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Revision as of 21:34, 2 October 2017
City State Entertainment publishes a monthly newsletter about the development of Camelot Unchained, entitled Unveiled. It contains updates, articles from various members of the development team, questions from the Community, and usually a new or updated story for the game's lore.
General Overview
The Newsletter is broken up to multiple components, some of which aren't available in every Newsletter.
- Team Tidings: This is the introduction and overview of the Unveiled newsletter.
- Dragon Accident Report: A short section that humorously talks about an incident or event in the studio.
- Updates: Serves as a section for general game news. Everything from stretch goals, testing goals, and other milestones are talked about in this section.
- CMSphere: Originally this section served as a Q&A for the Newsletter. It was later repurposed to serve as community focused news.
- Hot Topics: This small section gives a pulse about what topics are trending on the forums.
- Community Meetup: This section only shows up occasionally, and serves to give a reader a heads up about official visits to Cons and Events.
- Look What You Did: This is where Backer creations are showcased to the wider Community. This can be everything from C.U.B.E./Building System creations to fan fiction or art.
- Thank You: CSE is never one to let a gift go unthanked, and often the surprises they receive are presented here.
- Dose of Design: This is where one of the design team discuss some of the design of the game.
- Developer Quotes: A short quote that a dev has made, often related to gaming.
- Artitup: This section offers additional concept art, or art explanation. The featured artist will often explain their thoughts and mechanical process for the featured piece.
- Tech Central: Where a technical aspect of the game is presented. Similar to Artitup, this is often done in great detail.
- State of the Build: This is a summary of the improvements done to the game build for the month of the newsletter.
- Spotlight: The spotlight focuses on an individual or group's contributions to the game in the form of an interview. This section often comes with tags to show the relevance of the reviewed, such as: developer, Backer, etc.
- Lore Corner: The Lore Corner section features a new or rewritten lore story from Max Porter.
Issues of Unveiled 2014
Unveiled #1
August 2014
Updates | Store is added to the website. |
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Dose of Design | What will happen in Camelot Unchained when a veteran player battles against newer players? |
State of the Build | Improving client/patcher/server stability, performance and scaling improvements. Oh, and fireballs. |
Dev Spotlight | French Community Manager, Charles Ribemont. |
Lore Corner | Golem Becoming teaser. |
Unveiled #2
September 2014
Updates | P.A.T. (Pre-Alpha Test) Checklists are added. |
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Dose of Design | Map size. |
Artitup | Fir Bog concept, Stormrider concept art, Web/UI assets, and more. |
State of the Build | Character persistence, data driven sky, improvements in Relay/Listen server, and more. |
Dev Spotlight | Senior Engineer, Brian Green - A day in the life of a Game Programmer. |
Unveiled #3
October 2014
Updates | E.A.R.S. funded, [Engineer Cometh] starts, 2nd P.A.T. Checklist. |
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Dose of Design | Banes and Boons. |
Artitup | 3D modeling and rigging for Stormrider, melee combat, and Armor. |
State of the Build | Stability, new features, DX10 card issues, control game and more. |
Tech Central | The testing process. |
Backer Spotlight | German Translation Team, Endoria. |
Unveiled #4
November 2014
Updates | Progress in P.A.T. Checklist, tests gone well. |
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Dose of Design | Progression, and daily rewards. |
Artitup | Armor concepts, mix and matching, and mage armor. |
State of the Build | Server capacity, performance, improved bone level of detail, auto-run, and more. |
Tech Central | User interface benefits. |
Partner Spotlight | Nvidia Technical Evangelist, Chad Vivoli. |
Unveiled #5
December 2014
Updates | Halfway to [Engineer SG], clearer description of job. |
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Dose of Design | Motivation for Building. |
Artitup | Spell FX concepts, and more on Armor. |
State of the Build | First building system, health/stamina, arcing projectiles, and more. |
Tech Central | High fantasy take on coding and engineering. |
