Camelot Unchained - Kickstarter (for the DAoC fans)

Update #26
Link: http://www.kickstarter.com/projects/13861848/camelot-unchained/posts/462972


Folks,

Today will be a “two for one” day in terms of updates; so lots of information and tech will flow. In the usual housekeeping stuff, thanks for the additional packages that you kind folks have been sending to us. We’ve been way too busy to open them on camera but I may do a fun live stream opening and Q&A session this week. If not, I expect to open all of them around Friday/Saturday.

Building Demo

The first update is a working prototype of Camelot Unchained’s Building System and an introduction to Tim Mills, one of our programmers here at CSE. Over the last couple of days he has put together a quick demo of how the building system could work in our game. The cells in the demo are not “finished” and were created very quickly by live stream artist extraordinaire, Michelle. Together, they built a very simple system from scratch in the last two days. Again, please keep that in mind when looking at the demo, only two days of work on it from them! Frankly, Michelle could only spare a little time out of those two days because we’ve been keeping her so busy on new concept art. As to Tim, well, he just coded like a man possessed and out came both a prototype and a CU building session.

As Tim mentions in the demo, please let us know how much interest there is in our building a separate app/game for our backers. BTW, Michelle has also added a fun piece of concept art with the duck-bacon fountain that people were asking about in her live stream here.

The Lore of Camelot Unchained

In the second update I will reveal the main backstory behind Camelot Unchained. I’ll talk about the Piercing of the Veil, the coming of the Veilstorms, the three realms and what drives them ever-forward, the meaning of the anvil and the three swords, etc. While I expect it will generate a lot of new questions, it will also answer many of the existing ones that people having been asking about Camelot Unchained. We’ll also have some cool early concept art to accompany the video as well. The next update from me will be tomorrow and it will be the BSC idea for stealth.

Shout out time!

This time it is to those talented folks at Larian Studios in Belgium! Their latest title, Divinity: Original Sin is going to be another great Kickstarter success story and we’re proud to have backed them weeks ago! I see today that they have backed us as well! Thanks Larian Studios and best of luck with the last 48 hours of their Kickstarter campaign. We’re looking forward to another kick-butt Divinity title!

-Mark

Link:
 
Update # 27 (check the link for some concept art shots to go with the vid)
Link: http://www.kickstarter.com/projects/13861848/camelot-unchained/posts/463316

Folks,

It’s been a good day for our Kickstarter (more than 200 backers), a great update from Tim and now it is time for the first lore update from me. In this update I talk about the Piercing of the Veil, the Veilstorms, the three swords, the anvil and many (not all) of the events that precede the main story line for Camelot Unchained. I hope you enjoy it.

As to tomorrow, all I can say is that it is going to be a very interesting to see if our comments section breaks the 100K barrier when we release the video on one possible implementation of stealth in Camelot Unchained, in other words, Stealth – The BSC Edition.

I’ll be lurking around the comments section on and off as I work on a write-up for our backers (just in case something goes wrong in production). I think I’ve kept Peter, Ryan, Brandyn, etc. waiting long enough. ?

-Mark

P.S. Tim has already made a nice upgrade to our Building System. if all continues to go well, we'll have another update on it no later than Friday.

Link:

Another update is due sometime tonight on RVR/stealth mechanics - Mark's 'BSC' (bat s*** crazy) idea for stealth in CU.

We should be getting mainly RVR/class updates from here on in, which I know many have been chomping at the bit for. :)
 
The stealth mechanic they are proposing is interesting.

A chunk of it:

"What if we used the Veil as almost a different world for stealthers? What if being in it allows them to move normally through it, but also comes with some significant downsides? After all, the Veil is alive and sentient, and it’s in a real ****ed-off mood these days. How could we implement a system utilizing the Veil that both makes playing solo stealthers feasible and allows them to contribute to RvR, but can also act as a shadow world? For the consideration of our backers and comments from those waiting in the wings, I present my concept for VeilWalkers and VeilStalkers.

A VeilWalker is a being that can, as the name suggests, move through the Veil in much the same manner as we move through our world. They do pierce it, but not in the same manner as the apocalyptic event, and they do so almost undetected by it. The world around them shifts as if they were seeing it through gauze.

