The central conflict encompasses a trio of diverse, competing realms - Arthurian, Tuatha Dé Danann and Viking - each seeking to assert its dominance over an open and persistent world reflecting the universally familiar but greatly re-imagined Camelot and European mythos. All aspects of this RvR-focused MMORPG are tied into and support the three realms' ongoing battle for superiority and control. The player housing and crafting systems will also be very significant components and both key closely into the RvR theme.
The Alpha One testing stage for City State Entertainment's Tri-Realm MMORPG Camelot Unchained opened on March 4th and has been in full swing ever since. C.U.B.E. (Camelot Unchained Building Environment), the game's unique standalone building module, is a core element in this phase. It allows participants to exercise their creativity to design and erect a huge range of structures, even when the test server is not running.
“The entire team is very excited about starting this test,” stated City State President Mark Jacobs. “Our development plan was to start by building a solid foundation of technology. Having done so, we're now ready to increase our focus on gameplay and the three Cs, combat, crafting and C.U.B.E.”
C.U.B.E. is a standalone module that offers players unprecedented flexibility. Using a wide and still growing selection of block types, textures, rotations, etc., they can build a virtually unlimited variety of personal domiciles, from humble huts to stately manors, as well as shops, castles, walls, other defenses and more. Available at all times, C.U.B.E. is extremely user-friendly and fun. As a result, the testers have already spent thousands of hours designing and constructing a vast assortment of structures.
“We're also tremendously pleased that since we are an independent studio, our alpha can be old-school, but with modern twists such as C.U.B.E.,” continued Jacobs. “This means that instead of waiting until Camelot Unchained's design is almost complete, we can involve more than 8,000 of our backers early enough to help us shape the game we're making.”
Camelot Unchained's client-server technology has already demonstrated that it will be exceptionally robust. The test server recently accommodated nearly 1,100 players and bots in a small battleground-sized space without noticeable server lag, and the up time to date has been a rock solid 100%. In addition, the team is building a proprietary rendering engine and employing a server-side version of Nvidia’s PhysX system that will allow the game to have more accurate physics than other MMORPGs.
“When Mark asked me whether we could make the kind of MMORPG we both wanted to make, I said we'd need to move the boundaries of both rendering and networking technology for that to happen,” said CSE co-founder Andrew Meggs. “Building this is a chance to do some truly exciting work, and our Backers have given us the time and funding to do just that. The response we have gotten so far has made all the work that the engineering team and I have done very gratifying.”
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