Backer Spotlight | Mod and graph specialist, Internal Tester Mehuge. |
Issues of Unveiled 2015
Unveiled #6
Janurary 2015
Updates | Sound Enginer Cometh funds, ding 3 million, and Hug the World. |
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Dose of Design | Economics. |
Artitup | Character customization, spellbook concepts, and Tuatha Archer. |
State of the Build | Start on ability crafting, UI improvements, channeled abilities, improved sync, and more. |
Tech Central | Physics in a gameworld. |
Spotlight | Socialization in MMOs, where has it gone? |
Lore Corner | Úlfhéðnar Becoming rewrite. |
Unveiled #7
February 2015
Updates | Intro to Daniel Beck, Hug the World funds, next SG is for programmers. |
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Dose of Design | Archetype, class, and path structure. |
Artitup | Art Pipeline and mage armor concepts. |
Tech Central | Unchained Editor for art assets. |
State of the Build | Ability crafting, new larger map, reduced projectile life, and more. |
Backer Spotlight | Dedicated Dev Tracker, Tarsir. |
Lore Corner | Cait Sith Becoming rewrite. |
Unveiled #8
March 2015
Updates | Tech Alpha Footage and intro to art intern Chris. |
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Dose of Design | Constructing ability building. |
Artitup | Building textures. |
Tech Central | Character visualization. |
State of the Build | Alpha bug fixes, song intro, sound effects for the spellbook, swing effect and more. |
Backer Spotlight | Collaborative building and city projects with Fanglo, Foggye, and Mordran. |
Lore Corner | Dvergar Becoming rewrite Pt.1. |
Unveiled April Fool's Edition
April 2015
Updates | Winner tag. |
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Dose of Design | Stealth. |
Gold Selling Program | Beat gold sellers by undercutting them. |
Tech Central | Be the Cube, Pong, and working on a 286. |
State of the Build | Patch notes, patch notes, patch notes. |
Alternative Rules | Pay to Win Server. |
New Race | The Poodl'elic'iou~s Race. |
Lore Corner | Poodl'elic'iou~s Becoming. |
Redefining PvP | Were-Platypus. |
Unveiled #9
April 2015
Updates | Programmers SG funded, and Spirit Caster SG starts. |
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Dose of Design | Pet classes in CU, and how they can work. |
Artitup | Spirit pets, and an archery frame. |
Tech Central | Importance of Source Control. |
State of the Build | Grey world bug smashed, new blocks, textures and extrude tool for C.U.B.E., and more. |
Backer Spotlight | Technically Handy Backer, RealLifeGobbo. |
Lore Corner | Dvergar Becoming Part 2. |
Unveiled #10
May 2015
Updates | Spirit in the Sky near funding, more SGs to be announced, and new hire updates hoping to come soon. |
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CMSphere | Updated format. 2 year anniversary, t-shirts upcoming, more German translators added and more. |
Dose of Design | Making archers distinct, feel different from mages, and feel immersive. |
Artitup | Human models, updating art for the Master Avatar System and C.U.B.E. logos. |
Tech Central | Programming Languages. |
State of the Build | Working on terrain editor, building physics, add sun and moon with stars, more component modifiers, and more. |
Dev Spotlight | CSE Sound Engineer Daniel Beck, aka dB. |
Lore Corner | Hamadryad Becoming rewrite. |
Unveiled #11
June 2015
Updates | Building destruction, world terrain editor/generation, and sky/weather additions. |
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CMSphere | Vines, IT Self Test group, players adding to the game, and field of view. |
Dose of Design | Procedurally Enhanced World Building. |
Artitup | C.U.B.E. page and design. |
Tech Central | Clouds. |
State of the Build | Fixed some rubberbanding, arrow abilities, some stats, copy/paste in C.U.B.E., and more. |
Backer Spotlight | Awesome Streamer, Arctix. |
Lore Corner | Luchorpán Becoming rewrite. |
Unveiled #12
July 2015
Updates | Realm honors SG funds, and the Stealth SG begins. |
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CMSphere | Exciting vines, rainbows, C.U.B.E. optimization, Gen Con, Dragon Con, and more. |
Dose of Design | Counter-Revolutionary Combat |
Artitup | Animation and stance editor, new members to the game, adding environment and props, UI, and more. |
Tech Central | Data storage |
State of the Build | Importance of development tools, Improved data saving, rubberband fixes, added HBAO, updated interrupt system, and more. |
Backer Spotlight | C.U.B.E. Expert, Necromaniak. |
Lore Corner | Jötnar Becoming, Part 1 |