While within its “body”, they can move at normal and sometimes heightened speed.
Like our bodies, however, it also has its own defenses, so VeilWalkers must always be on guard. Think of the scene in the movie Fantastic Voyage when the anti-bodies attack both the sub and anyone outside it. That’s only one of the ways the Veil fights back against invaders, and it can also throw other challenges at a VeilWalker plying his/her craft. For example, there are also the spirits of dead VeilWalkers who seek to consume their living counterparts' souls to ease their painful existence.

Speaking of pain, walking through the Veil hurts VeilWalkers and can change them over time. This pain is also greater the more stealthers are in proximity to you and the longer you stay close to each other. In addition, the Veil can send out illusions to confuse VeilWalkers, especially less experienced ones.

Now, what do you get for all this risk? Power, movement speed, a game within a game and a challenge like no other. VeilWalkers won’t make great scouts (our archers would be a better choice) and they aren’t great at sneaking up and going all stunlock or stabby/stabby, but they can move through unprotected walls, levitate over objects, learn to control aspects of the Veil’s defenses and use them to their advantage, and so much more.

There is no easy on button for entering the Veil so it can’t be used as an escape valve. Also, the more stealthers that are together in an area, the more that the Veil fights back, especially when they are all from the same realm. Forming and maintaining a “gank squad” in the Veil will not be an easy task, and frankly, it will be less rewarding for stealthers than soloing.

The BSC train still hasn’t stopped. To make it even more interesting for stealthers, I added the concept of a VeilStalker. This class cannot move within the Veil, but its powers are geared to hunting VeilWalkers from outside. They can detect them, lay down traps and prepare other defenses. They are best at dealing with VeilWalkers and protecting other players/areas from them. Walkers/stalkers are two sides of the same coin.

But wait, there’s more! Remember when I said that VeilWalkers' best abilities are useful within the Veil? Well, there are a couple exceptions. One is being attacked by a VeilStalker. When a stalker reaches into the Veil to attack a walker, you guessed it, the walker can fight back, and when he does, his powers can extend into the world. Think of it as a perpetual feedback loop. They can also attack outside the Veil but they are at their best within it.

The Veil holds mysteries and power, but it comes with a price. Within it,the walkers are deadly, with special abilities and powers that cannot be used outside. An “easy on” stealth button so you can hunt down single players? Meh. Hunting other hunters within a sentient body that wants you dead while stalkers on the outside are looking for any signs of your presence... now there’s a challenge worthy of a great player. So what do you say people, BSC or not? Fun or not?"

http://www.kickstarter.com/projects/13861848/camelot-unchained/posts

I think this sounds very interesting but will it make it to the game that way or will it get nerfed or dropped or altered?

I love the art style and I think some of the concepts are interesting e.g. spawning NPCs to act to defend places a la tower defence games.

But I remember the issues and stuff WAR had...I also remember Mr Jacobs coming to the forums and insisting that stealth wasn't going to be in the game or that 'blood priests' weren't going to be a feature. The former of those I knew to be an outright lie because I was in the closed Beta at the time using a Witch Elf and the latter turned out to be some lawyery word play.

Dammit, I've put in for £20.
 
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I think this sounds very interesting but will it make it to the game that way or will it get nerfed or dropped or altered?

I love the art style and I think some of the concepts are interesting e.g. spawning NPCs to act to defend places a la tower defence games.

But I remember the issues and stuff WAR had...I also remember Mr Jacobs coming to the forums and insisting that stealth wasn't going to be in the game or that 'blood priests' weren't going to be a feature. The former of those I knew to be an outright lie because I was in the closed Beta at the time using a Witch Elf and the latter turned out to be some lawyery word play.

Dammit, I've put in for £20.

Here's the vid of Mark explaining it:


It certainly sounds interesting as you say, but lots more info needed yet.
It's still early days so no doubt things will change and be tweaked according to feedback - it'll be interesting to see how this shapes up and to get more info on how these stealth classes interact with non-stealthers.

It sounds a bit like a separate war almost among the stealthers in the veil and I'd like to hear more about how he plans for them to interact with non-stealthers and what their place will be in regular groups.

Mark's comments in the kickstarter comments section do seem to indicate there's a lot more detail to come out and to be thrashed over though - one of the perks of being in the kickstarter, being able to shape the game with your ideas and suggestions. :)
 
At this rate it will need 100k a day... I think it's fair to say it will fail to reach the goal. But will the amount of money put forward interest a publisher?

