Beastly Players

  • POS

    ST

  • RAT

    81

  • PAC

    89

  • SHO

    83

  • PAS

    59

  • DRI

    78

  • DEF

    30

  • PHY

    85

  • POS

    RW

  • RAT

    75

  • PAC

    91

  • SHO

    71

  • PAS

    66

  • DRI

    80

  • DEF

    39

  • PHY

    78

  • POS

    ST

  • RAT

    75

  • PAC

    91

  • SHO

    71

  • PAS

    66

  • DRI

    80

  • DEF

    39

  • PHY

    78

  • POS

    ST

  • RAT

    80

  • PAC

    88

  • SHO

    80

  • PAS

    55

  • DRI

    76

  • DEF

    28

  • PHY

    83

  • POS

    ST

  • RAT

    81

  • PAC

    81

  • SHO

    84

  • PAS

    58

  • DRI

    76

  • DEF

    34

  • PHY

    82

Fastest Players

  • POS

    RW

  • RAT

    96

  • PAC

    98

  • SHO

    95

  • PAS

    90

  • DRI

    98

  • DEF

    40

  • PHY

    72

  • POS

    LW

  • RAT

    99

  • PAC

    98

  • SHO

    99

  • PAS

    90

  • DRI

    99

  • DEF

    42

  • PHY

    89

  • POS

    RM

  • RAT

    64

  • PAC

    97

  • SHO

    61

  • PAS

    55

  • DRI

    65

  • DEF

    30

  • PHY

    59

  • POS

    CF

  • RAT

    98

  • PAC

    97

  • SHO

    96

  • PAS

    94

  • DRI

    99

  • DEF

    41

  • PHY

    74

  • POS

    CAM

  • RAT

    94

  • PAC

    96

  • SHO

    88

  • PAS

    91

  • DRI

    95

  • DEF

    64

  • PHY

    78

5 Star Skillers

  • POS

    CAM

  • RAT

    72

  • PAC

    81

  • SHO

    73

  • PAS

    63

  • DRI

    78

  • DEF

    29

  • PHY

    53

  • POS

    ST

  • RAT

    94

  • PAC

    95

  • SHO

    96

  • PAS

    85

  • DRI

    94

  • DEF

    36

  • PHY

    82

  • POS

    CAM

  • RAT

    81

  • PAC

    80

  • SHO

    72

  • PAS

    82

  • DRI

    86

  • DEF

    42

  • PHY

    54

  • POS

    LW

  • RAT

    93

  • PAC

    94

  • SHO

    95

  • PAS

    83

  • DRI

    92

  • DEF

    34

  • PHY

    80

  • POS

    ST

  • RAT

    75

  • PAC

    84

  • SHO

    73

  • PAS

    80

  • DRI

    86

  • DEF

    29

  • PHY

    70

5 Star Weak Foot

  • POS

    ST

  • RAT

    70

  • PAC

    76

  • SHO

    71

  • PAS

    54

  • DRI

    68

  • DEF

    36

  • PHY

    72

  • POS

    LB

  • RAT

    58

  • PAC

    63

  • SHO

    46

  • PAS

    57

  • DRI

    56

  • DEF

    55

  • PHY

    53

  • POS

    RM

  • RAT

    73

  • PAC

    81

  • SHO

    67

  • PAS

    68

  • DRI

    79

  • DEF

    27

  • PHY

    54

  • POS

    CAM

  • RAT

    70

  • PAC

    78

  • SHO

    64

  • PAS

    68

  • DRI

    70

  • DEF

    54

  • PHY

    72

  • POS

    CM

  • RAT

    93

  • PAC

    68

  • SHO

    91

  • PAS

    97

  • DRI

    91

  • DEF

    68

  • PHY

    78

Best Heading Players

  • POS

    LW

  • RAT

    99

  • PAC

    98

  • SHO

    99

  • PAS

    90

  • DRI

    99

  • DEF

    42

  • PHY

    89

  • POS

    CB

  • RAT

    94

  • PAC

    86

  • SHO

    69

  • PAS

    79

  • DRI

    74

  • DEF

    96

  • PHY

    90

  • POS

    ST

  • RAT

    94

  • PAC

    95

  • SHO

    96

  • PAS

    85

  • DRI

    94

  • DEF

    36

  • PHY

    82

  • POS

    ST

  • RAT

    82

  • PAC

    72

  • SHO

    81

  • PAS

    67

  • DRI

    75

  • DEF

    35

  • PHY

    67

  • POS

    CM

  • RAT

    74

  • PAC

    65

  • SHO

    69

  • PAS

    69

  • DRI

    71

  • DEF

    61

  • PHY

    78

FIFA News - May/29/2016

futtips - Thus endeth April

Folks,

Not a particularly exciting update, but a positive one nonetheless. We had three new C.U.B.E. pushes this week, with bug fixes and memory usage improvements being the twin focuses of this push. Some of you might wonder why we are working on C.U.B.E. right now, instead of things for Beta 1. Please keep in mind that C.U.B.E. is part of Camelot Unchained, and as we improve the memory usage of it, we improve the memory footprint of the main game. After all, our game relies on our players actually building large and interesting structures that other players will destroy for fun and profit. Thus, as C.U.B.E. becomes significantly more efficient in its memory usage, so does the main game.

Next up, our newsletter went out today with lots of news, an update from PAX East, Part III of The Great Depths Raid, and so much more. You can find it here (http://eepurl.com/bZ0Bx5). Sadly, mistakes happen (even to the “Grey Lady” The New York Times), and so did we, so Backer HelsEch, please forgive us for misspelling your name in the newsletter.

In other Camelot Unchained news, we have made progress on the new and improved ability system. It’s way too soon to say “that’ll do, pig!” but things are moving forward with it. As our User Stories will show, we got a lot of other things done besides our work on C.U.B.E., even with the cold/allergies/flu/plague stuff the last two weeks. As we stated previously, we been working on multiple fronts, including the ability refactor, new code, and some cleanup from the recent code integration. It’s best summed up by a quote from George, “Needle in a haystack searches produce a lot less fun-sounding results than making new things, but we gotta do this every once in a while or bit-rot sets in and nothing works.” In terms of our actual User Stories, we had 17 old cards with 45 completes and 4 new cards with 15 completes.

