Oh, and that 10K model demo was for low-poly ones, as Andrew explained. Overall though, I think that the majority of our backers, especially those who played Dark Age of Camelot, will tell you they would rather have speed and performance than better quality and a slideshow. They took it a step further to show off their team’s networking chops, and went back to “March on Oz.” In just a short time, they ported characters and environments over onto their new engine/network as the incredibly likeable “City State Smackhammer.” In the video, the CSE team is even more endearing sitting at their desks around the office gleefully chasing each other around with giant hammers- and their excitement is infectious. This demo, despite being planned specifically for the lower res characters- flows beautifully and without the kind of lag one would expect to see with numbers even half that high. Taking one of the characters from City State’s first game, “March on Oz” and rendering it with 10,000 clones walking around on screen. In one of the early videos, lead developer Andrew Meggs shows off the engine despite its relative infancy. More specifically, he is designing it to support the team’s vision that the game be fluid, responsive and focused on frame rates. Videos from the Kickstarter updates show the foundations of an engine Meggs is designing, specifically to support the game’s high volume Tri-Realm combat situations. Jacobs and Meggs quickly realized that their dream game may be in need of a pretty key element, a dream engine. Also ducks, lots of adorable rubber ducks. In reading and watching the generous quantities of content available on the kickstarter site, (as well as their and ) the CSE team has a fantastic balance of serious and silly, experience and doe-eyed naivety, and notable masculine and feminine input. Under the CSE banner they have gathered together a team of artists and developers both new and veteran, all of them shiny and ready for the challenge before them: bringing to the world an exclusively “Tri-Realm” Massively Multiplayer Online Roleplaying Game, Camelot Unchained (working title). In their initial kickstarter videos they bluntly state that if this project doesn’t get funded, the game won’t get made- at least, not by them and not the way they envision it. The two created City State Entertainment in early 2011, a self-funded studio looking to make their game, their way- without hindrance of trademarks or limitations. Jacobs has joined forces with game development superstar Andrew Meggs, most recently well known for his work on Elder Scrolls: Skyrim, who is also a veteran of the DAoC development team. All while questing, menacing local wildlife, and teaching my pet wolf to pull for me while I sat quietly and invisibly by- searching for my chances to help my realm conquer another. Within the realms of DAoC I had grown to be a slightly less angsty and misunderstood young adult, usually behind the facade of my Hunter “Adwylalin”. Recently, that world came crashing back into my life when I discovered that the founders of Mythic Entertainment were Kickstarting a new project, titled Camelot Unchained. To be specific, these fantastic and amazing best of best friends, introduced me to Dark Ages of Camelot (DAoC). These friends –whom I am sadly not close with anymore– introduced me to the wonderful worlds of PC gaming, and MMORPG’s. We put blankets on the windows, consumed unhealthy amounts of velveeta mac and cheese, and played games for whole weekends whenever possible. I also spent a fair amount of time with a small group of guy friends, usually at one of their parent’s homes, playing games. I dyed my hair blue, raced BMX bikes, and chaired both my High School’s radio club and gay-straight alliance. As an angsty teenage girl in the early 21st century, I spent a fair amount of time being misunderstood.
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