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Massively Exclusive: Jacobs on Camelot Unchained's Kickstarter home Stretch

Camelot Unchained is close to completing its Kickstarter adventure. As of press time it's only a few days left. City State's fantasy RvR sandbox is at just $1.82 million, which is less than its $2 million target, so Mark Jacobs has penned a dev diary designed to push the game's funding over the top.



He outlines the many difficulties that come with managing a Kickstarter campaign and an ambitious MMORPG project. He discusses the highlights of the former that include three factions RvR, Minecraft-style building options, and a custom engine that has easily handled hundreds of simultaneous players at well over 200 frames per second. In the end, Jacobs thanks CU's current supporters, who he claims have shown unmatched support to the tune of a pledge of $160.



Jacobs' full diary is available after cutting.



Dev diary



As I write this as I type this, the Camelot Unchained Kickstarter is getting close to the end with about 38 hours left to go. The total is $1.73million. Every comparable game has had a strong final day, so while we haven't reached our target of $2 million yet however, we're optimistic.



No matter what happens, I'll forever be grateful to our donors. They're just amazing. Our current average pledge is $160. This is a total snooze. I've watched many games with crowd funding and none of them has been in the same ballpark. Some have raised more total dollars, but they have all done it by attracting more people at a lot less per head, averaging $55 to $60. Camelot Unchained is a niche game, so we expected or hoped that our average would be higher. But as they say, "never in our wildest dreams ..."



This is only one aspect that can be quantifiable. How do you gauge the extent of enthusiasm? Or emotional commitment? Or positive attitude? While I am not able to answer that, I know that our fans will be incredible. Minecraftserverlist In the end, they have been a source of inspiration for me and our whole team to a level that is beyond anything we could have expected or even imagined. This is the reason I am forever and incredibly grateful.



I'm also extremely proud of our team. Every member of this team has given more than I could ever ask for. We knew when we started that, with just 12 of us, planning and executing the Kickstarter campaign would involve a lot of work. We thought we were ready for it. We weren't prepared for the sheer magnitude of the task. Everyone was up to the challenge and put in all day, on weekends and on weekends to keep us on the right path. We had to deal with the usual spate of illnesses and injuries as well as today's excitement and frolic Amazon Payments servers being down for four hours certainly was a very unexpected challenge.



If we stay on the ground and continue to fund the game, we'll soon embark on a greater adventure: actually developing the game. Making an MMOG, even a targeted one, is a massive task. I'm not claiming that it will be simple. It will be rewarding and enjoyable. It's been a long time since I've had the opportunity to work closely with an online gaming community. Camelot Unchained could be something exceptional with their support. It is my responsibility to ensure that it is. I reiterate my commitment that my team and I will make every effort to live up to the trust that our supporters have shown in us.



I am happy to report that we have already taken some positive steps in this direction. One of them is the initial work Andrew Meggs has done on our engine. We looked into a variety of commercial solutions and decided that we needed something that could let us concentrate on large-scale battles and not just a "jack all trades" solution that could handle different kinds of games. As anyone who has played in our tech demos can confirm that we've come a long way in only a month or so. We have hundreds of players playing in a small space and fighting, and we consistently achieve over 200 frames per second. This was all while playing with other players around the world.



Another highlight is our building system. Crafting will be a key aspect of our game and our crafters will be able to perform a lot more than create weapons as well as armor and other pieces of equipment. They will also build homes, other buildings, and defensive structures. using a very flexible construction block-like system that makes use of an array of individual "cells" and larger "pre-fabs". They will also be able "blueprint" their creations, which allows them to be duplicated, rebuilt, or repaired more quickly than starting from scratch each time. This is unlike anything I've ever seen in an MMOG. Actually, it's more similar to the sandbox-like building games like Minecraft.



Of course, the main focus of Camelot Unchained will be RvR in the company of Arthurians, Tuatha De Danann and Vikings. I invite anyone who enjoys this type of gameplay to look into the game we're planning to create. If you like what's being shown and read, you can make a pledge. :)


Read More: https://minecraftserverlist.live/
     
 
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