![]() ![]() On the visual effects creation side, we’ve been working to categorize what goes into magic abilities so that we can effectively isolate what work needs to be done in a combinational way, and what work can be done in an additive way. When it comes to magic, however, there is such a big difference between throwing a fire-based projectile and summoning a wall of fire that we need to come up with a whole new solution to how we create and select the right particles to display. We provide a set of animations, weapon-attached particles, and impact particle effects and sounds, then automatically pick the most appropriate ones for the attack being performed by the combination of components selected by the player in a relatively straightforward way. When it comes to melee attacks, this is fairly straightforward to visualize. Although we need animations for spellcasting as well, the main challenge on the visual side of creating mages, much more so than even healers, is making all the wide range of particle effects that will play for each and every one of their abilities.Īs many of you know, Camelot Unchained provides players with an ability builder they can use to combine components in a multitude of different ways in order to craft their own abilities. Unlike swinging a sword or shooting an arrow, casting a spell relies very heavily on visual effects. ![]() In doing so, we’ve started to work on solutions to the challenges that need to be overcome so that we can add mages, as the next playable archetype available in the Camelot Unchained Beta. Now that we’ve had quite a bit of testing on our initial classes, and on our combat system in general, we are starting to look toward what comes next. So, we decided they should come in later on, when our systems became more mature. It was a hard decision to start off with archers instead of mages as the first DPS archetype we put into testing, but mages come with a special set of challenges that make them a lot more difficult to implement. Hot topics on the forums right now include discussion on body parts, our latest tech, and our incoming 64-bit conversion!įor quite some time now, we here at CSE have been excited about mage classes. We're looking for feedback! If you're a Backer, join the discussion on our Forums via our website and chime in. Also, remember to click on the “view this email in your browser” link on the top right to see the whole thing! Thanks for your interest and your support, and please enjoy this, the forty-eighth issue of Unveiled. It’s always a good feeling to look back at the month and put together this newsletter for you folks! Read on for articles, updates, and art. For a good read of our news, as well as our weekly Top Tenish updates, check out the News section of our website. The streams are fun for us, but they are also very important, as we always want to be as informative as possible for our Backers and fans, especially as Beta ramps up! If you want to catch up on any missed streams, they can always be found on our Twitch and YouTube channels. Therefore, we continue to put up raw, unedited, and unrehearsed streams, showing you everything from impressive creative work by our artists and programmers to our latest updates and news. We are far more focused on testing than on streaming for now, but we consider it our responsibility to continue to be open and honest with our Backers. It’s an inspiration for some of the lovely colors and constructions we’re putting into our game, as you can see in a builder feature below from Community Manager Brian! As we celebrate the magic of Halloween (I’m in a wizard costume) we’ve also made mages an important focus, and you can read a detailed discussion of that work from Game Designer Ben, also below! ![]() Here at the East Coast office of City State Entertainment®, the fall colors are appearing on the trees, and one of the loveliest times of year is getting into full swing. It’s also been a month full of Beta tests, which we’ve continued to provide to our wonderful Backers. ![]() It’s been a productive one, with lots of progress on some key fronts, which you can read about below, as well as in our News posts. Happy Halloween! It’s the end of October, and the end of another month of development on Camelot Unchained®. Unveiled: Camelot Unchained Newsletter #48 Unveiled: Camelot Unchained Newsletter #48 Unveiled: Camelot Unchained Newsletter #48 - City State Entertainment ![]()
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