As a Backer I’d like to see general improvements in C.U.B.E.’s interface and functionality.
General bug fixes and stability improvements for Beta 1 updates. – Complete
Placing blocks now shows block count near selection. – Complete
Increase the size and distance at which transparency kicks in for the size counter. – Complete
Can now use the scroll bars on UI with scroll bars. – Complete
When deselecting a text area by left or right clicking the mouse will no longer move to the last place it was clicked. – Complete
Large blueprints no longer run you out of memory – Complete
Reduce memory usage of simplified building meshes. – Complete
Reduce the size of the character texture arrays while in C.U.B.E. – Complete
Reduce client memory usage of collision physics. – Complete
General reduction in memory usage. Worst case maps reduced by 1.5gb ! – Complete

As a Backer, I’d like to play in new biomes that change according to Realm ownership. – Biome 01
Biome 1 Arthurian – Create terrain mods and integrate into world for testing. – Complete
Ambient SFX – subtle moving water. – Complete
Generic Realm ownership change SFX. – Complete

As a Backer, I’d like to play in new biomes that change according to Realm ownership. – Biome 02
TDD grassland terrain materials created. – Complete
TDD grassland grass and rock mats and assets created. – Complete
TDD grassland terrain mod created. – Complete
Ambient SFX – Open field winds of varying velocities. – Complete

As a Backer, I’d like to play in new biomes that change according to Realm ownership. – Biome 02
Concept ambient SFX pass biome 1 – “Neutral” and “Owned” by each Realm. – Complete
High cliffs along shore ambient SFX. – Complete

As a Backer, I’d like to find unique environment props, or unique locations, that add flavor to the environment while I’m exploring the Biomes.
Beehive ambient SFX – Complete

As a Backer, I’d like to know about smaller changes that don’t have their own user story.
Terrain editor now supports textures of different sizes and no longer reduces all textures to the lowest size used in a map. – Complete
Closed doors image/art for stretch goals page. – Complete
Concept art pass on biome variations using current assets. – Complete
Mock up web page to house CSE comics. – Complete

As a Backer, I’d like to see the world of Camelot Unchained continue to develop through its lore.
The Great Depths Raid Part 3 – First Draft – Complete
The Great Depths Raid Part 3 – Final Draft – Complete

As a Backer, I’d like to see graphical and networking performance improvements, when building and destroying structures.
Audit third-party software to use in the creation of materials for buildings. – Complete

As a Backer and Developer, I’d like a system to set sounds to play during specific events.
Audio Support: Validate data on import. – Complete
Audio Support: Validate data when consumed on server (log errors). – Complete
Audio Support: Documentation on Wiki. – Complete

As a Developer and Backer, I’d like to see improvements in memory usage and threading.
All around memory reduction in client and C.U.B.E. – 600mb – 800mb reduction in game, to 1.5gb in worst case C.U.B.E. maps. – Complete

As a Backer I’d like a patcher to not only update my game, but also give me the most important news and updates, get support, chat with the community and look awesome while doing it!
New splash screen 13 – Complete
Animate splash screen 13 – Complete

As a Developer, I’d like to see improvements in the editor to facilitate my work.
Add scaling option to material settings that apply to all textures used in a material. – Complete

As a Backer in Beta 1, I’d like to have a sampling of Arthurian light, medium, and heavy armor to wear in game.
Medium Armor – Second pass Beta 1 version of materials. General improvements. – Complete

As a Backer in Beta 1, I’d like to have a sampling of Viking light, medium, and heavy armor to wear in game.
Light Armor – High and low poly sculpt complete. – Complete

As a Backer in Beta 1, I’d like to have a sampling of TDD light, medium, and heavy armor to wear in game.
Light Armor – Weight and integrate assets into editor. – Complete
Light Armor – Beta 1 version of mats created. – Complete
Light Armor – Adjust armor to fit female humanoid form. – Complete
Light Armor – Adjust armor to fit male and female Luchorpán models. – Complete

As a Backer, I would like to be able to give to my friends and family the extra tiers that come with my pledge.
Solutions to additional edge case and security issues. – Complete

As a Backer in Beta 1, I’d like to be able to choose from a selection of classes for each Realm.
Right-handed dagger throw animation. – Complete
Left hand to left shoulder weapon draw and sheath animation. – Complete
Right hand to right shoulder weapon draw and sheath animation. – Complete
Right-handed spear throw animation. – Complete
New Cards:

As a Developer, I’d like the Camelot Unchained ability system to fully support the design scope of the game for B1.
Additional features to core updater to support ability system refactor. – Complete
First pass prototype of new base ability functionality. – Movement, damage, and death! – Complete

As a Developer, I’d like to improve integration of plots into existing building code to improve performance, reduce development time, and reduce bugs.
ManagedBuildingPlot – Simplify how c++ and c# talk to each other to reduce surface for future bugs.
Exists! – Complete
Accepts deltas – Complete
Has bounds and heightmap built in. – Complete
Internalized heightmap – Complete
Is the entry point for stability – Complete
ManagedBuildingDelta – Simplify the way we update changes to buildings to reduce surface for future bugs.
Exists! – Complete
Supports Trees – Complete
Supports Lists – Complete
Supports single cells – Complete

As a Developer, I’d like to have a first pass Camelot Unchained UI style sheet for visual consistency.
Mock up neutral style sheet with references to Realm-based variations. – Complete
Create CSS page of neutral style sheet. – Complete
Create CSS page of TDD style sheet. – Complete

As a Backer, I want to learn more about ley lines, places of power, and ??? – in Camelot Unchained.
First pass design. – Complete
One interesting callout: a memory management tool that Andrew has been working on/off with for a while. It might not seem like much, but it has already helped us track down some memory issues in the build much faster and easier than would have otherwise been possible. Speaking as an ex-programmer, I could have really used that kind of tool back in the day.

 

I also found the time to work on the design for Ley Lines and PoPs, and they are coming along quite well so far. There’s a lot of interesting stuff in the design that you won’t find in any other MMORPG that comes to mind. I know you’ll like what you see when we present this document later this year. In the process of working on them, I also had to create some really crappy concept art which I’ll share with you only when I’m a) feeling either really, really brave; b) feel the need to be mocked; c) am out of mind; or d) all of the above, because it really is quite atrocious!