Unveiled #13
August 2015
Updates | Stealth Unchained is moving along. |
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CMSphere | Storms, exotic buildings, sample armor skins, backer event calendar, and questions answered about animations. |
Dose of Design | Digital Dice: Introducing randomness and uncertainty without relying too much on RNG. |
Artitup | Updated Fir Bog Model from new artist Jon, concept artist working on armor, more icons, sfx and more. |
Tech Central | Recipe for Destruction: About building stability and destruction. |
State of the Build | Building optimization, general gameplay effects, blueprint improvements, a new moon, and more. |
Backer Spotlight | Italian Translation Team, Harkrom. |
Lore Corner | Jötnar Becoming, Part 2 |
Unveiled #14
September 2015
Updates | Beta update, new devs Marc Hernandez and George Davidson, Dragon Con, and Fall Class Reveal |
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CMSphere | Live gameplay for Dragon Con, more Community events, donation of Tiers for fundraiser, question answered about seasonal events. |
Dose of Design | Iterative Design: The design process through pushing limits and experimentation before finalizing. |
Artitup | Terrain art push, promotional posters, second pass human models, and Realm-based armors. |
Tech Central | Every Designer's Favorite Tool: Use of Excel and scripting to make effective tools. |
State of the Build | Body part locations and injury, new sounds, client improvements, and plot rules. |
Backer Spotlight | Energetic Blogger, TimothyTierless aka Tierless Time |
Lore Corner | Valkyrie Becoming rewrite Part 1 |
Unveiled #15
October 2015
Updates | Stealth Unchained SG funded, and the next one starts for more programnmers, Shapeshifters class reveal. |
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CMSphere | Art and UI Livestreams, Reveal discussions, backer visits, and community question about Recruiter Anna. |
Dose of Design | Archetype Evolution: Ben breaks down design choices going from the Path_System to trios in the class reveals. |
Artitup | Class reveals art, armor art, model updates to test soon, patcher redesign and status vfx. |
Tech Central | Tech Central: Dave talks about some tech choices and options to have more unique characters on the screen. |
State of the Build | Rendering and gamma improvements, local keybinds, new UI system, test bots improvements, and more. |
Backer Spotlight | Savvy Youtuber, CloakingDonkey |
Lore Corner | Valkyrie Becoming rewrite Part 2 |
Unveiled #16
November 2015
Updates | Merchline swag, SG update, and UI master James |
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CMSphere | City projects, art and streams, and Devout question. |
Dose of Design | On the Road to Beta: an overview of what the game would be like come Beta. |
Artitup | Female Luchorpán model, Silverhands art, and Aftereffects VFX. |
Tech Central | A Less Gooey UI: An overview of the UI team, the tools they use, and how to get involved. |
State of the Build | Autoscaling, bigger test map, physX bug fixed, bigger block selection and more. |
Backer Spotlight | Dedicated Mod Squadder, Saddie |
Lore Corner | Tales of the One True City - Part 3 |
Unveiled #17
December 2015
Updates | Performance upgrades, alpha performance testing, new crafting doc and reveal, and new splash for the main site. |
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CMSphere | Community review, stretch goals, wiki, translation teams, hanging out, Merchline, and a question about archers. |
Dose of Design | Class Construction: behind the scenes look at how the classes got put together. |
Artitup | Armor pieces, Valkyrie revisit, environment moods, crafting UI, and more. |
Tech Central | Letter from the Knights of the World Weavers: rendition of how the world is put together that will make RPers smile. |
State of the Build | Balancing anti-cheating features and performance, new building materials, Bigger blueprints, equipment slots, wounds UI and more. |
Backer Spotlight | C.U.B.E. Artist, Zeroumus. |
Lore Corner | Gargoyle Becoming, Part 1. |
Issues of Unveiled 2016
Unveiled #18
January 2016
Updates | Send More Programmers stretch goal is making progress, updated website, and animation system added to game. |
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CMSphere | Test help with the website/gift code, translation going well, MAGfest, and question about non-crafter building. |
Dose of Design | System Analysis: process of reaching goals, expectations, gathering information, and evaluating changes once a plan has been put in place. |
