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directorygames | New Invite a Friend Program

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Get your friends started with a 7-day trial and be rewarded with unique items and Gold. Keys are now available in-game.

Whether you’re braving an expedition, harvesting the bountiful natural resources of Albion, or engaging in an epic battle, your adventure in Albion will be much more rewarding together with your friends.

Here’s How It Works

Buy Trial Keys for your friends in-game through the Invite Friends menu. Each Trial Key will cost 1,000 Gold or the Silver equivalent.

Share Trial Keys with your friends by copying/pasting the key code, sending them an Email directly through the Referral Overview page or send them via Email in-game.

Earn unique rewards for each friend who redeems their Trial Key. The more friends with keys, the more rewards you get! To keep it fresh, the rewards will change seasonally.

Get your 1,000 Gold back from the Trial Key, plus up to 4,000 more Gold when your friend redeems a Starter Pack. Check out the Referral Statistics page to check your earnings.

 

Gift Your Friend a Trial

Not quite sure where to get a Trial Key? They can be purchased and found in-game under the cogwheel icon on the top right, under “Invite Friends.”


Note: The current items will be replaced on November 13 with new items.

The referral terms and conditions are changing. The changed referral terms and conditions can be found here. Feel free to print them out for future reference. You can accept the changed referral terms and conditions by using the new referral program or by indicating your acceptance of the changed terms on our website or in the game client. You can object to the changes by sending an email to support@albiononline.com. If you do not object to changes within 6 weeks of this notice, the changes are deemed accepted by you.

November 11, 2017 |

directorygames | Halloween Is Event Time!

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Yellow and red leaves. Carved pumpkins. Halloween decorations. Pumpkin chests. The rattle of skeletal bones. Wait, what?

Halloween has arrived in Albion. From October 25 until November 15, it will change the world. Halloween decorations have been put up in the cities to put you in the right mood before you head out to explore all the new things and earn special rewards, only available throughout the event.

Did Someone Say Rewards?

Why, yes, of course! What would an event be without rewards? You can trade in your collected Pumpkin Pips at the Vanity Merchant for great, time-limited seasonal rewards.

  • A variety of Pumpkin Heads (Grinning/Sad/Angry)
  • A Plague Doctor Outfit (Hygienic Mask, Coat, and Boots)
  • A Skeleton Costume (Laughing Skull, Ribcage, Legbones, and Ragged Cape)
  • The Jack o’Donkey
  • And the ultimate reward, the Horse Macabre.

directorygames | Halloween Is Event Time!

While exploring the lands of Albion, you will find Pumpkin Pips – tokens only available during our Halloween. You can gather them from our Random Camps, chests, Locked Pumpkins (that randomly appear in place of resources), the Arena, or in Expeditions. These Pips can be exchanged for neat rewards – or traded with other players.

But Why Stop Here?

There will be additional events around Halloween:

  • Arena Masters – Compete in a seasonal 5v5 tournament, streamed live AlbionTV – claim your place as the best team!
  • The Headless Descent – Investigate a mysterious maze in the Underway, compete against others, reach the end – earn your reward!
  • Arena All-In – Challenge other teams for a winner-takes-all match live on the AlbionTV stream. Become famous – and rich!

Head on over to our event page to read more.

Let us know about your thoughts on Halloween on the forums. (We wouldn’t mind pumpkin-related recipes either).

November 11, 2017 |

directorygames | Albion Online Dev Talk – Performance Improvements

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David Salz, our Chief Technology Officer talks about the performance improvements that will make it into the Kay update:

If you can’t watch the video right now, here’s a summary:

The State of Zerg vs Zerg

Zerg vs Zerg fights, for example over castles, are a very popular thing in Albion Online – and the performance there is often times frustrating. It is bothering the players participating in that activity, rightfully so – and naturally it is bothering us as well.

Identifying the Issues

For the past few months we have put significant work and effort into improving the experience in bigger fights. The first thing we did was create a technology that allowed recording of fights on a network level. That means we can replay them again and again, and analyze what is happening exactly. We could then have a look at how long certain components take and, effectively, what’s going wrong.

Conclusions and Improvements

Identifying the problem, obviously, is only the first step. A lot of things need to be changed to make the game faster at this point – involving pretty much every single team member. It’s not a single source of lag or a singular thing that’s wrong. Various things don’t perform as they should.

Sometimes code needs to be rewritten, because it’s not fast enough. So we have to find a way to have it do the exact same thing, just faster. Sometimes it’s game design related and a spell needs to be changed because it’s eating up too much performance. It could also be a 3D model or an animation that has too many polygons or bones. The long and short of it is: it involves a lot of people and takes quite an amount of time. We have been at it for months and see some significant progress already. We will continue working on this, as it will take large scale fights to a whole new level. More on that as we near the Kay update.

November 11, 2017 |

Inviting a Friend Is Now Even More Appealing! on directorygames

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Inviting a friend to play Albion has never been more appealing, as we have reduced the price for our Trial Keys permanently to 500 Gold. Invite a friend. Explore the world together. Have fun!

But that is not all. As you most likely know, you receive rewards if you invite friends to play and they purchase a Starter Pack. These rewards have been increased!

Better Rewards

You sent a Trial Key to a friend and they purchased a Starter Pack later on? You will profit from that! Not only will you get the item rewards for referrals, you will also receive increased amounts of Gold if your friend buys a pack. Depending on the Tier of Starter Pack they purchase, you will receive the following Gold rewards:

  • Veteran Starter: 2,000 Gold
  • Epic Starter: 3,000 Gold
  • Legendary Starter: 4,000 Gold

Should they upgrade later, you will receive additional Gold rewards:

  • Veteran to Epic: 1,000 Gold
  • Epic to Legendary: 1,000 Gold
  • Veteran to Legendary: 2,000 Gold

That means that if more than 20% of the people you invite purchases a Starter Pack, you already turn a profit.