However, in terms of art and artists that should never have to worry about being mocked about their artistic talent, let’s quickly move on to some work from the team. In Hollywood screenwriting rules, action should always precede dialogue. Well, let’s start with some stills of what a player will look like when they are throwing a dagger. Personally, I always like the way James Coburn did it in The Magnificent Seven, but this works as well.

futtips - Thus endeth April

Next up, here’s a sampling of our current UI kit for the game.This gives us a more standardized/base look when both CSE and our players modify the game’s UI.

futtips - Thus endeth April

Another stylish outfit (light armor) for those ever-stylish TDD.

futtips - Thus endeth April

By the way, I’m really looking forward to the different “court wear” for this Realm. For those Vikings, I expect they’ll at least wash their animal pelts before meeting with the king. OTOH, maybe nobody would notice either way? I kid, I kid. And speaking of kids, here’s a more rugged look for our Vikings featuring the pelt of an animal who would enjoy dining on a kid or two (or the entire herd).

futtips - Thus endeth April

Here’s a render (unfinished) of same set of Viking light armor seen above.

futtips - Thus endeth April

Now, since CUers don’t live by concept art or renders alone, here’s an in-game screenshot of a small group of buildings done by one of our Backers, Bleiz.

futtips - Thus endeth April

And here’s another one, a much larger one.

futtips - Thus endeth April

Of course, this builder is just getting started, I think. Does our Master CUBEr Necromaniak have some friendly competition from this up-and-comer? Time and tiles will tell. futtips - Thus endeth April

And to finish out the updates from the Wondrous Magical ArtLand, here’s another comic strip from Sandra. Enjoy!

futtips - Thus endeth April

 

futtips - Thus endeth April

 

futtips - Thus endeth April

Well, that wraps things up for now. I want, as always, to thank our Backers for their support and patience. We have a couple more programmers on the way this summer (one is our returning intern), and we continue to push to hire more. While we have met one of our programmer Stretch Goals already, we want to meet the second goal before the end of the spring. We’re halfway there, so…

Enjoy your weekend, all! If you haven’t been in the new version of C.U.B.E., it is really worth checking out for your weekend building fun.

-Mark

FIFA News - May/29/2016

Happy Friday the 13th! on futtips

Folks,

Happy Friday the 13th, all! It’s been a really good couple of weeks here at City State Entertainment. We got a lot done, and we are pleased to end the week the way we hoped: with our next C.U.B.E. push and the first test of a multi-player C.U.B.E. build on Hatchery. The multi-player C.U.B.E. push is somewhat like Camelot Unchained without combat, although it does allow you to build/remove blocks from any plot, whether you control it or not.

We’ve made lots of improvements and additions to both the C.U.B.E. and game builds, but one of the biggest was another reduction of the memory footprint. With this build, we took about 500MB out of the client. Now, this 500MB is also dependent on just how many blocks are used in C.U.B.E., but some of these savings apply to the main game as well, even when there are no blocks there. This will result in even more players with older cards being able to access the game, and another overall improvement in performance. We are also moving forward on other fronts quite nicely, and we’ll have more to talk about regarding some of them in June. Happy Friday the 13th! on futtips

Now, as to overall improvements to our code base, here is the User Stories update for the past two weeks. We had 22 old cards with 94 completes and 2 new cards with 7 completes.

As a Backer I’d like to see general improvements in C.U.B.E.’s interface and functionality.
Perfhud UI: New panel displaying rendering performance for additional developer feedback. – Complete
Reduce building material textures by 75% – Material scaling was 8×8 meters, now 4×4 meters. – Complete
Update all previously available material art assets from 1024 textures to 512×512 for new scaling. – Complete
Additional minor bug fixes. – Complete
Updated UI provided by Mod Squad! – Complete
Remove extraneous control game models, floating assets, material spheres, etc. – Complete
Fix missing water in zone. – Complete
Add rendering options that can now be adjusted in the options menu on C.U.B.E. and game client. (Shadow quality, distance, on/off, texture quality, HBAO toggle, shader quality.) – Complete

As a Backer, I’d like to test the updated female human model.
Third pass underwear using masking system, and overall visual improvements. – Complete

As a Backer, I’d like to see graphical and networking performance improvements, when building and destroying structures.
Additional memory reductions to building meshes. (Approximately 500MB!) – Complete

As a Backer, I’d like to know about all the smaller enhancements the MOD Squad makes to Camelot Unchained.
C.U.B.E. UI Block & Blueprint selector Pass 1 – Complete
Bug fix where ‘unread messages’ notification was not going away. – Complete
Auto-join the new private message “room” in chat when you whisper someone. – Complete
Added history to patcher chat which can be scrolled through using the up/down arrows from the chat input area. – Complete
Fix auto-scrolling bug in patcher chat. – Complete
Allow new lines and multi-line input in chat. – Complete
Set focus to the text input on the join room modal when it opens. – Complete
Verified PMs notify the user of new messages. – Complete
Fix room name parsing to eliminate duplicate parsing. Prevents some false positives and better performance – Complete
Fix error message if you have a failed log in, it will show success instead of fail when you try again.  – Complete
Pause all video playback on the patcher when launching the game – Complete
Player, Enemy Target, Friendly Target module clean up — hide unused things, display percent update style – Complete

As a Developer, I’d like the Camelot Unchained website to convey its main features in a more concise and visually impressive manner.
Add CU comics page. – Complete
Add Picts race to Arthurian races section. – Complete

As a Developer, I’d like to improve some of our fundamental tech to improve client performance.
Reduce memory usage on client when passing assets from patcher. – Complete

As a Backer in Beta 1, I’d like to have a sampling of Viking light, medium, and heavy armor to wear in game.
Light Armor – Second pass fur and feathers geo/mats. – Complete
Light Armor – Weight and integrate assets into editor. – Complete
Light Armor – Beta 1 version of mats created. – Complete

As a Backer in Beta 1, I’d like to play as a Crafter with basic gathering and crafting mechanics for testing.
Placing a Vox actually places the Vox model art asset. – Complete

As a Backer in Beta 1, I’d like to play in a Party, or Guild.
First Pass: Group invites via Web API. – Complete
First Pass: Party roles and permissions. – Complete
First Pass: Party Invites and Status through SignalR. – Complete

As a Developer, I’d like to have a selection of weapons that visually represent each Realm’s identity. – Arthurians
First pass concept Art: One-handed swords. – Complete
One handed sword – V1: Modeling pass. – Complete
One handed sword – v1: Materials. – Complete
First pass concept Art: One-handed axes. – Complete

As a Developer, I’d like to have a selection of weapons that visually represent each Realm’s identity. – TDD
Concept Art: One-handed swords. – Complete
One handed sword – V1: Modeling pass. – Complete
One handed sword – v1: Materials. – Complete
First pass concept Art: One-handed Axes. – Complete

As a Developer, I’d like to have a selection of weapons that visually represent each Realm’s identity. – Viking.
Concept Art: One-handed swords. – Complete
One handed sword – V1: Modeling pass. – Complete
One handed sword – v1: Materials. – Complete
First pass concept Art: One-handed Axes. – Complete

As a Backer in Beta 1, I’d like to be able to pick an item up off the ground, put it in my inventory, and if applicable, equip it.
First pass solution: Items spawned within world (dropping an item) now support sound events. – Complete

As a Backer, I would like to be able to give to my friends and family the extra tiers that come with my pledge.
Test test test test test. – Complete
More solutions to additional edge case and security issues. – Complete