Artitup | Team working on Armor design, animation editor, added Substance Painter to the pipeline, and more. |
Tech Central | Let's Engage in Jolly Cooperation: how the Coders/Engineers work together to not only get tasks done, but broaden their skills. |
State of the Build | Health and body part system, memory management code upgrade, animation system, and more! |
Backer Spotlight | French Translation Expert, Pouloum. |
Lore Corner | Gargoyle Becoming, Part 2. |
Unveiled #19
February 2016
Updates | Send More Programmers funds, RP Pack #1 stretch goal starts, MAGFest, new environmental light, and more. |
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CMSphere | Upcoming livestreams, cool gifts, 24 hr. Backer stream, MAGFest, and question about animations. |
Dose of Design | Beta Balance: The challenges of doing "Rock, Paper, Scissors" balancing in Beta 1 when all the systems haven't been implemented yet. |
Artitup | Comics from Sandra - The Artists in: Beta 1 |
Tech Central | Becoming Dynamic - The Story of Abilities: Detailing the CAS (Client Ability Spec.), and what it allows the team to do. |
State of the Build | Getting good feedback, improved animation blending, ability power modifiers, and building destruction is back! |
Backer Spotlight | Wiki Guardian, Foggye |
Lore Corner | The Great Depths Raid - Part 1: A Gathering of Delvers |
Unveiled #20
March 2016
Updates | RP Pack #1 coming along nicely, building upgrades, lighting system update, new patcher, buffs/debuffs and more. |
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CMSphere | Lots of streaming, emote morning, translation team interviews, wiki overview video, lots of Q&A, Depths boardgame, question about the meta, and more. |
Dose of Design | Streams with Ben: In depth answer about weapons. Plus bonus Piercing the Veil Q&A! |
Artitup | Max talks to Tyler: Extensive info about the terrain system, environmental assets, biomes, PBR (physically-based rendering) and so much more. |
Tech Central | Max talks to Cory: How he's worked on the plot system, building time, building disruption, and respawning. |
State of the Build | Max talks to Brian: Multiple passes on PBR, bodyparts, changes to character creation, improved editor, and more. |
Backer Spotlight | Super Fan, Vellic |
Lore Corner | The Great Depths Raid - Part 2: Enter the Depths |
Unveiled #21
April 2016
Updates | RP Pack #1 SG funded, no new SG until Beta 1, working towards new ability system, more hiring candidates, lots of updates, and more. |
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CMSphere | Livestreams, wiki tutorials, Ben Q&A's, PAX East panel and Community meet-up, and question about TDD siege. |
Dose of Design | Reconstructing Combat: About the challenges of small studio, and the thought process behind changing the game's combat system. |
Artitup | Sandra comic about Michelle, animation editor, substance designer, substance painter, and more concepts. |
Tech Central | Tale of the Golden Sound: An entertaining tale of how the sounds of the game get rolled to the client. |
State of the Build | New version of C.U.B.E., plot updates, first pass of crafting, ability overhaul, Picts joined the Arthurians, and more. |
Dev Spotlight | Environmental Artist, Dionne |
Lore Corner | The Great Depths Raid - Part 3: The Great Gullet |
Unveiled #22
May 2016
Updates | New intern Jules Graham, 1 billion cube blocks reached, and server stability with a lot of buildings in play. |
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CMSphere | Lots of C.U.B.E. creations, Multi-player C.U.B.E. incoming, lots of new Backers, question about weapon handness, fan fiction from Creideamh |
Dose of Design | The World of Beta 1: What to expect from the map and islands come Beta 1. |
Artitup | Team shows off sword art, drowning animation, Koo works on secret stuff, and more. |
Tech Central | Who Watches the Watchers: About support and monitoring software, and what happens when it goes wrong. |
State of the Build | UI overhaul, new toggles in options, backface lighting, mesh simplification, rubble, Vox model, and more. |
Backer Spotlight | German Translation Overseer, Apollon |
Lore Corner | The Great Depths Raid - Part 4: Strange Collection |
Unveiled #23
June 2016
Updates | Update section to change soon, big strides in the ability rework, 4 new programmers, satellite studio, gifting system, and more. |
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CMSphere | Rob gets married, Jen is leaving CSE, Jen's goodbyes and thank yous, JB's desk gets TP'd. |
