You will see your choices change your fate.Ĭamelot Unchained is not just about the battle between three Realms it is a world filled with rich lore ancient yet written anew. Everything you need to succeed in Camelot Unchained requires skill and effort, not an open wallet. Camelot Unchained never tries to monetize you, never slows down, and won’t be “free-to-play.” We respect your commitment to a subscription-based game in return, you won’t see thinly-veiled grabs for more money. Our RvR game puts the power of choice in your hands. Drawing on ancient folklore from Arthur to Yggdrasil, the world is alive with strange creatures and stranger folk to meet but your story rarely includes treasure simply found by the roadside."Ĭorresponding classes of each Realm will be far from identical You must win your Realm’s trust, and earn the right to wield a mighty blade by equally mighty deeds. You must consult a master craftsman, who can create items as powerful as the harsh RvR world demands. There are no real-world money shops for your hero to take the easy path. In Camelot Unchained, a player-driven economy of shops and bazaars brings you into the immersive world. You live on, to rebuild and conquer what remains. All the world was almost wiped out when the Veilstorms tore across the land, changing and breaking it apart. "Your epic story does not require you to raid a dungeon day after day, hoping the right item will drop if you kill enough bosses: your story begins with survival. All leveling and gear will come from engaging in the game’s RvR-based systems, whether by fighting other players, capturing or even destroying objectives, and/or crafting, building & mining to help your Realm in the great war.Įconomy and infrastructure will be crucial for the war effort: crafters,builders and miners will have their own, 100% dedicated class PvE (player vs environment) including some big monsters will also be there, just without PvE based leveling and gear drops from bosses. I like this Web-Connect thing.The game will feature RvR-based, horizontal leveling tracks for all classes. That means that programmers with creative ideas can make their own standalone out-of-game front ends to the in-game data, to combine and present it in ways we’ve never thought of.įirst concept arts and the first 3D Model of the Tuatha Dé Danann : That means that instead of being an arcane art, our UI is now a standard thing that anyone who’s put together a web page already knows how to hack and mod. We’re building a public web API as the first and only entry point to game data, so everything we make in-game can run out-of-game in any web browser, anywhere. ![]() That’s why we’re building a web browser directly into our standalone 3D rendering engine (not the other way around), and building our entire interface out of HTML and JavaScript. With the right choices, not only can we make things better and faster in-game, we can open Camelot Unchained up to a much larger community of modders and make some amazing mashups possible. ![]() Camelot Unchained is launching in 2015, our world is a connected place, and there’s no reason your access to an online world needs to be confined to a desktop computer. ![]() I strongly believe that in-game interfaces and out-of-game interfaces are long overdue for a convergence.
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