As a Developer, I’d like a better instrument library to build interactive music.
Keyed fiddle ambience. – Complete
Bowed cymbals. – Complete
Wwise better supports smooth sound transitions between parameter changes. – Complete
First pass ambient combat music demo to video. – Complete

As a Backer in Beta 1, I’d like to be able to choose from a selection of classes for each Realm.
Animation:
Right hand dagger throw with shield. – Complete
Right hand dagger throw with left hand weapon. – Complete
Left hand dagger throw with right hand weapon. – Complete
Left hand dagger throw with right hand spear. – Complete
Left hand dagger throw with right hand focus. – Complete
Right hand dagger throw with left hand focus. – Complete
Right hand focus throw with left hand weapon. – Complete
Right hand focus throw with left hand shield. – Complete
Right hand focus throw with left hand focus. – Complete
Left hand focus throw with right hand weapon. – Complete
Left hand focus throw with right hand spear. – Complete
Left hand focus throw with right hand focus. – Complete
Archery arrow grab from back. – Complete
Design:
First pass Banes and Boons of existing Beta 1 races based off refactor of ability system. – Complete

As a Backer in Beta 1, I’d like to interact with the first pass of a Place of Power in Camelot Unchained.
Concept place of power dais design. – Complete
Concept additional secondary structural elements. – Complete
Integrate additional rocks and rock sets into scene for use. – Complete

As a Backer in Beta 1, I’d like to see the pre-existing textures in Camelot Unchained make use of the new rendering and lighting systems.
Update beach/sand materials that were hiding under a rock and were missed during first pass. – Complete

As a Developer, I’d like to improve integration of plots into existing building code to improve performance, reduce development time, and reduce bugs.
ManagedBuildingPlot – Simplify how c++ and c# talk to each other to reduce surface for future bugs.
Is aligned properly, and stays aligned – Complete
Internalized bounds/ground checking – Complete
Internalized cell limit – Complete
Matches the minimum needs of Building.cs – Complete
Does all the relevant IO – Complete
Cache off niceties like cell count/bounds – Complete
ManagedBuildingDelta – Simplify the way we update changes to buildings to reduce surface for future bugs.
Supports range – Complete
Matches the minimum needs of Building.cs – Complete
Accepts deltas – Complete
Internalizes ClearChanges – Complete
ManagedCellData – Substance stats are communicated between c++ and c# from a database.
Broken out into its own file – Complete
ManagedBuildingRoot – Refactor how plot data is attached to the root building cell structure.
All static methods gone – Complete
Merge code duplicated in ManagedBuildingPlot – Complete
Minimized as much as possible – Complete
ManagedBuildingHeightfield – Simplify and automate the way heightfields are generated.
No longer exists. – Complete
BuildingShapeData resource + collection: Improved information storage. – Complete
BuildingShapeBuilder – shape translation from editor to client. – Complete
BuildingShapeCog – How the editor represents building shapes. “It makes me cry a little bit in my sleep.” – Rob. – Complete
BuildingSubstanceData resource + collection: Improved information storage. – Complete
BuildingSubstanceBuilder – substance translation from editor to client. – Complete
BuildingSubstanceCog – How the editor represents substances. – Complete

As a Developer, I’d like to have a first pass Camelot Unchained UI style sheet for visual consistency.
Create CSS page of Viking style sheet. – Complete
Create CSS page of Arthurian style sheet. – Complete

As a Backer, I want to learn more about ley lines, places of power, and ? – in Camelot Unchained.
Second pass design. – Complete

As a Developer, I’d like the Camelot Unchained ability system to fully support the design scope of the game for B1.
Preliminary completion of all core updater features. – Complete

New Cards:

As a Developer, I’d like to improve the visual fidelity and speed of creation of our art assets through the investigation, and possible use of, new third party software.
Investigate the use of 3rd party program in the creation of materials. – Complete
Integrate our material shader into third party program to test viability in pipeline. – Complete
Audit third party programs in use for art asset creation and correct format output. – Complete

As a Backer and Developer, I’d like the rubble from building destruction to be awesome and performant.
Client can make rubble without server. – Complete
Client can remove rubble without server. – Complete
Plots on server track their rubble. – Complete
First pass: Netcode tracks rubble. – Complete

Some really nice improvements to the game and to C.U.B.E., and our “re-abilitation” of the ability system proceeds nicely as well, more improvements to the game/C.U.B.E. than the last pass.

For today’s art reveal, we’ve got lots of weapons to show you. Now, they are all one-handed axes, but let me axe you something, aren’t they cool? When Andrew saw the review, his first reaction was “I would happily use any of those weapons to kill someone,” and I couldn’t agree more. As you can see, the weapons follow our approach to ensure that each Realm’s armor and weapons have a unique look.

Here’s some Arthurian axes –

Happy Friday the 13th! on futtips

Now some TDD –

Happy Friday the 13th! on futtips

And now some Vikings –

Happy Friday the 13th! on futtips

Now a group shot –

Happy Friday the 13th! on futtips

These axes will be modeled and put into the game in time for the opening of Beta 1.

Fortunately, the Realms can’t live by axe alone, and here are some swords to take a look at. First up, an iconic sword from each of the Realms –

Happy Friday the 13th! on futtips

Here’s nine swords from the Realms.

Happy Friday the 13th! on futtips

As we have been saying, we’ve also been working on the environment, and here’s a screenshot from the current build. Lots and lots of trees.

Happy Friday the 13th! on futtips

And, just for fun, here’s a screenshot with just a wee bit of flair. As you folks know, we don’t retouch screenshots, so this IS EXACTLY WHAT YOU WON’T BE SEEING IN OUR GAME!

Happy Friday the 13th! on futtips

OK, I meant flare, lens flare that is, in the style of one of our favorite geekdom-focused filmmakers, J.J. Abrams, not to mention maker of one of our favorite T.V. and film series. I/we love your work man, you can have a free, nice big reward tier in our game any time you want! And yeah, you folks might notice something that doesn’t belong in the picture, if you look really carefully (we tried to be really stealthy about it). Again, Happy Friday the 13th, all! Happy Friday the 13th! on futtips

Now here’s the real screenshot, one that shows off another environmental asset that has been out of commission for a while: water! So, thanks to Dave’s programming and to Backer Stihl Reign’s structure building skills, here’s another screenshot.

Happy Friday the 13th! on futtips

And, just for fun, here’s what happens when Rob is working on building destruction and scatters SEVERAL THOUSAND BLOCKS from a building at the same time.