Dose of Design | Combat Look and Feel: Thoughts behind systems that help make for smoother gameplay over technical limitations of playing online, and the feedback needed to polish. |
Artitup | Shield concepts, high and low res weapon models, specular and roughness maps for armor/clothing, locomotion, and lighting for presentations. |
Tech Central | All About Threading: How threading works, and what CSE is doing to make the most of it. |
State of the Build | Armor materials, blocking loading, random disconnect fix, cooldown fixes, ability creation has been re-introduced, and more. |
Backer Spotlight | Mod Squad member and UI expert, Tyrsis. |
Lore Corner | The Great Depths Raid - Part 5: The Sudden Plunge. |
Unveiled #24
July 2016
State of the Game Address | Highlights progress toward Beta, more programmers, testing is coming back, artists shape the world, extra game copy gifting coming soon, path to Beta 1 becomes clearer, thanks for patience, and more. |
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Dose of Design | Re-abilitation Results: An article that details the importance of the ability system, and how it will work from a designer's perspective. |
Artitup | Staff models, concepts of maces and polearms, gender animations, Substance Designer, new highlight reels, website improvements, and charm tree. |
Tech Central | Delving into Texture Compression: Details how texture compression is important to the game, and what it does. |
State of the Build | Skill resources back in, skill scriptable values, more fluid skill results, RoboDuck, Updated chat, Plot capture is back, and more. |
Lore Corner | The Great Depths Raid - Part 6: Suspicion Blooms. |
Unveiled #25
August 2016
Updates | Return to Dragon Con, streaming continues, revisit missed streams on YouTube. |
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Dose of Design | Class Construction, Continued: How re-abilitation changed the ability creation behind the scenes for the whole process. |
Artitup | Mace concepts, mace modeling, texture auditing, new biome, idle animations, node graphs, and new logo. |
Tech Central | On Roboduck: An automated process for finding problems, how it works, and its benefits. |
State of the Build | Event chains, limb targeting back in, more ability support, environmental and light variables, move UI elements around, and more. |
Backer Spotlight | Discord Server Overlord, DrunknGod |
Lore Corner | The Great Depths Raid - Part 7: Madness and Memories. |
Unveiled #26
September 2016
Updates | Autumn biomes, CSE visits Dragon Con, more Twitch streaming, long Q&A, Stonehealer stones can drown (move over doors!) |
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Dose of Design | Prototype Implementation: Details of going from an abstract design goal to a testable prototype, and what it takes to get there. |
Artitup | Running animations, more idle animations, more weapon models, wrapping up procedural materials, designing Realm logos. |
Tech Central | Task Management - The Urgent vs. the the Important: Balancing act of fixing critical bugs, but still keeping focus on larger goals. |
State of the Build | Ability support for multiple zones, warbands, bug fixes for the client and C.U.B.E., faster file retrieval for the Patcher, and more! |
Lore Corner | The Great Depths Raid - Part 8: The Cautious Climb. |
Unveiled #27
October 2016
Updates | Productive month, Bring Out Your Devs Andrew streams gave good detailed information, simul-cast streams to YouTube now. |
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Dose of Design | Finding the Fun: The long process of going from a working prototype to getting a fun finished product. |
Artitup | Weapon models, walking animations, animation corrections, TDD Fall Court armor, and more. |
Tech Central | Layered Arithmetic Expressions - How I Learned to Stop Worrying and Love the Math: Factors modifiers out of order of operations but can be layered back together. |
State of the Build | More skill nodes, skill item dependency is factored in, healing stones have health, warband fixes, UDP overhaul, better server performance, and more. |
Lore Corner | The Great Depths Raid - Part 9: The Whispering Dark |
Unveiled #28
November 2016
Updates | Cory leaves the studio, but CSE introduces Brittany Aubert and Gabriel Ortega from the Seattle Office. |
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Dose of Design | Battle Scalability: The thoughts and system behind allowing smaller numbers to have a chance against many. |
Artitup | Process of concept to testing model for TDD fall armor, moon concepts and models, hammer animations, particle debugging, and Realm logos. |
