unveiled #23에서 얘기한 것처럼 이번 #24는 마크가 썼나보다. 자 그럼 무슨 내용이 있나 훑어보자. (괄호 안의 내용은 내 생각)

 

State of the Game Address

-by Mark Jacobs

 

 

 

 

 

 

 

 

 

 

 

 

(뭐, 내가 영어를 잘하는 것도 아니니까... state of the Game Address 라고 하면, "게임의 현 상태에 대한 공식적인 설명" 정도로 해석하면 맞을라나?)

 

Folks,

It has been a long time since I was able to do a proper “State of the Game” for any game, especially Camelot Unchained. As I write this, I think back to my first State of the Game, which I wrote for Dark Age of Camelot. When I came up with the idea for this style of communication (unabashedly, and with full acknowledgment, ripped off from our country’s State of the Union addresses) with our Community, I hoped that they would always be positive, but I knew better. No matter what, a State of the Game message delivered by me must be an honest communication between our studio and our Backers/players. And, in keeping with this tradition, so will this one be.

 

이런 "게임에 대한 공식 설명" 은 간만이네. 다옥도 생각나고 ㅎㅎ. 블라블라... 나를 통해 나가는 공식적인 메시지는 honest 해야해서 이런 형식을 취했다.

 

 

As you know, we have struggled with hiring issues (not enough programmers), delays, and sadly, the occasional (thankfully, very occasional) “Whoops” that everybody suffers through in life, whether you are a programmer, artist, designer, doctor (hopefully, very small and non-lethal whoopsies in their case), etc. We’ve dealt with these issues the way I hope the vast majority of you want us to: using open and honest communication with you, and the right mixture of caution and aggression in our approach to solving these issues. You have read or seen how we dealt with and are continuing to deal with those problems. How we are opening a studio in Seattle, that myself and the other investor are committing additional funds to the studio to make this happen. You know that we have added four programmers to the team in the last two months, and that we are still interviewing more. 

 

아다시피, 인력충원 문제가 있었고, 어쩌구저쩌구, 다 잘 해결되고 4명 새로 뽑았고 아직도 뽑고 있다.

 

 

On the other side of the room, our artists have begun to make the world of Camelot Unchained feel like a real world, and not just a fun place for a Friday Night Fight. The weapons and armor of the world are being created at a rapid pace, and the crafting system to create them will support enough customizations to keep the vast majority of you happy and content for a long time. And, of course, all of this will be player-driven, and not cash-shop-driven, even considering the additional expenses the studio and myself are going to have to bear to bring this game to fruition, with our expanding presence in Seattle. 

 

디자이너들이 심화 디자인 시작. 빠른 속도로 무기/방어구/크래프팅 시스템 만들고 있어. 그리고 이런 것들은 cache shop에서 사는거 아니야~ (당근이지!!)

 

 

Our “Reward Tier” gifting system has almost finished its trials, and thanks to help from all of the team and some of our Backers, it should be up and running before the next newsletter. Our writer/lore keeper/newsletter guru, is happily not only writing, but also continuing to iterate on our board game, among other things. In other words, the team is busy bringing the world of Camelot Unchained to life, and not just the game’s engine. 

 

gifting system 거의 끝났고 다음 뉴스레터 전에 개시할거임. 그리고 게임 스토리도 빡시게 쓰고 있단다.

 

 

 

Now, having said all of that, what does this mean for the opening of Beta 1? That’s the question that is, I know, on so many minds. The answer is a complicated one, since, quite frankly, we have to have the ability system in and fully operational before we can announce a date. First, let’s start with what our Backers can expect when Beta 1 opens. We’ve been very clear about that fact that Beta 1 is intended to be an “old school” Beta 1. That hasn’t changed (“Duh, really Mark?” said an “Imgn Airy Backer”), as our focus is on delivering a lot of new foundational systems for the game and then beating the heck out of them with the help of our Backers. Whether it is the new ability system, or even the in-house animation system, you folks will be testing them along with us, so pain, on both sides, should be expected when Beta 1 opens. It won’t be perfect, but I think it will be prettier than many feared it ever would be, and with more than enough functionality for lots of fun testing and iteration. The past and upcoming chats with Ben, Marc, and Tim are very informative (building slowly, of course), so I urge the Backers among you who are worried about whether the wait will be worth it to take the time to watch the videos such as this one, and even participate in the Q&A sessions. I know that by the end of the summer, you will like what you see here, if not way before that.