Happy Friday the 13th! on futtips

So, that about wraps it up for this week. The TL;DR version is that C.U.B.E. is open for all of our Beta 1, Alpha, and IT folks, and running great. For you Alpha and IT folks, Hatchery (not Hatchery C.U.B.E. but just Hatchery) is open for a multi-player C.U.B.E. test. Don’t be surprised if it goes BOOM, trying this out was a last-minute decision. Post your bugs from either the C.U.B.E. build or Hatchery build here (https://forums.camelotunchained.com/topic/14264-post-your-cube-bugs-from-the-may-13th-build-here/)

We got a lot done, we’re looking forward to the coming weeks, and especially to June.

Enjoy your weekend, all!

-Mark

FIFA News - May/29/2016

futtips - Buildings Buildings Everywhere!

Folks,

Happy Friday, all! This will be a short but fun update. Lots of stuff going on in the studio: Progress is being made on all fronts, and we have some fun concept art and in-game screen shots to share with you. Since this is a middle update, I’ll just focus on a few things.

First, here are some pieces of concept art from Michelle. They represent higher-end swords from the Arthurians.

futtips - Buildings Buildings Everywhere!

Next up, some swords for the Tuatha Dé Danann.  They are more ornate, and have a distinctly different look from the Arthurians.

futtips - Buildings Buildings Everywhere!

Sorry Vikings, no swords for you this week. The undermanned Tuatha Dé Danann and Arthurians made a truce and stole them from you! futtips - Buildings Buildings Everywhere!

Aww, no picture here… futtips - Buildings Buildings Everywhere!

In terms of going from concept to in-game, here are some WIP pieces on the untextured models of some axes and swords.

futtips - Buildings Buildings Everywhere!

futtips - Buildings Buildings Everywhere!

But CUers don’t live by swords and axes alone, so here’s a screenshot of some of the improvements to our PBR system, with water/fog.

futtips - Buildings Buildings Everywhere!

Please excuse the shiny trees, that should be fixed by next week.

As our Forum-goers saw yesterday, we’ve been making a lot of progress in terms of rendering and networking just a few buildings and blocks. And by just a few, I mean, a whole ****load of blocks. Say, 181 million on a server for starters, and 8100 buildings total, with between 400-500 in your viewing frustum at any one time.  As you can see from these three screenshots, even before making a major pass at optimizations, we were at 36 FPS, even with our huge draw distances. Unlike so many games, those trees in the background are our actual forests; they are not a fake backdrop. The first screenshot shows just how many buildings you can see at one time and still have a decent performance. BTW, this is on our current Hatchery build, this is not a C.U.B.E. shot so this is working in Camelot Unchained!

futtips - Buildings Buildings Everywhere!

BTW, look at how far we have pulled back the camera to give you a better view of the world. Each of these buildings are between 15K-30K blocks  per building. Oh, and please, please, please keep in mind that the distance between buildings is not representative of what it will be like in the game, that would be horrible. This test was meant to see how far we could go before the engine broke. FYI, it still hasn’t broken, and even at 8100 buildings the game was still playable. Next up, a shot at dusk with a forest in the background.

futtips - Buildings Buildings Everywhere!

Finally, a shot at night. Notice the glow from each of the buildings.

futtips - Buildings Buildings Everywhere!

Not bad, eh? Yeah, not bad at all! 8100 buildings, 181M blocks, and 400-500 buildings in your frustum with no culling. And today, we turned down the number of buildings and increased the distance between plots, and the frame rate went up accordingly.  And again: the distance between the buildings is just for the test, please don’t think we want something that is even close to this. Each player needs enough space on their plot to build a big castle and have plenty of room between them and the neighbors, which is why we are building large islands. futtips - Buildings Buildings Everywhere!

Have a great weekend, all! A much larger update is coming next week, as usual.

-Mark

P.S. For those keeping score, our target for Beta 1 was just 5000 buildings on a server, just sayin’. futtips - Buildings Buildings Everywhere!

FIFA News - May/29/2016

Size Does Matter! - futtips.com

Folks,

Happy Friday, all! For those of us in the United States, this is the start of a holiday weekend. We haven’t left yet (though we are off Monday), and we have a lot to talk about, so let’s get started.

First, we had some visitors to the studio this week. A former Mythic guy asked us if we would allow a group of students from his former school to tour the studio and meet with some of the developers. We were proud, and a little nervous, about their visit. After all, some of you have seen our streaming sessions and know that we are, well, a rather outspoken bunch. Fortunately, we were on all our best behavior, and the visit went without incident. One of the nice things was when I asked how many of the class are interested in becoming programmers: more than a third of them said yes, and got to interact with Andrew. The best part was that the group was equally split between boys and girls. Everybody from the school’s side were really happy about that. Our industry has had a desperate need for a more balanced workforce for only, like, forever, and getting more female programmers would be a great start. Hopefully we might have helped, if only in a really small way. Here are some photos from the visit.

Size Does Matter! - futtips.com

Size Does Matter! - futtips.com

Size Does Matter! - futtips.com

In other personnel moves, the first intern of the summer has appeared. Her name is Jules, and she will be working with us on videos, web and graphic design, and other intern stuff (like unpacking the t-shirts we got back from Merchline). She went to school with my son (who will also be helping us out a little this summer), and she’s a great summer addition to the studio. You’ll meet her in our next streaming session, but here’s a photo of her.

Size Does Matter! - futtips.com

Our second summer intern, Garret, will be joining us for his second summer at the studio after another year at college. He was a nice help last summer, and we expect even more from him this year.

Secondly, as the title of this update states, size does matter in some circumstances; especially when it comes to the Camelot Unchained Building Environment (C.U.B.E.). This fun addition to Camelot Unchained has been slowly growing in popularity with some of our Backers, and this week we passed a fun milestone. Since we began tracking the game, our Backers (not us, just our Backers) have laid down over one billion blocks! That’s a pretty impressive number of blocks, considering the size of our Unchained Community. Today’s user story updates talk about some other nice additions we’ve been making to C.U.B.E., and we aren’t stopping there. For example, some people say that a picture is worth a thousand words, so here’s a picture and a link to a YouTube video (https://youtu.be/pdfmovEUbB0) that might even be worth a little more than that.

What you just saw was the next pass on a method for players to add round structures to the game in C.U.B.E. Andrew debuted his first pass on this system many months ago, and another member of the team has taken the baton from him and is running with it. And, as the video almost shows, running very nicely too.  So, the next time you hear somebody say that you can’t fit a round tower into a square block, you can say that “CSE can do it!” Size Does Matter! - futtips.com

As we move through the summer, expect to see even more improvement to C.U.B.E. and the launching of a version of The Mod Squad for C.U.B.E.  I promised not to get aboard the hype train, but folks, being able to not only have a billion blocks laid down, but also to show off the tech for round structures, is pretty cool. The tech behind it is not a simple as it sounds, especially when you consider it has to work with our structural integrity system and meshing technology, which allow us to display as many buildings as we do without it turning into a slideshow.