Tech Central | Didja Hear That?: Under the hood look at the tools and function of sounds for abilities. |
State of the Build | Various small bug fixes, stance implementation, B&B components, chat fixes, loads of bots, and more. |
Lore Corner | The Great Depths Raid - Part 10: A Priceless Gift. |
Unveiled #29
December 2017
End of the Year Wrap-up | Ability refactoring, Seattle office opening, improved engine tech, upgraded visuals, big Bot testing, new animation system, multi-server tech, continued stability, deal with Discord, and lots of blocks. |
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Updates | More on Discord, team introductions of Seattle team members: Brad, Colin, and Matt. |
Dose of Design | Concluding 2016: Running down some improvements, and teasing completed code that's looking to be hooked up to the game. |
Artitup | A thank you from the Art Team. |
Tech Central | A Letter from the Knights of the World Weavers: A fantasy breakdown of the coding accomplishments of the studio. |
State of the Build | Animation integration is under way, reduced packet size, fixed a delay in the code, fixed some false positives, rendering improvements, basic support for Banes & Boons, and much more! |
Lore Corner | The Great Depths Raid - Part 11: Rush of Shadows. |
Issues of Unveiled 2017
Unveiled #30
January 2017
Updates | Looking forward to the new year and keeping the ball rolling, introduction of engineer Christina Carr of the Seattle team. |
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Dose of Design | From Systems to Content: A missive about going from prototypes to the content that players will expect to see for a functioning game. |
Artitup | The Places of Power Process: Dionne breaks down the process of making the assets of a Place of Power. |
State of the Build | First of animation improvements with new system, tagged expressions for Banes and Boons, working on building code again, item flags, network improvements, and more! |
Lore Corner | The Great Depths Raid - Part 12: The Tilted Maze and the Tower. |
Unveiled #31
Feburary 2017
Updates | Checked off four necessary items towards Beta 1, new team members making a difference, and insightful programming streams. |
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Dose of Design | Scribbles in the Dark: Addresses one of more pressing questions regarding CU, why there isn't more to see in terms of content. |
Artitup | Finishing up on equipment setup, animation streamlining, polearm animating and art concepts, weapon modelling, reshaping Humans, and Places of Power assets. |
State of the Build | More formal testing cadence, reworking aiming mode, animations ability syncing, fixed camera orientation in Wwise, Banes and Boons starting to be put in, and much more! |
Lore Corner | The Becoming: Picts Part 2. Brude and the Picts Part 2. |
Unveiled #32
March 2017
Team Tidings | Checked off multiple Beta list items, allergies with spring, progress. |
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Dose of Design | Controlling "Crowd Control": An article that goes into detail on the designers' vision for CC in Camelot Unchained. |
Artitup | Summary of the additions, corrections, and more from the art team, particularly animation, environment assets, and the particle system. |
Tech Central | An article on the early stages of the crafting system tech by engineer Christina Carr. |
State of the Build | Brittany attended GDC, covers manual aiming, animation system tech, SFX and VFX tagging, rendering, buildings, Orders UI, crafting tech, server architecture, and more! |
Bonus: Producer Post-mortem | Brittany brings an extra article on process changes for testing cadence, iterating on the process, and reviewing how things unfolded. |
Lore Corner | The Becoming: Picts part 3. Brude and the Picts part 3. |
Unveiled #33
April 2017
Team Tidings | Seattle crew moving into an office space, streaming news, visit from HR rep. Anna. |
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Dose of Design | Audiovisual Implementation: The look and feel of combat as more pieces are hooked up, and the use of tags and their importance. |
Artitup | Special edition of Artitup from the whole Art Team, each artist offers their own paragraph on the work they've been doing in detail, with photos. Everything from animations to siege weapons to UI to environment art, and more! |
Tech Central | HDR Monitors and CU: Epic article from George on HDR, what it means, and how it affects the future of games. |
State of the Build | More on new testing server Fledgling and testing cadence, logging, particle rendering, and much more! |