Get a Trial Key For Your Friends

Not quite sure where to get a Trial Key? They can be purchased in-game under the cogwheel icon on the top right corner, under “Invite Friends.”

See here how to invite friends and to read up on Frequently Asked Questions.

November 11, 2017 |

Albion Online Developer Talk (October 27) on directorygames

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Robin Henkys offers an outlook at the coming months of development and the near future of Albion Online. We share ideas and plans for improvements for the open world, solo play, Outland warfare and quality of life improvements for guilds.

Watch the full video:

Share your thoughts on our forums here.

November 11, 2017 |

directorygames | Busy with Boats and Moats – Friday, October 13, 2017

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Folks,

We’re wrapping up a fairly busy week here at CSE. So busy that our Top Tenish, the list of the week’s highlights, continues to remain well above average, with seventeen items this week! We also had to skip our weekly update livestream, so we could stay focused on the work at hand.

Speaking of work, our siege-centric sprint, as well as other Beta 1-specific goals, as you’ll see below, are moving along. As the weather turns cooler here, and unfortunately this week a bit grey, we’re all enjoying the candy and the coffee sent to us from our Backers! There was a sticky note on the coffee maker this morning that read, “Strong! – Deathwish coffee.” Mike told me, “we’ve got five pounds of it we have to get through!” Plus there’s all the other special coffee and candy you sent to us! Our hard work certainly has the necessary fuel. Thanks once again!

Top Tenish:

  1. WIP – Tech – Continued Client Stability: After submitting his hard work to address client stability, George is working on moving the windows message handler off the main thread. The message handler is responsible for handling windows events (called ‘messages’) like mouse clicks, key-presses, and resizing the window. Moving this off the main thread reduces the chance of hitches or slowdowns when rendering the game. This effect can currently be seen when moving the client window. The game stops rendering, waiting for you to release the client window, then plays catch-up. This too will go the way of the dodo with George’s upcoming change. But wait, there’s more! This may theoretically increase our maximum framerate. We’ll see!
  2. WIP – Tech – Presence Server Updates: For Beta 1, we’ll want to have starting zones and safe zones. Colin’s work will allow us to spawn new players in designated starting zones and spawn returning players in those zones if the zone they logged out from is no longer up. Additionally, this work will gate access to a zone by faction. You wouldn’t want filthy Vikings running around on your TDD safe island, would you?
  3. WIP – Tech – Projectile Firing: Andrew’s improvements to loading projectiles onto bows was dropped in early this week, which led to interesting behavior with siege engines that was too good not to share…
    directorygames | Busy with Boats and Moats – Friday, October 13, 2017
    Wacky projectiles like this only happened when tab-targeting enemies and not in the manual aiming state. This is because the code that computes arcs when tab-targeting isn’t currently being used by the client. Thanks to some cross-coast discussions, this issue was identified before things hit prime time, and now Matt is updating positional prediction to work with tabbed targeting the same way it does for manual aiming.
  4. Tech – DevUI v2: AJ tackled the second round of feedback on the DevUI, a temporary, “unprettied” UI built to allow for quick iteration on gameplay features. As discussed in previous weeks, the goal of the DevUI is to allow us to quickly test gameplay functionality that requires UI without the need to loop in a UI programmer early on. AJ improved upon the separation of our markup information (the stuff that makes our UI pretty) and the game data, and also added the ability for our gameplay programmers to call GraphQL queries from the UI, better mimicking how we’ll want the code to look when it is eventually handed over to the UI programmers to replace with the real UI.
  5. WIP – Tech – Building DevUI: Last week, Rob put together a DevUI to expose a lot of common plot and building actions, which were previously only performed via slash commands. This made testing building changes much easier, as it’s clearer to see when something is or isn’t working correctly. Rob is now taking a second pass at improving how we’re displaying critical feedback and current state, plus improving the player experience when interacting with plots.
  6. Tech – Anim Hud: Brad added a new tab to the debug info window, giving animators much more info on which animset the player is in, and what animations are being played. The ROI on this has been great, as it only took Brad a couple of hours to implement, but has already shortened debugging time for engineers and animators tremendously!
  7. WIP – Tech – Equip and Unequip Weapons: Having been handed the reins of Andrew’s animation system, Brad is now tackling the connection between the ability system and animation system. This work impacts both the ongoing emote work and the beginnings of handling equip and unequip functionality. After all, we don’t want you to stab yourself in the eye with your weapon when you salute!
  8. WIP – Tech – Character Screen: When AJ first built the character stats screen, he filled it with temporary data to aid in getting something up and running as fast as possible. Now that the screen is in place, he and Christina are working together to develop a plan on how the character screen can populate all the relevant fields with the actual character data.
  9. Tech – NPC Updates: Colin has been making a lot of updates to NPCs in the last few weeks. It’s now possible to spawn NPCs in the game, to either run around in a fixed area or run over to an available siege engine and start firing on players or NPCs of an opposing Realm. Colin has also given us the ability to create “greeter NPCs,” like pub owners or bankers, that can display text when clicked upon. This text can be edited via spreadsheet, making it easy for anyone on the team change things quickly.
  10. Art – Environment – LongSHIP: Apologies, I (Tyler) previously called it a longBOAT when it’s a LongSHIP. I stand corrected. Dionne finished her pass of the Viking Longship early this week. While she waits for more concepts from Michelle, she’s begun working on new terrain materials and assets to fill in some terrain type gaps in our asset library.
  11. WIP – Art – Concept Art: Michelle has taken another pass on the Arthurian boat designs. Once we settle on one we like, we’ll pass it to Dionne to begin modeling. Additionally, she has been breaking up the character creation backgrounds for James to begin animating.
  12. WIP – Art – Generic Clothing: Jon completed a first pass of the low and high poly models for new generic clothing. We’ll use these to differentiate our NPCs from players, and for character creation renders.
  13. WIP – Art – Scorpion Siege VFX: Mike completed several new assets this week, based off last week’s prep work. Beware, the names Ben gave these effects may make you eager for combat!
    • Shrapnel Burst travel and impact VFX.
    • Concussion Charge travel and impact VFX.
    • Smoke Bomb travel and impact VFX.
  14. Art – Animation – Updated Bow Animation Tests: Sandra finished the tertiary animations for the updated bow animations, including movement, jumping, and flinching. She is now working on a unique, component-specific animation to facilitate more feature testing.
  15. Art – Animation – Shared Equip Pose and New Flinch Types: Scott created a couple of shared equip poses, to temporarily solve the issue of changing weapons between combat poses. This frees us up to focus on other animation assets while preparing for future tech. Additionally, he’s created an arrow hit flinch a and mind damage flinch to test current tech. This will help us see how well we can integrate this concept with Andrew’s powerful animation system.
  16. WIP – Art – New Scorpion Bolt Models for Siege Testing: Taken from Ben’s list of testing components, Jon is creating several new siege bolt models for use in the ability system. Like our various arrows, players will be able to choose from several bolt types, including basic siege, bolt volley, demolition, double, heavy, and light. As always, our goal is “what you see is what you get,” when we make those pointy objects that rain death down on your foes!
  17. Audio – Siege Combat and UI SFX: dB has been all over this week, completing new sounds for the siege engine animations (which we’ll add later) and siege-specific abilities, as well as for shield crushing attacks, grunts and screams, and new UI feedback sounds.