Thirdly, in terms of videos, here’s (https://youtu.be/c4R10Hn7R44) a fun little one that Jules put together after we got a package that we had been waiting for; a much-delayed delivery. I hope you enjoy it!

Now, just so you know: We are not planning on working on a Rift version of Camelot Unchained at the present time. However, we are certainly interested in seeing how it works with C.U.B.E.

In terms of Camelot Unchained, as we’ve started to turn more of our attention to making a game, and not just an engine, part of that effort has been to improve the look of the maps. Right now, Ben is working on all the safe islands, and as part of that, we’ve been adding new trees and other items to the game. Here is a sampling of saplings, both realistic and a bit more fanciful.

Size Does Matter! - futtips.com

Size Does Matter! - futtips.com

The new islands are beginning to take shape nicely, and they are big, with plenty of room and plots for people to build on.

And what’s good at cutting down trees? An axe, of course, and while we don’t have new shots of them to show, we do have some great-looking swords, including the ones that were stolen from the Vikings last week. We’ll start off with some Arthurian swords and then ‘cut’ to the Vikings.

Size Does Matter! - futtips.com

Size Does Matter! - futtips.com

Size Does Matter! - futtips.com

Size Does Matter! - futtips.com

In terms of User Stories, it’s a big one, with lots of nice things hidden in the nooks and crannies. We had 23 old cards with 80 completes and 4 new cards with 31 completes; enjoy!

Old Cards:

As a Backer I’d like to see general improvements in C.U.B.E.’s interface and functionality.
Update new UI with CU CSS styling and art.- Completed
Update all previously available material resources to use new art creation pipeline.- Completed
Block substances (Mats) properly render icons to the UI.- Completed

As a Backer, I’d like to play in a procedurally-created environment. – Part Four.
Allow impostors to be aligned to any axis for terrain placement.- Completed
Fix missing impostor renderables from terrain; alignment would make them disappear or not be aligned.- Completed
Tangent normals for terrain aligned objects are correct, avoid normal mapping artifacts at high angles.- Completed

As a Backer, I’d like to play in a procedurally-created environment. – Part Four.
Allow impostors to be aligned to any axis for terrain placement.- Completed
Fix missing impostor renderables from terrain; alignment would make them disappear or not be aligned.- Completed
Tangent normals for terrain aligned objects are correct, avoid normal mapping artifacts at high angles.- Completed

As a Backer, I’d like to play in new biomes that change according to Realm ownership. – Biome 03
Biome 3 – Determine neutral asset list from concept.- Completed

As a Backer, I’d like to know about smaller changes that don’t have their own user story.
Update perfhud and fix bugs.- Completed
Add ability to pull assets from DB and save locally.- Completed
XML formatter serialization support for IXMLserializable – including bug fixing.- Completed
Add automated reporting of statuses of our World State and ChatLog databases.- Completed

As a Backer, I’d like to see the world of Camelot Unchained continue to develop through its lore.
The Great Depths Raid Part 4 – First Draft- Completed

As a Backer, I’d like a UI that is easy to develop mods and themes for.
Document cu-events to further facilitate modding.- Completed
Finalize and implement wounds UI prototype to replace current targeting UI modules.- Completed
Refactor login UI- Completed
Refactor the current UI into the new standard with the help of the Mod Squad.- Completed

As a Backer, I’d like to experience positionally-based audio and music within the world of Camelot Unchained.
Sounds created by yourself vs others are treated independently, allowing for more control.- Completed

As a Backer, I’d like to know about all the smaller enhancements the MOD Squad makes to Camelot Unchained.
New C.U.B.E. UI UX design.- Completed
Health and Party bar UX design.- Completed
Blueprints API added to CU UI library.- Completed
Fix Perfhud page select, add minimize and close.- Completed
Set up npm scripts for building ui modules on osx and linux.- Completed

As a Backer, I’d like to see improvements in server stability, speed, and robustness.
Improvements to server functionality to reduce need for unique solutions.- Completed

As a Developer, I’d like to see improvements in the editor to facilitate my work.
Simplify adding blocks and their substances by adding a block and substance editor.- Completed
Bug fixes to animation clips getting into a locked state on the DB.- Completed
Add channel sorting to editor feedback.- Completed
Sounds can be added to placeable assets. (Ex: torches can have flame loops, and a beehive can have buzzing bee sounds.)- Completed
Improve data base query speed on assets with some programmer magic.- Completed
Add the environment map lighting to the world editor.- Completed
Water plane remains with the player, making it easier to audit much larger maps.- Completed

As a Backer in Beta 1, I’d like to play in a Party, or Guild.
Group Server:
Party Hub- Completed
Party State Management- Completed
Game Server:
Groups Client- Completed
REST Endpoints as defined below:
Party Hub- Completed
Party REST Endpoints:
Join Party- Completed
Update user permissions Party- Completed
Leave Party- Completed
Abandon Party- Completed
Get Party members- Completed
Kick member from Party- Completed
Order REST Endpoints:
Set user role- Completed
Disband- Completed

As a Developer, I’d like to have a selection of weapons that visually represent each Realm’s identity. – Arthurians
One handed swords: First Pass planning mix and match parts system.- Completed
One handed axe – v1: First Pass planning mix and match parts system.- Completed
One handed axe – v1: Modeling pass.- Completed
First Pass Concept Art: One handed high quality “epic” swords.- Completed
One handed sword – V2 – High Quality “epic”: Modeling pass.- Completed

As a Developer, I’d like to have a selection of weapons that visually represent each Realm’s identity. – TDD
First Pass Concept Art: One handed high quality “epic” swords.- Completed

As a Developer, I’d like to have a selection of weapons that visually represent each Realm’s identity. – Viking
One handed axe – v1: First Pass planning mix and match parts system.- Completed
One handed axe – v1: Modeling pass.- Completed
First Pass Concept Art: One handed high quality “epic” swords.- Completed

As a Backer in Beta 1, I’d like to be able to pick an item up off the ground, put it in my inventory, and if applicable, equip it.
Sound:
Create generic chain, metal, and leather drop sounds for armor.- Completed
Create generic wood, metal, arrow, bow, etc. weapon drop sounds.- Completed
Create generic item sound.- Completed
Create item drop variations for grass and dirt/gravel.- Completed
Assign all pre-existing droppable items drop sounds.- Completed

