This also included terrain material as well as general fixes, lighting improvements as well as upgraded CUBE materials. With updates to rendering we made 2.0 material updates to all characters and gear.Because this plan is already way-too-long, I didn’t ask the team to cover them here. Other CU-based things were done as well that weren’t part of the plan but came up during the work we were doing on the plan. Of course, what follows are just the items from the 90-day plan. And now, 90 days later I’d like to go over with you, in excruciating detail, how we did with that plan. Second, back in February I laid out a 90-day plan for Camelot Unchained that showed our commitment to not only making a great game but also doing it in a more timely manner that people expected from us. Please expect another full week of testing this coming week which I’ll talk about a little more below! And as I said, we already found and fixed one problem and I expect more fixes incoming over the next two weeks. The other good news is that this has nothing to do with our ability to network these large-scale battles, even in areas that aren’t as full of trees, grass, props, etc. effectively, if not at an FPS that we want to see in the finished game. The good news is, of course, that even in its less optimal state, the RvR scenario was still happily dealing with 14M blocks, players, etc. We started down that path on Friday, found and dealt with some issues but not in time to get a build out for the weekend. Because of the feedback from Backers coming in with powerful, but 2-generation old cards (GTX9xxs) I asked engineering to do a deep dive into the renderer to see why our performance was acceptable but not optimal. One of the areas that has been of main concern is the performance of the engine’s rendering capabilities when we let the artists go nuts and drop lots and lots of things into the build. As a result of that we’ve been getting a ton of feedback and iterating on it quite quickly. We’ve been running “All Access” testing with our latest and greatest builds almost every day during the week, giving more of our Backers access to the game than ever before. However, even under those circumstances we have a lot of great news on what we accomplished on the 90-day plan and we have high hopes for the next one as well. While the team is working hard and delivering at a very high level, it is still a stressful and difficult time for all of us at CSE and elsewhere. There’s a lot to cover in this mini-update so let’s get this started.įirst, as you Backers know Covid has affected us, as it has the world as the studio is on WFH mode. The focus of this update will be on the first 90-day plan, next week’s testing plan, and a small peak into what we will be doing over the next 90 days. Yesterday got a little crazy time-wise at the end of the day, so instead of writing this up late yesterday, I decided to get it done this morning. Greetings all! Here’s something we don’t do all that often, a Saturday morning update. A Saturday Morning Update – The 90 Day Plan – Review, Update, and Tease!
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