Lore Corner | The Becoming: Silverhands Part 1. The tale of Nuada Part 1. |
Unveiled #34
May 2017
Team Tidings | Introduction of the engineer Andrew Jackson, streaming update, and more. |
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Dose of Design | Further down the road: A continuation and development of the Dose of Design from issue #16, looking at the state of development in terms of gameplay and progress. |
Artitup | A full article on many of the challenges, updates, and progress of the month from the Art Team, with pictures. Lots of animation, helmet creation, UI work, environment art, and more. |
Tech Central | An article on the early stages of the crafting system tech by engineer Christina Carr. |
State of the Build | Tech progress on crafting, siege weapons, stat data management and inventory screens, rendering and particle optimizations, terrain code, and lots more! |
Lore Corner | The Becoming: Silverhands Part 2. The tale of Nuada Part 2. |
Unveiled #35
June 2017
Team Tidings | Introduction of the engineer Caleb, introduction to articles, and more. |
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Dose of Design | The Speed of Play: An examination of how "fast" the game will be, the many factors that play into this, and the reasoning behind many of these decisions. |
Artitup | Updates on the Art team, actiong out animations, the goals of combat animations, and more. |
Tech Central | Interactive Music: An examination of the tech and planning going into the music of Camelot Unchained, with a particular focus on making sure the sound is not repetitive. |
State of the Build | Tech progress on rendering bugs, gameplay bugs, siege engines, building metrics, terrain code, and lots more! |
Lore Corner | The Becoming: Silverhands Part 3. |
Unveiled #36
July 2017
Team Tidings | Updates on progress, brief overview of articles, restart of Bot testing, and more. |
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Dose of Design | Constructive Communication: A behind-the-scenes look at development, with a focus on communication between designers and programmers. Complete with illustrated examples! |
Artitup | By Jon Young this time, an article on the pipeline getting art assets into the game, with an emphasis on the 3d sculpting step. |
State of the Build | Tech progress on client stability, restart of Bot testing, Inventory UI, Siege Engines, and more! |
Lore Corner | The Becoming: Silverhands Part 4. |
Unveiled #37
August 2017
Milestones with Mark | Discussion of two important updates: the release of the "Thirty Day" document and achieving large-scale battles with new animation and VFX system, plus more on ARCs/Bots. |
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Team Tidings | Updates on progress, brief overview of articles, restart of Bot testing, and links to streaming. |
Dose of Design | RvRvPvP: Realm Versus Realm Versus Player Versus Player: An examination of the differences between RvR and free-for-all PvP games. |
Artitup | Instructions Not Included: By Tyler Rockwell, a look at how ideas are turned into reality for video games, problem-solving on animations, and lots more! |
State of the Build | Tech progress on ARCs/Bots, bringing in additional programmers, visual uniqueness of characters, siege engines, items, and more. |
Lore Corner | The Becoming: Silverhands Part 5. |
Unveiled #38
September 2017
Team Tidings | Updates on progress, the start of a "sprint" on siege gameplay development, brief overview of articles, and links to streaming. |
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Dose of Design | Focusing on the Details: An examination of the challenge of the many small things that all work together to contribute to a game's level of fun. |
Artitup | By Tyler Rockwell, a look at continuing development on animations, complete with illustrative videos, followed by an update on the entire Art Team. |
Tech Central | Paying the Dues: By Charles "Bull" Durham, a look at "technical debt," choosing when to upgrade a system or put it off, and when and how it must be paid back. |
State of the Build | Tech progress on siege battles, NPCs, Progression, Emotes, Message of the Day, and more. |
Lore Corner | The Becoming: Silverhands Part 6. |
Reveals and Information
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Information | BSC Days • Foundational Principles • P.A.T. Checklists • Stretch Goals • User Stories |
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Media | Bring Out Your Devs • Concept Art • Screenshots • Videos • Unveiled Newsletters |