 

자 이 모든걸 종합해서, beta 1 오픈은 언제냐... 어... 그 답은 디게 복잡해. 솔직히 말해서 ability system을 넣어야 하고 fully 작동해야만 날짜를 대충 가늠할 수 있음. 그리고 블라블라블라

 

 

In terms of progress on the ability system, right now we have four programmers working on it (some part time, some full) on a daily basis, as well as the occasional helping hand or two. Our immediate goals are to get our Backers using the ability and progression system as soon as possible. To this end, over the next few weeks we’re hoping to have Camelot Unchained and C.U.B.E. pushes that will include even more abilities, animation sets, and other improvements to the game. After we see how that goes, I’ll be able to announce the date for the opening of Beta 1. 

 

이 ability system은 4명이 만들고 있어. next few weeks 가 지나면 게임과 C.U.B.E에 이 시스템과 더 많은 abilities 와 애니메이션과 기타등등 을 밀어넣을 수 있길 hope하고있어. (아 이 양키 능구렁이 같으니...) 그게 어떻게 되는지 봐야 beta 1 오픈 일정에 대해서 얘기할 수 있을 거야 (아 이 양키 능구렁이 같으니 222...)

 

 

The good news is that, so far, things are going quite well from our end. Considering the sheer amount of code that we have rewritten/purged/burned in the last few months, I can safely say that we’ve made major improvements to our engine on so many levels, and at the same time, have begun to add the kind of functionality that our Backers want to see in the game. We’ve made major improvements to both the client and server in terms of size, memory footprints, etc., and we made them now, rather than waiting, as many developers do, till far later in the project. We began a series of tests I’m calling the “Star Wars” tests, because with the ability spammers we’ve created, the projectiles flying through the air make our game look a lot more like a scene out of Star Wars than out of Camelot. And that’s one of the impressive things about our tech: We are not just building an MMORPG engine and making it perform at scale, we are building an FPS engine that can handle anything we throw at it in terms of performance, because the engine was designed to handle the stress of more intensive FPS games. Over the next few weeks, we’ll be inviting our Alpha and then Beta 1 players to help “Break the Build” in these tests, in preparation for the next scheduled Friday Night Fights. And no, this does not mean we are making an FPS game, just that our engine is being designed to perform on a level on the client-side that is more demanding than your typical MMORPG.

 

좋은 소식은, 일이 잘 돼가고 있다는 거야. 엔진 업데이트도 많이 했고, 고객들이 원하는 기능들도 많이 만들었단다. 우리 기술에 인상적인 점 : 이건 MMORPG 엔진을 넘어서 FPS 엔진처럼 많은 정보를 처리해. next few weeks 가 지나면, 테스트를 위해 알파와 beta1 플레이중 일부를 초대할거야. 아 그렇다고 이게 FPS 게임을 만들고 있다는 건 아니고 단지 일반적인 MMORPG 보다 더 많은 걸 처리한다는거야.

(난 옛날부터 다옥을 fps게임으로 생각했다규~) 

 

 

This attitude of not rushing a “Not ready for Prime Time Beta” has meant/means/will continue to drive a slower march to release than we would all like, but after certain games’ issues at launch, do you really want us to do it differently? I hope not, because this is the right way to do things, and one of the advantages of being a crowd-funded game – we won’t be rushed into releasing a game to meet somebody else’s needs, other than the long-term needs of our Backers for a stable, fun, and 100% “Ready for Prime Time” game. And as Alpha, Beta 1, and IT Backers will be seeing over the next few weeks, our time and your/my money has been well-spent.

 

좀 느리게 진행되더라도 참아줘. 빨리빨리해서 후지게 오픈하는거 보단 잘 만들어서 오픈하는게 맞다고 생각해.

Does this mean that there is a light at the end of the tunnel? Yep, and let me tell you, it is going to be a very bright one indeed, especially during the SW tests. :)

As always, we thank you for your support and patience.

-Mark

 

언제나처럼 지원과 인내에 감사. (그 인내에도 끝이 있단다...)

 

 

 

그 밑에 technical, game design, art, lore 등 파트별 내용이 있음

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Posted by 잘 살아보세
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