As mentioned, a solid week of progress! We had the mini-plague hit a couple of artists this week, so there’s slightly less art for this update, but only slightly. Let’s start off things with the promised video of some of Scott’s work for the greatsword following the image from last week. We’ve also got a couple of extra-experimental, still work-in-progress, “flinches” in here. These may allow us to differentiate, through the animations, the types of effects one might encounter in CU.
directorygames | Busy with Boats and Moats – Friday, October 13, 2017

Next up, we have a breakdown from Michelle of the Viking character creation background. This separation of layers, visualized below, will be handed off to James next week, to begin animating. He’ll also add in particles, light shafts, etc, to further bring the scene to life.
directorygames | Busy with Boats and Moats – Friday, October 13, 2017

Per our Top Tenish, we have a work-in-progress shot from Jon of the basic clothing, high poly sculpt. Despite the mini-plague, Jon was still able to begin work on this great sculpt!
directorygames | Busy with Boats and Moats – Friday, October 13, 2017

Per the Top Tenish, here’s some of Jon’s work-in-progress siege bolt ideas:
directorygames | Busy with Boats and Moats – Friday, October 13, 2017

Also despite the mini-plague, Dionne was able to begin work on some swamp grass assets. Or as I like to call ’em, Moat Grasses!
directorygames | Busy with Boats and Moats – Friday, October 13, 2017

Michelle has also completed some concept work on a possible Arthurian ship.
directorygames | Busy with Boats and Moats – Friday, October 13, 2017

That wraps up a busy week for us here at CSE. We hope you all have a great weekend, working or not, and we’ll see you on Monday, ready to kick the week’s ass. Join us on our forums, chat on Discord, or live streams (Schedule), won’t you?

-t

November 4, 2017 |

Busily Bolting Onward! – Friday, October 20, 2017 on directorygames

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Folks,

It finally feels like we really are in Autumn this week, as the weather dipped momentarily into “Wow! I guess I need a jacket!” range. But then, the end of the week went back to t-shirt weather, so who knows? Anyhow, welcome to our end of week update! If you missed today’s live stream with me (Tyler) and Tim, you can catch that HERE. This week’s update finds us detailing the last five weeks of work in our User Stories update. We continue making some great progress this week, in many areas, as shown below in a longer-than-average Top Tenish list!

Top Tenish:

  1. Tech – Performance/stability improvements: The team has been tackling stability and performance from multiple sides. Here’s some of the juicy bits, waiting on testing:
    • We noticed some performance issues around the the inventory component having too large of a buffer. By creating some simple custom serializers, this cut the buffer size of sending the items from the game server to other servers by potentially 70%.
    • George is continuing his work in moving our windows message handler off the main thread. Along the way, he’s cleaning up and organizing existing code, making things easier to maintain in the future.
    • Marc tuned some server-side metrics to better support large numbers of players. Heavy metrics are fine when you only have 400 players, but when you have 2000, like we’ve shown with our ARCs, those same metrics can cost too much processing power.
    • Towards the end of the week, Andrew found a small tweak, giving us a possible 10% performance increase for the server. Interestingly, he noticed this change could be applied in several other areas, which he’s working through.
  2. WIP – Tech – Character Information Updates: This week, Christina gave us access to lots of data that can be displayed through our character info screen.
    • The progression system can track and display how many times you’ve gotten credit for using each skill part.
    • We can also show armor stats per body part region.
    • Players can get information about restrictions on equipping gear.
    • You can also view your Banes and Boons, base stats, play session length, and skills used. This info isn’t displaying in the UI just yet, as we will next need AJ to work his magic.
  3. Tech – PostOffice: Caleb and Colin have tag teamed the implementation of our new messaging system, called the Post Office. This allows us to send information from one entity to another in cases where we either don’t know where our intended receiver lives or if we have multiple receivers (and we don’t know where they live). We utilize this kind of system in gameplay, so we can tell players (or really anything that cares) what’s currently happening in the heat of battle.
  4. Tech – Siege Improvements: In between tasks, Matt made some small fixes to siege engines. Sound effects for skills running on siege engines have now been hooked up. With the help of some debugging visualization, he fixed a few issues with projectile prediction and orientation in the client.
  5. WIP – Tech/Design – Building testing: After rolling out the DevUI for buildings, Ben and Rob went back and forth discussing the current workflow for adding block types to our spreadsheet in addition to placing building plots through the editor. Revisiting these systems allowed us to track down a few bugs that had crawled their way in. Knocking them out paves the way for future building improvements (a.k.a., epic destruction!).
  6. WIP – Tech – Animation Support: Brad has been tackling a multitude of animation and animation-adjacent tasks this week. He’s been working with Scott on finding a solution to making start walking-stop walking-start walking again blend nicely, and gathering requirements from Scott, Ben, and Tyler on how flinches should work within our system when another animation is currently playing. He’s also updating emotes in the same way we select other clips.
  7. Tech – Patcher Alerts: Following JB’s recent work with our new WebTools, how we enable non-programmers to update information for Messages of the Day and similar notifications, AJ helped wrap up our patcher alerts. This is a short message we can display for a specific period of time to inform our players of pertinent information without the need to actually launch the game client. Just open the patcher, log in, and check out the latest info!
  8. Art – Animation – Unique Longbow attack:  Sandra has finished a pass on a unique bow animation that we want to use for some testing to place VFX and sounds at different points in the ability. Today, she began work on a couple of small tasks: shortbow and longbow hold loops and deflects.
  9. Art – VFX – Siege Testing VFX: Mike finished the needed VFX for our siege test abilities. These have helped us find a few bugs and feature requests for later, during Beta 1. He’s now moving into the bow abilities we’ve prepped for siege testing.
  10. WIP – Art – Environment: Dionne created three sets of new plants, primarily to support pond or moat edges. We focused on polycount with these, to support our large-scale battles. They look great, while still being cheap! She’s now working on a larger set of terrain materials for above, at, and below the waterline.
  11. WIP – Art – Generic Arthurian Clothing: Jon continued work on this new set of clothing assets, focusing on the sculpt, and starting on a material pass.
  12. WIP – Art – Arthurian Ship Concepts: While working with James this week on the character creation background, Michelle found time to come up with some more ideas for the Arthurian ship designs.
  13. Art – Animation – Greatsword: Scott created an updated mid pierce attack this week, supporting tests of new animation timings.
  14. WIP – Art – SFX: dB created several new sounds for Mike’s new siege VFX, as well as assets for using the siege engine itself.
  15. Art – Siege – New Bolt Models: Jon created a plethora of new bolt models this week, some of which are specifically for the new siege testing abilities, and some for future use. Some may even turn into spears, later!
A hefty haul of work this week, and that’s only the highlights! User Stories this month, like our Top Tenish, are chock full of lots and lots of items. 178 to be exact! If you want to find something specific, you can always head over to our User Stories page which is searchable. If you’re not interested in all the details, scroll down until you start seeing some of the art from this week.

User Stories:
180 Total
33 Old cards with 167.
2 New cards with 13 completes.

As a Backer, I’d like to know about smaller changes that don’t have their own user story.
Add GraphQL to DevUI. – Complete
Give DevUI access to API requests and use indexes instead of titles for mapping tabs to content. – Complete
Set up protobuf message and plumbing to send a ‘show dev UI’ message from server to client. – Complete
Create infrastructure for dev UI for hot-reloading C# classes the same way we do XML files. – Complete
Show list of dev UIs in a perfhud tab in the client. – Complete
Create PostOffice system for managing message sending and receiving. – Complete

As a Backer, I’d like to see the world of Camelot Unchained continue to develop through its lore.
Silverhands Becoming – Part 5 Final Draft – Complete
Silverhands Becoming – Part 6 Final Draft – Complete

As a Backer, I want to be able to own a plot of land and build within it.
When claiming a plot, claim for faction and player. – Complete
Prevent player from owning more than one plot.  – Complete
Add DevUI to expose plot management slash commands. – Complete
Add admin page for building plot DevUI. – Complete
Building plots can be initialized to a master blueprint. – Complete

As a Backer, I’d like characters to have vocalized combat, damage, and death reactions.
Upload vocal assets for testing and sort by flinch, exertion, grunts, etc. – Complete

As a Developer in Beta 1, I’d like to have a strong library of sounds for abilities during Beta 1.
First Pass: Equip and unequip – axe. – Complete
First Pass: Axe – slash. – Complete
First Pass: Polearm – crush and slash. – Complete
First Pass: Dagger – slash and pierce. – Complete
First Pass: Axe – slash leather impact. – Complete
First Pass: Axe – slash cloth impact. – Complete
First Pass: “Large blade” slash and pierce impact. – Complete
First Pass: Spear slash and pierce. – Complete
First Pass: “Blunt weapon” crush impact. – Complete
First Pass: Shield crush attack, metal and wood variations. – Complete

As a Developer and Backer, I’d like to see improvements in memory usage and threading.
Remove need for multicontext threading from placeable objects. – Complete
Add multithreaded logging system for ParLL. – Complete
Run UI deferred message update on all scene contexts. – Complete
Further combination of ParLL internal context state into a single unified non-locking state machine. – Complete
Protect against semaphore order contention. – Complete
Prevent ParLL multi-context split from sometimes losing one or more of the contexts split on an earlier job. – Complete

As a Developer and Backer, I’d like to see improvements in lighting and rendering.
Factor in the light radius to the bounds of our system to prevent randomly turning on/off when particles are larger than the system they are a part of. – Complete
MeshCombiner improvement – don’t queue the same buffer multiple times for multiple accumulation passes in shadows. – Complete
Fix flicker when building higher LOD character through Character Manager. – Complete
Don’t change a model’s pooled meshes outside the render context lock in the Character Manager. – Complete

As a Backer I’d like a patcher to not only update my game, but also give me the most important news and updates, get support, chat with the community and look awesome while doing it!
Update PatchNote ID query argument to be a string instead of an int. – Complete

As a Backer in Beta 1, I’d like to play as a Crafter with basic gathering and crafting mechanics for testing.
Improve performance when sending large numbers of Vox ingredients through GraphQL crafting queries. – Complete
Alloys
Add slash command to list all alloys in game. – Complete
Add CSV test to ensure alloy loadouts are not specified on non-alloy items. – Complete

