEO & Founder of City State Entertainment, we looked at a broad perspective of gameplay. PREVIEWS Mark Jacobs Discusses The Nuts and Bolts of Camelot Unchained
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