The company will start porting the game engine to the consoles late this year or next year, but Camelot Unchained is not designed for the consoles. The company expects to announce a beta test at the end of the month, and it will likely ship the game in 2019. “We are an order of magnitude greater than other games, and we are running close to 30 frames per second,” Jacobs said. The physics runs on the server, making the game less hackable. Each one had a different color and behavior, to show that each was moving around independently. Jacobs showed me a video that showed more than 2,000 bots on the screen at the same time. The company has been tuning the engine, and it can support around 2,000 simultaneous players in a single battle now. He wondered if it was possible to build a game engine that could support large-scale battles, with hundreds of players. Jacobs said he was inspired while playing Guild Wars II. It’s a tri-realm, realm-versus-realm game.” We are doing what we need to make a game that users want. “We are not bound to make a spiritual successor. “We are not doing anything related to it, and we are also unchaining from the past of Dark Age of Camelot,” Jacobs said. But Jacobs said he does not consider the game to be a spiritual successor to Dark Age of Camelot. The game will have three realms, and each realm will fight the other. There’s more than enough interest to support this small studio.” I think people will pay for what they want. “We are going for a niche market, and we are not trying to be World of Warcraft,” Jacobs said. Rather, City State Entertainment will charge a subscription fee. Interestingly, Jacobs said the game will not be free-to-play, as many MMOs have become. Meggs was lead engineer on Warhammer Online, and he also worked as a senior engineer on Bethesda Game Studios big hit The Elder Scrolls V: Skyrim. Jacobs was the lead designer and founder at Mythic, which made both Dark Age of Camelot and Warhammer Online. The company is based in Fairfax, Virginia, with a big office in Seattle. “The most exciting part is seeing what they’ll do with that world.” Many, many more features are constantly added to Alpha at this time, and can be found in the User Stories, which list the specifics of the features, and provide a detailed picture of the progress being made.“We’re creating a game and engine that allow truly massive numbers of people to all interact together in a shared space, changing their world in meaningful and dynamic ways,” added Andrew Meggs, chief technical officer at City State Entertainment. Alpha tests usually take place on the Wyrmling server (the production server), on the stable build. Alpha tests have accommodated large numbers of players and bots, or rather CSE's Bots, which mimic player clients, without noticeable server lag. environment is accessible 24/7 even when the regular servers are offline. Numerous new features were added to enrich the game from the previous Pre-Alpha testing, such as keeps and structures around the control points, the ability system v1 and later "re-abilitiation", basic sounds, improvements to the PhysX system, and the engine rendering, the ability to drop a light in the world, sun and moons added, and C.U.B.E. At some point the NDA will lift and other sharing will be possible.Īlpha is held at scheduled times, during which anyone who has an account with Alpha access can play and test, which might mean anything from logging in and out, running around, or even participating in a control point game in a battleground-like area. The zone was enlarged to 25 times the Pre-Alpha size with all new terrain, and the size of the world and the Islands continues to grow.
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