Kickstarters are not usually linear like that though, in terms of how the money comes in. There's usually a big surge in funds at the start - as CU had - a lull in the middle - as CU had - and usually a big surge in the last few days, as I hope and expect CU will also have. :)
 
Yeah, I've seen huge influxes of cash in the late stages of a KS.

Some of that is due to people waiting until the last minute to commit, other times due to juicy stretch goal unlocks. People go crazy for the kind of deals a KS can offer (I've seen some projects offer $500 of stuff for $150)

Thing is I didn't even know about this project until four days ago. Thanks to the OP for this thread, as a matter of fact. Am I not hanging around on teh right gaming sites? I have been a tad busy the last few days.

I do hope this gets funded but at the moment it's going to be awfully close.
 
Just seen this and sponsored it. So many promising kickstarters out there! This could be something special.
 
Just seen this and sponsored it. So many promising kickstarters out there! This could be something special.

if it's a lot like DAOC was trust me it will be.:p

I've played many many many games and not one in my gaming life has come close to the memories DAOC provided.

I think removing PvE entirely in this game is a bad move however as some PvP gamers still like the odd bit of it and also it would attract a larger audience if some of it existed....i guess they can always add it in a large patch but still.

Shame the game is far away. :E
 
yea pve in pvp is awesome.

I used to love alterac valley in wow when it had all the quests and nps (yes it still has a couple of quests but nothing like it was and the map was shrunk slightly removed most of the npc areas)
 
From what I've read there will be PVE in small amounts:

a) Crafting - anything that needs building, making, etc will be made by the dedicated crafting class.

b) The 'tower defence' element of mine defence - that the defenders can set up traps, mobs, surveillance cameras to watch the fun, etc

c) The Veil being actively hostile to stealthers.

So not a seperate PVE campagin but elements of PVE woven into the main PvP game.


There are two main areas where balancing factions seems to go awry, in my opinion. Trying to balance the way abilities work in PvE and PvP. Secondly, trying to give each faction different abilities. Removing one of those is a good idea IMO.

I think factions should be identical but with very different and interesting skins, frankly. Developers have a hard enough time balancing classes against each other, let alone faction to faction.

They spent ages creating the landscapes for WAR - really nice areas, lots going on...it barely got used at all. People zerged from keep to keep avoiding each other or fought in scenarios all day long. Better I think to spend time making the PVP areas amazing.

So overall, I think a lack of PVE is a definite strength, rather than a weakness.
 
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The latest email from them
Folks,

Well, it's been an interesting 24 hours hasn't it? Last night I talked about two, that's two BSC ideas for the price of one! First was the BSC implementation of stealth that we're considering here and its core classes, the VeilWalkers and the VeilStalkers. The second idea was the concept of possibly using The Veil as a possible (again I must stress 'a', possible and idea) method of CC. Overall, the reaction was good to the first (though a lot of fear), very mixed on the second. All I can say is, as usual, "Don't Panic" and let's learn to love and embrace the concept of throwing around ideas without too much emotion. We have a long road ahead of us and it will go so much smoother if we keep that in mind.

Today's big news was the demonstration of the Unchained Engine with full networking hooked up. The engine and server ran beautifully, we peaked at almost 118 people with no server crashes and expected bandwidth and server usage. The best part, those 118 people ran around with particle effects on swords, chalices and people playing from all over the world. Again, keep that last phrase in mind too, all over the world. This wasn't some in-house test, we invited everyone who had a DX11 card to come and play in the demo with us from anywhere in the world. FYI, I've been part of so very many alpha builds of client/sever games and I've never had this kind of success with a build at this incredibly early stage of development. I mean, we aren't even funded yet and the Unchained Engine, unlike SmackHammer, is all new rendering tech. This is an awesome start and again, we're not even funded yet.

The second update for tonight is Tim's improved housing demo. Look carefully at this one and compare it to the earlier demo. I think you'll notice a lot of improvements.

Have a great night all!

-Mark


Also DX11 cards needed? Good :)
 
5 days to go, they aren't gonna make it! :(

They'll be fine, people wait until the last 72 hours or so before the fund. SoTA got $600,00 within the last few days, was insane to watch the total just sky rocket!

I am sure Camelot has a similar type of following to the Ultima series.
 
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