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Camelot Unchained


Heeron

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  • 2 weeks later...

I've been slacking off a bit and have missed an update or two, but here's a quick recap:

Another top ten questions: When is this Kickstarter going to start?

Mark writes about why there's been a lack of news around the publishing if the Kickstarter. He says that the post announcement feedback they've received meant they wanted to restructure the Kickstarter page to include some specific bits of info the players have requested.

 

Also, Foundational Post #11. This time Mark writes about sandboxes. What constitutes as one and wherein Camelot Unchained will fit this description. 

 

It's a good read and gives you some further info regarding the freedom the players will have in RvR for making the battlefields truly unique.

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Foundational principle #12 was just put out on the blog today. It's written by Andrew Meggs, Technical Director for Camelot Unchained and he writes about the balance of performance, graphics as well as gameplay. How they all intermingle and affect eachother. 

Sounds like we're going to be getting more updates from Andrew. Neat to be getting some more info about the technical side of CU

Note: Andrew Meggs is also CityStateEntertainments Co-founder along with Mark Jacobs. He's also a Mythic veteran.

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  • 2 weeks later...

Andrew keeps it up with the Foundational Post #13 about chaos. How he sees that it can positively affect gameplay and make for memorable moments. Not having the entire game scripted through makes for a more personal experience and something that when you talk to your pals about it you'll all have had unique events take place. 

 

Sounds good to me. Especially the part about destroying walls which will fall apart using physics, not just disappearing. 

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