As a Backer in Beta 1, I’d like to have a selection of character emotes to use.
Create skill part that plays an emote with the specified tag. – Complete
Hook pre-built emote skill to play on slash command. – Complete
Add the concept of ‘implicit’ skill defs for emotes, so that they don’t need to be in the skills known list, or on the ability bar, or in the crafted skills database. – Complete
Add Hide Model Effect to hide your weapon on an emote and properly push the tag. – Complete
Create Emote AnimSet tag so we can play animations specifically from that set and don’t need all other sets to include emotes. – Complete

As a Developer, I’d like to have a selection of weapons that visually represent each Realm’s identity. – Arthurians
Quiver: modeling and materials. – Complete
Longbow – v2: Modeling, materials, integration. – Complete
Shortbow – v2: Modeling, materials, integration. – Complete

As a Developer, I’d like to have a selection of weapons that visually represent each Realm’s identity. – TDD
Quiver: modeling and materials. – Complete
Longbow – v2: Modeling, materials, integration. – Complete
Shortbow – v2: Modeling, materials, integration. – Complete

As a Developer, I’d like to have a selection of weapons that visually represent each Realm’s identity. – Viking
Quiver: modeling and materials. – Complete
Longbow – v2: Modeling, materials, integration. – Complete
Shortbow – v2: Modeling, materials, integration. – Complete

As a Backer in Beta 1, I’d like to be able to pick an item up off the ground, put it in my inventory, and if applicable, equip it.
Add nine new columns (one per player stat) to item sheet.  – Complete
Check all nine stats when checking if a player meets item requirements. – Complete
Check equipment on character load and move items to inventory when they don’t meet requirements. – Complete
Check item stat requirements when equipping items, and move items to inventory when they don’t meet requirements. – Complete
Hook up trash sound effects when an item is destroyed. – Complete
Early move operations when the item is being asked to move to the exact spot it is already in. – Complete
Armor:
Adding armor stat calculation type information to the item context, which computes armor stats. – Complete

As a player, I want to view a character UI that shows me my stats, allows me to swap out my equipment, organize my inventory, and see my collection of crafting resources.
Implement failsafe to prevent inventory hang if API server goes down.  – Complete
Make sure an item can leave your inventory when it is the only one left in the collection.  – Complete
Match client equip flow with moveItem requests. – Complete
Add more character related data to GraphQL queries for use on the character details page. – Complete
Addtional inventory UI SFX. – Complete

As a Backer in Beta 1, I’d like a progression system that allows me to upgrade my abilities, stats, and items
Apply effects to character as a reward for a skill part level. – Complete
Apply skill nodes to the character during the acceptance of their daily log. – Complete
Add progression events for creating and destroying blocks.  – Complete
Credit placer of the blueprint with creation of blocks.  – Complete
Track event data for the plotID and position of the plot. – Complete
Track total blocks created and destroyed by character in their logs. – Complete
Have shards track the sum of all blocks created and destroyed across the shard in their log. – Complete
Hook up skill progression dev UI. – Complete
Enable progression tracking for damage, healing, and death. – Complete
Apply progression bonuses from player stats to the actual player.  – Complete
Factor progression bonuses into stat calculations. – Complete
Recompute player stats when progression components are updated. – Complete
Convert progression app to state machine.  – Complete
Split DB and shard information out at the start of the application. – Complete
Setup option config settings for controlling application flow.  – Complete
Enable configurable length of day. – Complete
Adding server command for globally resetting progression. – Complete
Allow player stats to have XP and gain XP through skill part use. – Complete
Track a list of stat requirements and current player stat values for each part and use them in the progression app to figure out how much XP to grant. – Complete
Store current progression points per stat in player data. – Complete
While processing the events for a character, if a useSkillParts event shows up, examine the new stat data. – Complete
Add a config option to be able to turn on/off progression tracking of damage/healing over time. – Complete
Update rules for distance moved calculations on progression summaries to help detect events such as teleports. – Complete
From the progression app, while deciding if a processed day should be published, the option is now given to export the character adjustments to a CSV document. – Complete
Update tracking of damage/healing dealt through progression system to track for multiple types of entities. – Complete
Revamp skill requirements to have sufficient metadata to power progression and client UI. – Complete
Create SessionStats component to track only player session information. – Complete

As a Developer, I’d like the Camelot Unchained ability system to fully support the design scope of the game for B1.
Revamp starting skills defined in xml by simplifying SkillDef. – Complete
Add starting skills during player login if they don’t have any skills. – Complete
Assign unique IDs to skilldefs. – Complete
When sending SkillsKnownComponent to another server, also send the blocked and allowed categories. – Complete
Fix subject group logic to have two groups; targets and recievers (and make it so that not all event components have subjectGroupLookup as a field). – Complete
Support target track that checks friend first and falls back to enemies. – Complete
Change OwnerHistoryComponent to store an EntityID instead of an IEntity. – Complete
Projectile Entities remember the skill that spawned them on the server, and send it down to the client. – Complete
Update skill XML so ClientProjectileEffects correctly target Self. – Complete
Creation of clientside Effects now gets an ActiveSkill for use by the Effect. – Complete
Send projectile physics predictions to everyone instead of just the person using the skill, so they can inform client predictions. – Complete
Add an IgnoreInitialContacts physics flag that can be used for projectiles to escape from their source’s geometry. – Complete
Add AttachProjectileEffect that will attach the Renderable from a predicted projectile (on an ActiveSkill) to an Entity as part of its animation. – Complete
Store ActiveSkill in constants collection. – Complete
Fall back on the skill entity’s model rather than trying to get a parent that doesn’t exist. – Complete
ActiveEffectsController supports ActiveEffects that do not have time durations.  – Complete
Add options for projectile effects and active effects to skill detail command. – Complete
Hide weapons anim event for equip/unequip weapons. – Complete
When firing local projectiles, use the gravityFactor from ClientProjectileDef. – Complete

As a Developer, I’d like to prototype various combat animations to support future system improvements during Beta.
Polearm polish pass. – Complete

As a Backer in Beta 1, I’d like to be able to hold a torch during travel stance and use it as a weapon when in combat stance.
Set torch as a weapon that can be used in travel stance, with animation setup complete. – Complete
Create left arm combat idle flinch. – Complete

