Player building in Camelot Unchained and Crowfall

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JamesGoblin
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Player building in Camelot Unchained and Crowfall

Postby JamesGoblin » Mon Aug 22, 2016 5:44 am UTC

Both games are sandbox MMOs in alpha tests, Camelot Unchained aka "Dark Age of Camelot 2" (...meets Minecraft, I would add) by Mark Jacobs and Crowfall aka "Game of Thrones meets EVE Online" - their very ambitious slogan from Kickstarter in March 2015, I also heard "Your Star Wars Galaxies crafting in my Shadowbane" hinting at Raph Koster and couple other developers in team.

Long story short, you can find more details in the following links. Speaking of building, this is quick intro to Camelot Unchained building (it's 100% free form and player is Necromaniak) - https://ello.co/jamesgoblin/post/lwcc9qkee_5xilkhpqhjma Building tool he uses is C.U.B.E. (Camelot Unchained Building Environment) and first images in that link are from this video - https://www.youtube.com/watch?v=SHaXdWv ... e=youtu.be

In Crowfall, building is modular (you build from pre-made pieces like wall sections, towers...) but players will have tools to place rivers, mountains... at their own will (!) This is how it looks - https://ello.co/jamesgoblin/post/e6yhwdv6_xbjtdqnff1tma thou current player tests mostly focus on combat and (voxel) destruction of pre-made fortifications.

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Magnanimous
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Re: Player building in Camelot Unchained and Crowfall

Postby Magnanimous » Mon Aug 22, 2016 5:59 am UTC

Wow, those both look incredible. Procedural generation and sandbox tools have come a long way.

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Obby
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Re: Player building in Camelot Unchained and Crowfall

Postby Obby » Mon Aug 22, 2016 3:51 pm UTC

For those who doesn't recognize the name, Mark Jacobs was the lead developer for both Dark Age of Camelot and Warhammer Online: Age of Reckoning.

The man likes castles.
The story so far:
In the beginning the Universe was created.
This has made a lot of people very angry and has been widely regarded as a bad move.

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JamesGoblin
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Re: Player building in Camelot Unchained and Crowfall

Postby JamesGoblin » Fri Aug 26, 2016 8:17 pm UTC

Magnanimous wrote:Wow, those both look incredible. Procedural generation and sandbox tools have come a long way.


Indeed - it's kinda pity that games such as No Man's Sky get all the hype, leaving many interesting indie projects in the shadow.

Obby wrote:For those who doesn't recognize the name, Mark Jacobs was the lead developer for both Dark Age of Camelot and Warhammer Online: Age of Reckoning.

The man likes castles.


Mark is my favorite (from Warhammer days), but there is couple big names in both of these.

Say, Crowfall has Raph Koster working on crafting and social structure (lead designer of Ultima Online, also highly praised as creative director of Star Wars Galaxies etc. - a man with an army of zealots...err, fans), Todd Coleman (CEO of Shadowbane, creative director of Wizard 101 and Pirate 101) and Gordon Walton, creative director or technical producer of Ultima Online, Star Wars Galaxies, Sims Online, Star Wars: The Old Republic...he came to Crowfall from Disney.

Hmm, this turned out to be much longer than I wanted, anyway, you'll forgive me. I hope =)

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francis_baud
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Re: Player building in Camelot Unchained and Crowfall

Postby francis_baud » Fri Dec 02, 2016 2:30 am UTC

JamesGoblin wrote:
Magnanimous wrote:Wow, those both look incredible. Procedural generation and sandbox tools have come a long way.


Indeed - it's kinda pity that games such as No Man's Sky get all the hype, leaving many interesting indie projects in the shadow.


No Man's Sky procedural generation is pretty different than what CF/CU are doing. In NMS if I'm correct pretty much everything is generated on the fly when a planet is created for the first time. Basically the developers do not check each planet individually to set certain parameters or place objects. It's all automatic, programmed to be executed autonomously. While in the 2 other titles there are a lot of manual adjustments and a lot of attention given to individual terrain parcels, islands and maps. Each asset (trees, rocks, grass, animals) is carefully created by the artists and then those objects are placed on the map either manually or automatically. In NMS the artists created certain traits for trees, animals, etc. and then it pretty much goes in the blender, and in the end the artists have no idea what kind of creatures or biome a world will end with.

Also with the promotional and publishing help from Sony that NMS received, I understand how it's got a lot more attention from the medias than indie mmos. :P

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JamesGoblin
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Re: Player building in Camelot Unchained and Crowfall

Postby JamesGoblin » Thu Dec 15, 2016 1:37 pm UTC

Another "double" submission, video comparison between these two games - https://www.youtube.com/watch?v=rQmCG33uMTo&feature=youtu.be

PS Camelot Unchained had a little graphical update recently, it looks better than in that video above - tho it's still alpha, beta should start sometime early 2017:

Image

Image

Image

Image


PPS To make it "symmetrical", couple recent Crowfall videos:

TheLazyPeon's alpha preview - skip first ~100 seconds, that's game intro based on old footage:

https://www.youtube.com/watch?v=W52SD7MAIPk&feature=youtu.be

...combat / PvP by ItsZiz:

https://www.youtube.com/watch?v=hUBerFx6Mck&feature=youtu.be

...and this is what you get by mixing Van Helsing with guinea pig (!) and giving it stealth:

https://www.youtube.com/watch?v=HptlLpR71sk&feature=youtu.be


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