Camelot Unchained/현재 진행 상황

카멜롯 언체인드 camelot unchained 07/16 뉴스레터

잘 살아보세 2016. 7. 18. 13:15

뭐, 또다른 뉴스레터가 도착했다.

역시 내맘대로 내가 원하는 부분만 ㅋ

 

Folks,

   Unfortunately, I have to once again begin an update around some terrible news. Yesterday’s attack in Nice, France, was a horrific act that has become all too commonplace in the “real” world. Speaking for everybody here, I extend both the studio’s and my own personal condolences and sympathy to all the people who were so devastated, either directly or indirectly, by what transpired in Nice.

   In happier news, we’ve pushed the latest version of the game to C.U.B.E., with lots of improvements to the building system itself, and, of course, to the underlying game engine as well. As always, please keep in mind that every time we push C.U.B.E., we are always pushing a new version of Camelot Unchained as well: they are the same code base. I’ll cover some of the items from the patch notes a little further down in this update.

Overall, things continue to move along apace, here. In terms of today’s User Stories, we had 21 old cards with 133 completes and 6 New cards with 22 completes.

 

프랑스 테러에 대한 유감 표시.

좋은 소식으로는 C.U.B.E 업데이트했다. (건설 시스템과 게임엔진 등등)

항상 C.U.B.E 를 눈여겨봐줘. 카멜롯 언체인드의 new version 이 올라가고 있으니깐:그 둘은 같은 소스야. 아래의 패치노트를 보도록.

 

 

Let’s start with the “Top Tenish” List, which includes the items I read from in today’s Wrap-up on stream:

  1. Andrew’s refactor/Home run - Auto-generate our communication between our game server and our proxies. - Greatly improves speed and reliability of the server/proxy communication layer. - Allows us to create new abilities much faster!
  2. Ability to log any data from our server easily - can be searched, graphed, quantified - going to be extremely helpful as we move forward with the refactor, both so Design can see if things are working as intended, and for playtest tuning!
  3. We now have the ability to buff and debuff the timing of abilities.
  4. Block and Counter-attack are now being crafted into abilities. - This puts us farther along than the last ability iteration, where we did not have animating block and counter attack working.
  5. Equipment slots can now be independently buffed and debuffed. - This, again, is farther than we were in the previous iteration.
  6. New and updated UI int C.U.B.E. Current iteration will include the much-requested ability to drop point lights.
  7. Improved overall visual quality of WIP biome, while greatly reducing poly count in some assets to support good FR in dense forests. Win-win!
  8. Started working on unique idles and fidgets, per gender and race, to give them a touch of character.
  9. Started work on melee combat and magic user staffs. Finished high poly bows and arrows. Next up TDD great swords, Viking two handed hammers, and Arthurian polearms!
  10. Added first pass of blend maps tech to terrain shader. This blends materials together more realistically, and gives us the ability to get more variation with less textures. Two wins in one! Updated to all existing terrain mats next week.
  11. We’ve begun assigning values to abilities, and in general playing with them early, to start looking for bugs or find areas to improve.

 

서버간 통신 개선, 로그 저장 기능 개선, 버프/디버프 기능, 블럭/카운터어택 기능, 장비슬롯 버프 기능, 비쥬얼 개선, 캐릭터 유니크한 동작 개발 시작, 디자인 작업 하고 있고, 지형 업데이트 등등등

 

 

그외 자세한 개발 내역 소개... 

 

 

자 이제 완료 디자인 짤 몇개 투척

 

 

 

 

 

 

 

 In terms of C.U.B.E., we've updated the UI (with a lot of things and stuff), updated chat to handle the above emoticons, added automatic backups for your C.U.B.E. files, improved performance for buildings, and more. The full patch notes can be found on the Forums. And, as per above, all of these changes are also part of Camelot Unchained.
 
  Well, that about wraps up this update. As per what I said above, starting next week we begin to have more design/programming streaming sessions and reveals. As I said in the weekly wrap-up, I’m really excited about where we are with the re-abilitation of our ability system and I know you folks will be too, once you see the presentations and even more importantly, see the system in action in the game.

   To close out this update, once again I extend my sympathies and condolences to those people who lost loved ones or friends yesterday in Nice, to the people of France and everyone who has been, and sadly it seems, will continue to be, victims of horrific attacks such as these. Have a good and safe weekend!

-Mark

다음주에는 디자인/스트리밍 개발 더 할거고, ability system 재정비 계속 할거임

 

끝.

 

젠장 beta는 도대체 언제...