As a Backer in Beta 1, I’d like to test the look and feel of combat with the new animation system, while wielding a greatsword.
Offensive stance: Mid slash attack, 3 swings with static timings for testing. – Complete
Offensive stance: Mid pierce attack. – Complete
Offensive stance: Equip and unequip (travel to combat). – Complete
Offensive stance: Arrow impact flinch. – Complete
Offensive stance: Mind damage flinch. – Complete

As a Developer, I’d like to find a simpler solution to equipping and unequipping my weapons from different stances that reduces animation overhead.
First pass test: Equip and Unequip of two-handed weapons using shared animations. – Complete

As a Backer, I want to seamlessly move between islands and zones without being aware that I’m moving between different game servers.
Physics Subzones:
Avoid deleting PhysX actors when removing ActorProxy from a physics subzone.  – Complete

As a Backer in Beta 1, I’d like the updated encumbrance system to use an item’s weight and compare that to the stat-driven carrying capacity of my character.
Upon creation of Inventory Component, check for encumbrance (so a player can’t log off/on to lose debuff).   – Complete
Tie re-application time more directly to length of debuff in skill node if possible. – Complete
Add a flag to the Inventory Component to see if they are already encumbered so we don’t apply multiple debuffs if your inventory changes multiple times. Or remove an existing debuff before applying the new one. – Complete
Remove encumbered debuff when a player’s weight goes below max.  – Complete

As a Backer in Beta 1, I’d like the set of animations the player uses to be controlled by the player’s stance, equipment, and other such gameplay factors.
Add sound effects to stance changes. – Complete

As a Backer, I want an animation system that blends multiple animations together, and allows for immersive and fun combat.
Google Sheet integration:
Improved error handling on Build Server when loading sheets fail. – Complete
New Animation System
AnimWalker client side commands for toggling a state on how the ClipTime is updated. – Complete
Add a PerfHUD panel for debugging animations. – Complete

As a Backer in Beta 1, I’d like the ability to build, spawn, aim, and fire a siege engine at players and buildings.
Make right-click interaction with siege engines pop open a menu instead of immediately using the engine.  – Complete
Add new dev UI with buttons for all the primary siege slash commands, and round-trip parameters to perform those actions *and* refresh or close the UI. – Complete
Allow click-to-interact on siege engines that are in use, unless you’re the one using it. – Complete
Allow picking up siege engines that you’re not using, as long as no one else is using them. More work pending here as regards control/ownership. – Complete
Create several new Scorpion components for siege-focused testing. – Complete
First pass VFX: Siege Testing ability impacts. – Complete
First pass VFX: Siege Testing ability travel. – Complete
First pass VFX: Siege Testing bolt travel. – Complete
First pass VFX: Siege Testing ability prepare. – Complete
SkillDetail supports siege skills. – Complete
Add debug visualization to siege projectile prediction and orientation.  – Complete
First pass SFX assets: Siege pack up, deploy, enter, and exit. – Complete
First pass SFX assets: Siege load, unload, fire, drop. – Complete
First pass SFX assets: Siege Test ability impacts. – Complete
First pass SFX assets: Siege Test ability bolt on travel. – Complete

As a Backer in Beta 1, I’d like the landing areas to be propped out with a wharf from which player can travel to and from other islands.
Boats: 1 Viking-themed boat. – Complete
Second pass concept art: Realm-specific boats. – Complete
First Pass concept art – Viking Longship designs. – Complete
First pass concept art – Arthurian ship designs. – Complete
Second pass concept art – Arthurian ship designs. – Complete
First pass concept art – TDD ship designs. – Complete

As a Backer in Beta 1, I’d like to be able to explore a mine using the portaling and zone transition tech, in lieu of the post B1 “bubble” tech.
New parts added to support design needs. – Complete
Import all parts with updated naming convention from Design. – Complete

As a Backer in Beta 1, I’d like an interactive portal system that teleports me to other active portals based on availability and Realm control.
First pass VFX: Viking Portal. – Complete
Arthurian portals – update and improve materials. – Complete

As a Developer, I’d like to improve the speed of creating environments, adding additional assets, and audit work needed for Realm territory variations for Beta 1.
Existing assets set up as individual terrain mods:
Deciduous 001 – Stumps and logs. – Complete
Dead deciduous 001 trees – Complete
New terrain assets:
Terrain: Freshwater muddy bank v1. – Complete
New Models w/ Mods:
Matching weed set for specific terrain material. – Complete
Freshwater reeds v1. – Complete
Generic river plant. – Complete

As a Developer and Backer, I’d like the character selection screens to be updated with new and improved visuals, including character renders that better represent my class choices.
Third pass character select background concept. – Complete
TDD Realm first pass background art. – Complete
Viking Realm first pass background art. – Complete
Arthurian Realm first pass background art. – Complete

As a Backer during Beta 1, I’d like to have a selection of basic clothing to wear about town.
Second pass male concept art – TDD variation. – Complete
TDD male variation concepts. – Complete
First pass male clothing assets v1 breakdown for multi-part armor system. – Complete

As a Developer and Backer during Beta 1, I’d like to see improvements in client rendering performance from improvements in art assets.
Add LODs to Viking, Arthurian, TDD, bow models, including newly added variations. – Complete

New Cards:

As a Backer in Beta 1, I’d like to test the look and feel of combat with the new animation system, while using a shortbow and longbow.
Offensive stance: Shortbow – 3 static timings for testing. – Complete
Offensive stance: Longbow – 3 static timings for testing. – Complete
Offensive stance: Longbow – unique animation for testing. – Complete
Offensive stance: Updated shortbow idle, flinch, block. – Complete
Offensive stance: Updated shortbow movement to match new idle. – Complete

As a Backer in Beta 1, I want NPCs that serve as both allies and enemies in battle, as well as characters that provide important information to players.
Send Entity deltas to API and NPC servers. – Complete
Make NPCs use siege engines. – Complete
Enable NPC server to send client commands. – Complete
Enable NPC server to send slash commands. – Complete
Add NPCDef and functionality to load them from a CSV. – Complete
Slash commands to spawn NPCs from NPCDef. – Complete
Make NPCController set behavior parameters from its NPCDef. – Complete
Add NPC message box UI. – Complete

Lots of progress over the last five weeks! We decided to reduce our testing over the past several weeks so we could really buckle down and focus. It’s really great to see the fruits of that hard work panning out and to show that to our Backers with these results!