As a Backer and Developer, I’d like to play a game that looks like it is from 2016 by implementing a new lighting and material system.
Create debugging tools for artists to audit HBAO+ (ambient occlusion shadows) settings.- Completed
Improve backface light rendering on double-sided environment models.- Completed
Improve rendering of double-sided environment geometry when viewed at an acute angle.- Completed
Add material support to toggle HBAO+ rendering.- Completed
Current water solution uses new lighting and rendering.- Completed

As a Backer, I would like to be able to give to my friends and family the extra tiers that come with my pledge.
Determine whether removing a pledge via the editor invalidates gift codes.- Completed
Preliminary testing bug fixes and user feedback auditing.- Completed

As a Developer, I’d like a better instrument library to build interactive music.
Sample instrument – accents for percussion. Variable and scalable based on SizeOfBattle- Completed
Create Instrument – Vertically and horizontally scaling drum instrument with taikos, toms, accents, booms, cymbals, and rolls.- Completed

As a Backer in Beta 1, I’d like to be able to choose from a selection of classes for each Realm.
Animation:
Right hand dagger attacks with left hand focus.- Completed
Left hand dagger attacks with right hand focus.- Completed
Right hand weapon attacks and blocks with left hand focus.- Completed
Weapon throw – dagger with axe, right and left hand.- Completed

As a Developer, I’d like to improve integration of plots into existing building code to improve performance, reduce development time, and reduce bugs.
Shape editor complete- Completed
Substance editor complete.- Completed
Changes to shape and substance integrated into the client.- Completed
Changes to shape and substance integrated into the server.- Completed

As a Developer, I’d like the Camelot Unchained ability system to fully support the design scope of the game for B1.
Second pass prototype of new base ability functionality.- Completed
Add first active effect “guard” as prototype for re-abilitated active effect system.- Completed

As a Backer and Developer, I’d like the rubble from building destruction to be awesome and performant.
First Pass: Rubble renders!- Completed
Player can traverse rubble without getting randomly “stuck” on it.- Completed

New Cards:

As a Backer, I’d like to play in new biomes that change according to Realm ownership. – Biome 04
Concept pass biome #4 – Deciduous fantasy forest #2- Completed
Concept pass biome #4 – Deciduous fantasy forest #2 – define Realm variation scope and asset changes.- Completed
Determine neutral asset list from concept.- Completed
First pass Tree and Sapling textures and geo – determine visual language.- Completed

As a Backer, I’d like to build with curved surfaces in C.U.B.E. and Camelot Unchained.
Integrate previous rendering and memory optimizations changes and mainline into CylinderMorph branch- Completed
Fix Phantom Block location.- Completed
Fix Gizmos to use morph.- Completed
Fix Gridlines to use morph.- Completed

As a Developer, I’d like all of our existing character models and armor to use a cheaper rendering solution for double sided geo.
Armor Adjustments:
Human M/F Arthurian Light- Completed
Human M/F Arthurian Medium- Completed
Human M/F Arthurian Heavy- Completed
Human M/F Viking Light- Completed
Human M/F Viking Medium- Completed
Human M/F Viking Heavy- Completed
Human M/F TDD Light- Completed
Human M/F TDD Medium- Completed
Human M/F TDD Heavy- Completed
Luchorpan M/F TDD Light- Completed
Luchorpan M/F TDD Medium- Completed
Luchorpan M/F TDD Heavy- Completed
Character Model Adjustments:
Human Arthurian Female Hair- Completed
Human Viking Female Hair- Completed
Valkyrie Viking M/F Hair- Completed
Human Tuatha Female Hair- Completed
Luchorpan M/F hair- Completed

As a Backer in Beta 1, I’d like to be able to play and build on a home island of each Realm, as well as a main contested island.
Arthurian:
First pass layout Arthurian home island: rough pass procedural mods.- Completed
Second pass layout Arthurian home island: large terrain landmarks. (Mountains, ridges, lakes, etc.)- Completed
Viking:
First pass layout Viking home island: rough pass procedural mods.- Completed
Second pass layout Viking home island: large terrain landmarks. (Mountains, ridges, lakes, etc.)- Completed
TDD:
First pass layout TDD home island: rough pass procedural mods.- Completed
Second pass layout TDD home island: large terrain landmarks. (Mountains, ridges, lakes, etc.)- Completed

Another two weeks down, another two weeks with lots of accomplishments. We’re almost ready for the first major test of the new ability system, and we’re hoping that even with the shortened Memorial Day week we’ll get enough done for a IT/Alpha test next Friday, as our work on the new material system is just about finished.

Another bit of news: we just finished another round of studio testing of our Reward Tier transfer system, and we’ll need help from some of our Backers next week. I’m opening up a thread on the IT Forums to look for volunteers. That thread can be found here (https://forums.camelotunchained.com/topic/14353-it-testers-needed-most-likely-may-31stjune-1st/) and I’ll update it next week. We’ll be looking for people who can devote a couple of hours next Tuesday or Wednesday during a specific block of time (we’ll let you know more precisely next week).

To conclude this update, here’s 3D printed model of our Golem that a company called Eucl3D sent us. We’re working with them to see just how good we can get these things to look. After all, having models of our characters was always part of the plan for some of our Physical Reward Tiers, so it was worth a little time and effort to get this printed. We’ll see if anything comes of it. The first shot is the concept art, the second, how it came out from the 3D printer.

Size Does Matter! - futtips.com

Size Does Matter! - futtips.com

For a first pass, not bad, not bad at all!

As we approach Memorial Day (for those who might not be familiar with it, here’s a link (https://en.wikipedia.org/wiki/Memorial_Day), our studio has two folks who served, and I have multiple friends in/out of the armed forces. We have always opened our studio to any of our Backers who served our (or their) countries. So, as always, we respect them for their willingness to commit, and thank THEM for their support of our/their country.  <bow>

We wish all of you a great weekend (long or short), and we’ll see you next week. Keep your fingers crossed, it could be a short but fun week.

-Mark

FIFA News - May/28/2016

futtips | Soaring on the Winds of Change: Cloud9’s new summer look

There’s been some turbulence up on cloud number nine, and it seems, at long last, that enough is enough.

Change is here. It’s about time.

Cloud9 has taken on a very different look going into the 2016 summer split, and it’s been an impressive makeover. Each change the team made should help to address some of the weaknesses they suffered from last split.

Winds of Change

After a disheartening 3-1 loss to Team SoloMid in the NA LCS spring Quarterfinals, Cloud9 was forced to admit that the team’s current setup had some problems. From weak vision control to poor mid/late-game decision-making and an overreliance on mechanical outplays, the version of Cloud9 built around the power duo of Nicolaj “Jensen” Jensen and Lee “Rush” Yoonjae was fatally flawed. Even the mystical leadership powers of Hai “Hai” Lam weren’t enough to save the team from an early exit.

