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City State Entertainment released a in game video for Camelot Unchained over the weekend to the masses. Rob watched the video and checks in this week on his thoughts the progress the game has made so far.
Read more of Rob Lashley's Camelot Unchained: Alpha Video Thoughts.
Comments
I'm not blown away by what I saw but I am satisfied. The game has a long ways to go but the foundation looks solid.
I'm still confused about CU combat system. Can't really seem to find a straight answer. When I look it up there are all these contradictory statements. Like, it's not going to be "twitchy" but projectiles will be. There will be tab-targeting but it won't be "pure" tab-targeting. There is no GCD. I try to put all that together and can't make sense of it. I do like the thought of making my own abilities. That does sound cool.
Like others have said and also Rob, as a backer I'm satisfied as to where they are from where they started, but there is a long way to go and I have confidence they will get it done right. I think the hard part is out of the way with getting the engine tweaked to where they wanted it, now its time to add some pretty stuff and features.
It was interesting seeing the game develop since the Smack Hammer days. The progress has been great with the very small team they've had for the first year plus. Looking forward to testing out more from CSE, they are a really good bunch of people and I have not regretted backing the project one bit.
So glad they didn't go with Unity
The CUBE system is not a developer tool kit. The tool kit itself is designed for the players. It allows the players to build the buildings, towns and keeps in the world. 200 or so IT testers currently are able to use CUBE outside of the game.
Although CUBE is a building system it is not a voxel system. It uses pre-made blocks for construction. It is more like LEGO. The game is built upon 3 main pillars of game play: RvR, crafting and housing. Each pillar is fully 1/3 of the game and CUBE is the tool developed for players to construct housing.
You stay sassy!
As Robert noted, "It’s not wise to build a house on a cracked foundation."
@Shadanwolf,
Wow that is high compliment. Much appreciated and we hope to live up to it.
Makes sense. Hopefully this is a game you will enjoy, but if not that is ok too. We always appreciate an open mind
I do not believe the exact combat mechanics is either revealed, or even finalized. I still expect some tab target elements to exist.
Reticle, tab and other combat resolution mechanics offer different strengths and weaknesses. Tab's greatest asset is it's capacity to allow very complex and numerous skills and mechanic management. FPS style combat is always trimmed down and does not reflect well upon RPG influenced game play. RPG style game play is about managing a character that has it's own skills and capabilities not reliant upon how well you can aim.
Both will exist forever because both offer different styles of game play. I find it humorous hearing people say Tab is outdated and ask for FPS style, action combat which both morphs the entire game play into something different and is ignorant to the fact that reticle combat is older and on games existing decades prior to Tab Targeting. This further reveals there are reasons why Tab target was chosen over FPS style game play in complex RPG style games.
You stay sassy!
The real question everyone wants to know: What colour is your hair today?
You stay sassy!
Wine today
"...it has taken Camelot Unchained so much longer to finally bring their game to alpha than their Kickstarted contemporaries Pathfinder Online and Shroud of the Avatar..."
This is a false statement because 'Shroud of the Avatar' is still in Pre-Alpha. Alpha won't come to pass for SotA for 3-6 more months at the least.
Definition of Alpha: A game in alpha is feature complete, that is, game is playable and contains all the major features.
This refers purely to functional gameplay loop. -not cosmetics and assets.
There is a combat pace, its nota bout clicking s fasta s you can. but your abilities are very tactical and revolve around positioning, and countering with reactive abilities and even reading what your target is doing. Your abilities also target enemy body parts like legs, arms, and head and have very heavy effects.
This and many people actually enjoy tab target combat. Not every player likes FPS style combat in their MMO's. Fairly juvenile to think that like just because you don't like something, everyone else must also hate it.