Let’s move to art from this week. First up, we have some images of the work Scott and Sandra are doing on a mid pierce greatsword attack from Scott, and a unique longbow attack from Sandra. I wanted to start with static images this week, as the focus of these was stronger posing. We’ll have a video next week!
Busily Bolting Onward! – Friday, October 20, 2017 on directorygames
Busily Bolting Onward! – Friday, October 20, 2017 on directorygames

Next up, we have some concept art from Michelle of possible Arthurian ship ideas.
Busily Bolting Onward! – Friday, October 20, 2017 on directorygames
Busily Bolting Onward! – Friday, October 20, 2017 on directorygames

As mentioned in the update stream, Dionne completed some great-looking small plants. All her assets lately look great while still being cheap to render!
Busily Bolting Onward! – Friday, October 20, 2017 on directorygames

Jon continued work on the sculpt for the Arthurian basic clothing this week.
Busily Bolting Onward! – Friday, October 20, 2017 on directorygames

Jon was also able to complete a material pass on the previously sculpted scorpion bolt models.
Busily Bolting Onward! – Friday, October 20, 2017 on directorygames

That wraps up the week for us here at CSE. I hope you’ve not only enjoyed today’s stream, the week’s highlights, aaannnddd the huge list of User Stories. All of this represents a lot of focused hard work from our team to deliver a great game. Have a great weekend all!

-t

November 4, 2017 |

directorygames | The Dragon Circle Cometh – Friday, October 27, 2017

0

Folks,

Where do I begin? Let’s start with a Backer base that has patiently waited for us to deliver on a game. Let’s then extend the wait due to the whole re-abilitation process, and test their patience even more. Now, how do we thank our Backers for their patience? One way would be surprising them with some unexpected thing(s). In this case, the creation of the lore of The Dragon Circle™ and the concepts of Dragon Challenges™ and Saturday Night Sieges™. What is this all about? It’s about fun, it’s about helping us to make a better game, and it’s about time!

If you go to our Beta 1 doc (http://camelotunchained.com/v3/beta-1/#) and look at chapters 16-18, you’ll see our plans for making the rest of Alpha and then Beta 1 a much more fun and rewarding activity than it has been to date. It’s not enough to say that this is important to us: this is crucial to us and our success. So please, head over there, read the chapters, and if you choose, let us know what you think on our Forums. We also have a new User Story card that has been added to the User Stories page. Search for the tag “Dragon.”

If you missed today’s livestream, where we covered lots of our Backers’ questions about all this, you can catch that HERE.

  • For your convenience, here’s the Beta 1 Doc link again.
    • And here’s the German version. Massive thanks to Apollon, Skarda, and Sethimus Xechon, who put in a ton of consecutive hours getting this translation done!
  • No French version yet, although that is coming soon!

Without further ado, here’s the Top Tenish list of highlighted accomplishments from the past week. A pretty good list!

Top Tenish:

  1. WIP – MJ – FUN: We said from the beginning of our Kickstarter that our Alpha testing was not going to be a lot of fun. OTOH, we also didn’t expect it to include the re-abilitation. Thus, it turned out to be even less fun than we expected, which is one of the reasons we are doing what we have been doing for the last few weeks. One of our Guiding Principles for Beta 1 is that we want our Backers to have lots and lots of fun in that testing period. To make this happen, we have and will devote the resources necessary to make our Beta 1 experience not something that our Backers have to endure, but something that our Backers want to play in a lot. And with that, I’m happy to be able to begin talking about The Dragon Circle™, Dragon Challenges™, and, of course, Saturday Night Sieges™.
  2. WIP – Tech – Siege Deathmatch: After a few weeks of work getting this ready, we are proud to be talking about Saturday Night Sieges! This week, we tested our very first iteration of Deathmatch-style gameplay in the office. Players jump in, join a team, and kill each other for points. In-office tests have uncovered bugs to fix and produced a lot of trash talk, laughing, yelling, whining, and calls to nerf the OP classes! Ah, memories of games long past.
November 4, 2017 |

A Solid Week – Friday, November 3, 2017 – directorygames.net

0

Folks,

Last week, we revealed our plans for The Dragon Circle and Saturday Night Sieges. We’re really excited about the reveal, and our strong progress in implementing them. If you missed any of that update, you can find information HERE, and more in our Beta 1 doc, and still more in October’s newsletter. Without much ado, let’s move on, because we’ve got eighteen items in our Top Tenish list, highlighting this week’s progress!

Top Tenish:

