The latest Camelot Unchained newsletter has been published on the official site. In it, readers are informed about what the team has most recently been working on as well as provided with a peek inside the design process.
The letter features a pair of cool and informative looks at how mages have been designed and at one community project that's blowing everyone away.
For quite some time now, we here at CSE have been excited about mage classes. It was a hard decision to start off with archers instead of mages as the first DPS archetype we put into testing, but mages come with a special set of challenges that make them a lot more difficult to implement. So, we decided they should come in later on, when our systems became more mature. Now that we’ve had quite a bit of testing on our initial classes, and on our combat system in general, we are starting to look toward what comes next. In doing so, we’ve started to work on solutions to the challenges that need to be overcome so that we can add mages, as the next playable archetype available in the Camelot Unchained Beta. Unlike swinging a sword or shooting an arrow, casting a spell relies very heavily on visual effects. Although we need animations for spellcasting as well, the main challenge on the visual side of creating mages, much more so than even healers, is making all the wide range of particle effects that will play for each and every one of their abilities.
Check out the full letter on the Camelot Unchained site.