In the latest edition of the Camelot Unchained newsletter, the team at City State Entertainment provided us with a comprehensive update on the game's progress. The newsletter focuses on crafting, rendering, interactions, and AI development, with heaping helping of everyone’s favorite topic – Math! Here’s what’s been going on with Camelot Unchained over the past month.
For Christina’s segment, she discusses the new additions to the crafting system, specifically the introduction of Vox modules. These modules are items that can be slotted into a player's crafting table, or Vox, to alter various elements of the crafting process, such as crafting time, item stats, or resources consumed. She states that the team has introduced over 20 modules, each named after crafters from the game's lore, with plans for more, including faction-unique modules.
Developer Wylie takes us through the improvements to 'Style Packs' in the rendering process. Style Packs are internal tools that allow the team to change atmospheric rendering settings over time, such as global lighting, fog coverage, and camera exposure. The upgraded system now functions like a timeline in video editing software, making it easier for artists to add and adjust settings. Wylie provided some examples of various styles, which essentially shows what the style transition will look like over time, and includes some foggy mornings, a darkened sky, and a pretty, clear day.
In Rob’s segment, he discusses the changes in calculating the distance at which players can interact with objects. The team has shifted from calculating the distance from the center of the object to an offset from the object’s bounds, providing a more consistent interaction range. As much fun as it would be for
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