![]() Our designers will be able to use this for versioning and rapid iteration. WIP – Tech – Design Tools: Bull worked on a tool that will make it easier to load and configure data in spreadsheets. In some cases, this meant swapping out functions, and in other cases, this meant creating new functions to the original’s specification. More specifically, he replaced non-standard Microsoft-specific code with C++ standard code wherever possible. WIP – Tech – Servers – Moar Linuxification: This week, Wylie worked to linuxify our low-level utility library. Net servers on Linux, because most of the code he is converting is shared. This work also gets us closer to running the other. After this is done, it will let us run the NPC server on Linux. WIP – Tech – NPC Server Linuxification: Colin worked on converting the NPC server to build for. As a reminder, this work, and the following Linux-related items, will help us cut server costs. He has got all the projects rebuilt through user proxies, which is one of CU’s biggest scaling points, and is now working on the physics side of things. WIP – Tech – Servers – Linuxification: Andrew has made a lot of progress on the Linuxification front. This should be the first step in getting traps into the game. Tech – Gameplay: Matt and Christina added support for items that react when a player collides with them. He also doubled the speed of the vertex welder (part of the mesh simplifier system) and improved/fixed the algorithm for obstacle detection for the NavMesh, adding data for heights to the obstacles. This week, Lee worked on 3D-ification of the NavMesh/pathplanner to handle pathing on surfaces above other surfaces, such as ramparts and stairs. Mark showed this off earlier in the week, following through with our promise that our NPCs would not remain dumb as rocks. WIP – Tech – NavMesh: Lee continued on his quest to bring pathing to the game via the NavMesh. Let’s move into the rest of the week’s highlights in the form of our Top Tenish list! To that end ,we’re giving you guys a lot of lead time for NEXT weekend’s test.Īgain, this info is not for this weekend, but next weekend! We’ll have another follow-up email for those applicable Backers with more today. As always, pay attention to our tentative testing schedule to keep up-to-date with our testing.ģ hours: 12pm – 3pm EDT / 9am – 12pm PDT / 6pm – 9pm CEST ( Get Localization) ![]() However, we’ve had a few Backers request that we try and give more notice on some of our tests. We are NOT planning on having a test this weekend. If you missed today’s livestream update with Andrew and Michelle, you can find that HERE. ( videos/463376446 ) If you’ve played in our control point scenario, which relies a lot on the NPCs, you’ll understand when I say this work will be a big game changer! There’s still more work ongoing, further detailed in our Top Tenish, below. If you didn’t catch it, you can check it out HERE. We told you our NPCs would not stay dumb as rocks, and we are well on our way to keeping our word, as can be seen in Mark’s impromptu livestream earlier this week! One of the really cool items that really began to land this week was the updated NPC pathfinding Lee has been toiling on for some time. We had a really solid week here at CSE, continuing to make strides on several fronts, as always. You’ll find the video right after the jump.Forging Our Own Path – Friday, August 9th, 2019 You might also want to check out the first Q&A session with City State co-founder Mark Jacobs where he also talks about the siege feature testing. You’ll find the full list of changes on the Camelot Unchained official site. Meanwhile, the fellas over at City State is hard at work to crank out new updates including a new siege scenario test map, improvements to siege engine equipment, lighting effects, animations, new classes, and skill icons. Many scenarios were played, bugs were found, fun was had! In other words: lots of progress as lots of new Backers had their first look at V0.1 of our Saturday Night Siege scenario.” “While this is still very much a work in progress, it’s been awesome to see players deploy siege engines against our fully destructible castle while its defenders scrambled to keep the walls up! Watching towers crumble and fall, sometimes in wacky ways, was always entertaining! ![]() A feeling that Camelot Unchained beta testers will probably be familiar with as they test out the game’s “Saturday Siege Night” scenario last week. There’s probably nothing more satisfying in a medieval fantasy game than seeing a castle’s walls crumble with a well-placed catapult or trebuchet shot.
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