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- #TWITCH CAMELOT UNCHAINED UPDATE#
- #TWITCH CAMELOT UNCHAINED SKIN#
- #TWITCH CAMELOT UNCHAINED FULL#
- #TWITCH CAMELOT UNCHAINED CODE#
- #TWITCH CAMELOT UNCHAINED SERIES#
This forest variation will be at the center a much vaster forest, and will have much larger, older trees, supporting different types of gameplay.
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Our goal with our “deeper darker” forest is to expand upon the initial forest, which was very dense, yet supported several hundred bots/players within it.
#TWITCH CAMELOT UNCHAINED FULL#
This image shows the plotted trajectory path of the greatsword as it travels continuously through the six parts that make up a full attack animation.Ĭool, eh? Swinging a sword is a little more complicated than you might have thought. We have talked about our animation system a lot in the past month, so here’s a tangible example from him. Let’s start off with something cool and informative from Scott.
#TWITCH CAMELOT UNCHAINED UPDATE#
Today’s update might be a little lighter on the tech side, but we have lots of art to show you as well. However, with the progress on the animation system and the ongoing work that has been done on our physics server, a very good week.
#TWITCH CAMELOT UNCHAINED SKIN#
On the skin side, this is a pass similar to what we did with clothing: not only improving it, but making it faster for us to generate the textures. Our goal is not only good-looking hair, but a system that allows for many Realm and race styles.
#TWITCH CAMELOT UNCHAINED SERIES#
WIP Improved player hair and skin: After knocking out a series of scary faces for use in our forest, Jon is moving forward with improving not only the way our characters’ hair looks, but also possibly, the overall texture space and poly count needed.That will inform audits of existing animations moving into Beta 1. Our immediate goal is to improve upon our current system and assets, to get something that looks and plays well. WIP Animation assets: Per our number one item, Scott is working with Andrew to get a solid first pass on some combat animations.We’re aiming to work smart here so that the art can be used in multiple biomes without much re-work. Michelle continues to concept out the details of this area, including Realm variations. WIP Deeper darker forest: Tyler and Ben agreed on a scale of our large tree assets, so Tyler has worked with Jon this week to work some scary faces into the trees.Cross has completed some of the primary VFX, and is working to improve our current fire for further use. WIP Place of Power: Dionne finished the second pass layout work Ben requested, and has moved into detailing out the geometry.If all goes well with this test, we’ll be able to combine our default and experimental patchers into one, freeing up time to work on other things! We will be running this patcher IT test over this upcoming weekend. WIP Patcher Updates: Yesterday, we asked our IT Backers to begin testing our experimental patcher.Matt has been working on updating our existing file loading in preparation to more easily support hot-fixing issues. WIP Improving Config File Loading: Once we hit Beta, we’ll need to make quick, incremental builds on our Beta channel for small hotfixes.This will bring us one step closer to chaotic and thrilling building destruction that won’t negatively affect players’ performance.
#TWITCH CAMELOT UNCHAINED CODE#
WIP Building Performance Improvements: Brad and Rob are joining forces on our next phase: updating our server-side game logic and our networking code to make use of Brad’s recent data structure improvements.Instead of just having a helmet protecting your entire head, you’ll need to protect your skull, face, and neck, expanding our already existing ways to customize your characters. WIP Gear Slots: We continue to add more granularity to our gear system by breaking our existing gear slots into multiple slots.There’s still a lot of work for Scott and Andrew to tackle to get this ready, but we’re excited about the leap in progress this week. WIP Animation System: As seen on the stream earlier this week, Andrew has made great strides, having successfully made a character blend multiple animations, like simultaneously running and independently moving his arms.With that, let’s get on to our Top Ten-ish list: Even with a less-than-full team here and in Seattle, we still got a lot done, and made some great progress on one of our most pressing needs: a new animation system. Happy Friday, all! We survived another week of weird January weather (mostly sunny, warm, etc.), and the flu/plague stuff that might be associated with those conditions (at this point, 75% of people here), intact.
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