  1. WIP – Tech – Rapid Iteration: As soon as we had the first iteration of “Deathmatch” gameplay in Saturday Night Sieges, we started testing regularly in the office. This is not only great for finding and fixing bugs, but is already fun to play in our coast to coast office tests. And fun is the goal, right? Most recently, we’ve been focusing on tracking down a performance issue preventing us from opening up Hatchery to our IT Backers, but we’ve got some good leads. If we can get those resolved, we’re hoping to reopen the server to IT next week!
  2. WIP – Tech – NPCs in SNS: Colin recently made some additions to our NPCs. They now have melee behaviors, and can be added to teams in Saturday Night Sieges. Our first iteration supports buttons for admins in the scenario’s DevUI, where we can add NPCs to specific teams. This allows us to quickly balance teams, even when we’re doing quick testing in the office. Next up, we’re giving them archery behaviors, making them even stronger allies in battle (although they are still relatively simple at this stage).
  3. WIP – Tech – Progression in Scenarios: Christina has been extending the progression system to account for participation in Saturday Night Sieges. Once a round is over, we track important information, like how many characters were on each team, which team won, what was the score of each team, and how did each player contribute. As players participate in our epic battles, we want to ensure they are rewarded for their efforts, complete with bragging rights!
  4. WIP – Tech – Performance/Stability Improvements: After spending some time moving our windows messages to their own thread, George took another turn down the performance path, and is now updating our input code to also run on its own thread. Not only does this give us performance improvements, but it will eventually pave the way for cool things in the future, such as an easier-to-use client-side input, updated keybinding system, and more responsive input.
  5. WIP – Tech – Siege Engine Updates: As we continue to work on Saturday Night Sieges, siege engines and their ammo periodically get a little TLC. This week, Matt is working on making sure players can’t start controlling another engine when they are already controlling another, as well as removing your control when you’ve distanced yourself far enough away.
  6. Tech – Emotes: Brad and Scott implemented all our existing emote assets this week. This tech took advantage of both the new ability system and the animation system, making it easier to hook up. Players can now wave, bow, curtsy, point, nod, etc. to one another. With this tech in place, we can easily add other emotes in the future.
  7. WIP – Tech – Deflection: To start, Brad is hooking up deflect animations. This will make use of all the previously completed animations for all the different weapons. The trick here is client prediction, figuring out whether to play flinch or deflect at the correct time.
  8. WIP – Tech – Updating MongoDB Drivers: Bull has been diligently working to update our Mongo database drivers to a more recent version. By updating, we get easier ways to query the database. We get to use MongoDB’s own code for database requests instead of our own code, meaning we have less code to maintain. We’ll also be able to do batch operations more cleanly, which will lead to many, many optimizations throughout the entire game. Bull, Tim, and Charles are doing a final round of testing to make sure that all our systems that rely on Mongo remain unfazed by the upgrade before we roll out the goodness.
  9. Art – Scorpion Bolt Models: Tyler added LODs and tags to Jon’s scorpion models, so the relevant model is now used based on the components. This also fixed a few bugs we were seeing with scorpion siege engine abilities.
  10. WIP – SNS Environment Art: Tyler has begun breaking up the zone into five separate play areas, with a rough art pass. While waiting for other tech, this will allow us to spin up five scenarios at once in the same zone.
  11. WIP – Art – VFX: We added the new Realm-specific torches to the game, so Mike completed a quick VFX pass on them. With our new VFX functionality, Mike has gone back and improved the Blackguard’s archery components.
  12. WIP – Art – Polearm Animations: Sandra is updating the polearm movement animation to reduce the significant pop we were seeing when swinging the polearm. She has also assisted Scott in updating archery animations to use the new arrow pivot changes.
  13. WIP – Art – Animation/Characters: Scott has been busy this week on several different things related to animation and characters.
    • Updated all the race/genders with the emotes set. (Assets will get some polish later.)
    • Updated all the race/genders with the latest one-handed weapon combo animations.
    • Updated the Valkyrie and Pict male nude models with new hand geometry and skin materials from Jon.
    • Updated Sandra’s new longbow animation, shown last week, to include the new arrow orientations–so you’re not sticking yourself in the face!
  14. WIP – UI Art – Icons: James got a long list of new icons we needed, including icons for new bows, new bolts, new siege abilities, and emotes. He’s made good progress this week, so expect to see those in our playtests.
  15. WIP – Art – Concept: Michelle has been heads-down much of this week, working on concept art for the TDD boat style. Earlier in the week, she also completed a pass of female TDD generic clothing concepts.
  16. WIP – Environment Art – Arthurian Boat: Dionne has been hard at work this week, creating our first Arthurian boat. She’s mostly finished the modeling phase, and will begin on materials next week.
  17. WIP – Male Generic Clothing: Jon completed the low poly and UV unwrap on all three variations this week. This includes boots, pants, shirt, and gloves. Next week, he’ll begin work on materials.
  18. WIP – SNS Siege Ability SFX: dB has completed a pass of the currently-needed sound assets for the new scorpion and bow siege abilities. His efforts have really added an impact, sizzle, or twinkle to the abilities! We’ll leave this as WIP for now, as we continue to iterate and fix bugs.

It’s been a busy week! The reward of our hard work is to see things coming together. Let’s look at art for the week!

First up, we have an animation from Scott of the greatsword: mid, standard timing, pierce attack. This animation is part of the timing tests we’re currently doing.
A Solid Week – Friday, November 3, 2017 - directorygames.net

Next up, we have a selection of icons from James. These icons will be used to represent lots of things that are new to the build, like siege-specific abilities, Realm-specific torches, and new weapons.
A Solid Week – Friday, November 3, 2017 - directorygames.net

Michelle has been busy this week, as can be seen in not one, but two livestreams this week! Her first, the female TDD clothing can be found HERE, and the second, the TDD boat concepts, HERE.
A Solid Week – Friday, November 3, 2017 - directorygames.net
A Solid Week – Friday, November 3, 2017 - directorygames.net

We have a work-in-progress model from Dionne of an Arthurian boat. She’s working on more details today, and will begin materials next week!
A Solid Week – Friday, November 3, 2017 - directorygames.net

Special thanks to Ludovic for these three (’cause one wouldn’t be enough!) large bags of Gummi Bears. They were sent after Michelle mentioned her love of Gummi Bears in one of her livestreams. I’m gonna wish for a car on my next stream! Many thanks Ludovic!
A Solid Week – Friday, November 3, 2017 - directorygames.net

That mostly wraps up art for the week. But wait, there’s more! Michelle created a small “bonus sketch” for the update to send us off!
A Solid Week – Friday, November 3, 2017 - directorygames.net

That wraps up the week here at CSE. Thank you for joining us on the streams or forums, and showing your enthusiasm for Camelot Unchained! We’ll CU next week!

– t

November 4, 2017 |
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