Cloud9’s staff merited a share of the blame, as well. The team’s most noticeable issues were all in preparation, strategy, and team play, areas that should be led or influenced by coaching. Though it’s always difficult to assess a team’s coaching from the outside, Cloud9’s approach to coaching has consistently seemed to be behind the curve, preferring to give the players the loudest voices. Cloud9 provided its players with soft-spoken supporting analysts in 2015, then handing the coaching title to former support player Daerek “LemonNation” Hart this spring when he retired. Last year’s miracle Regional Qualifiers run aside, those arrangements have produced less and less consistent fruit.

Seeing those problems, Cloud9 has made sweeping changes. Cloud9’s summer roster will feature three new faces. One is a returning veteran, in true Cloud9 style, as Will “Meteos” Hartman comes out of hiding to once more roam the LCS jungle. One is a freshly promoted bench player, as Michael “Bunny Fufuu” Kurylo takes a starting role after being pushed out of playtime by Hai last split. And one is a brand new addition, former world champion Jung “Impact” Eon-yeong, who left NRG Esports in search of greener pastures.

On top of the roster shift, Cloud9 has finally embraced the professionalization of their coaching staff, signing Han-Gyu “Reapered” Bok away from the LPL’s EDward Gaming, with Seunghwan “Robin” Lee to help him as analyst and translator.

The result of all these changes? A team that looks much better balanced, at least on paper, and an organization that has showed an awareness of its own shortcomings. From the new coaching staff to each new starting player, Cloud9 stands to benefit in some very important ways.

The Coaching Staff

Reapered tends to share a lot of the praise for EDward Gaming’s successful 2015 with Ji “Aaron” Xing, with opinions mixed about which of the two deserves more credit. Cloud9 shouldn’t be too concerned about whether Reapered was the hidden genius behind all of EDG’s wins, or whether he was “just” a high-profile analyst; either way, the fact that the team has brought in a respected outside voice is a very positive sign that they’re looking for a big culture change.

There will be growing pains, as the Korean coaches get their team on the same page, earn the players’ respect and attention, and start to refine and implement their game plans. But with so many coaching accolades under Reapered's belt, including domestic success throughout 2015 and an international win at MSI, the potential payoff for acquiring him is huge.

In practical terms, Reapered should provide Cloud9 with a stronger grasp of the meta, including an outside voice about which champions to play. He’ll hope to could improve the subtlety of the team’s strategies, as well, and reduce their reliance on outplays and their obsession with Baron Nashor. He should also help enhance the team’s vision game: EDward Gaming had the second-highest wards per minute at the 2015 Mid-Season Invitational and third-highest at the 2015 World Championships.

Assuming that Cloud9 is able to integrate Reapered and Robin smoothly into their team environment and culture, their presence could go a very long way toward addressing some of their most glaring holes from last split.

Impact

Bunny Fufuu is a natural support player, in the sense that he has a long competitive history in the role. That in itself represents a meaningful upgrade over Hai, who role-swapped into the support position and struggled to fully embrace it, lagging way behind in his vision duties with the worst wards per minute of all NA LCS supports, and sticking to a very limited champion pool of just four champions, only earning more than one win on Morgana and Alistar.

Cloud9 will instantly benefit from Bunny Fufuu’s more developed sense of vision control — in the two games he played, he averaged 1.42 WPM, second-highest in the league — and his broader champion pool, no matter how much he continues to show a preference for Thresh and Morgana. On top of that, Bunny Fufuu should be more comfortable than Hai in pulling the trigger on plays at the right time — something he was very effective at in 2015.

Bunny Fufuu doesn’t need to be an All-Star to shore up some of the holes Cloud9 experienced from the support position last split. If he can just be above-average, he’ll be an upgrade. And if he can show some leadership and shotcalling, as well, to fill the in-game leadership void that will be left by Hai’s departure, then Bunny Fufuu will very quickly become a highly valuable member of the team.

Onward and Upward

As a whole, Cloud9’s changes are a breath of fresh air — even if there’s a bit of recycled oxygen mixed in. By moving Hai off the starting roster — this time hopefully for good — and completely remaking and professionalizing their coaching staff with an outside voice, Cloud9 has shown some very important growth in organizational self-awareness, and has measurably improved their talent.

There is risk in Cloud9’s moves, of course. The team may lose the strength they found in completely, unquestioningly following their leader’s calls, and they broke apart the most talented jungle/mid duo in the league. They have also lost some playmaking ability, which they’ll have to replace through Impact in the top lane and Bunny Fufuu at support. But while it will take time to address those losses, they should be temporary setbacks, as long as the team commits to staying the course and giving themselves time to gel.

After clinging too long to a structure, culture and roster that has become rapidly outdated, Cloud9 has finally taken the necessary steps to reclaim their spot as one of the NA LCS’s most successful organizations. Now all that stands between Cloud9 and yet another North American title is arguably the strongest lineup of NA LCS teams in the history of the league.

Tim "Magic" Sevenhuysen runs OraclesElixir.com, the premier source for League of Legends esports statistics. You can find him on Twitter, unless he’s busy giving one of his three sons a shoulder ride.

FIFA News - May/28/2016

futtips - Crumbz on coaching Apex: 'It's like throwing myself in head first'

After Alberto "Crumbz" Rengifo lost his place in the LCS following Renegades' ban and subsequent sale to Team EnVyUs, he found a new home coaching Apex's challenger team.

The Daily Dot's Saira Mueller spoke to Crumbz about his new position, and the former pro sounds like he is looking forward to the challenge.

"It’s like you’re released at the shallow end of the big pool," he said. referring to his team's chances of making it through Challenger Series and into the LCS. "That’s why I thought the offer was really great and it’s like throwing myself in head first."

As Head Coach, Crumbz will move into the team house and have a hand in every aspect of his players' lives, from organizing their real lives to improving their in-game performance, he said.

He feels that his time spent as a pro will serve him well when it comes to teaching. "I see it as just being able to put all my years in League into something that I know I’m good at, which is teaching the game," he said.

Crumbz looks to communication skills he learned from past experiences tutoring young students. "One of the things that happens a lot with coaches is that they tend to offend people quite a bit," he told the Dot. "I think because of how much I’ve been working around children, I at least have the advantage of being able to communicate in a way that doesn’t sound belittling or like I’m putting someone down or insulting them."

Of course he was also asked if he would consider returning to the scene as a player; he said wants to commit to the job for now. "Once I go into something I want to see it through as much as I possibly can until I understand more about myself by doing something. Especially something as daunting as coaching."

Annabelle "Abelle" Fischer is a writer for theScore esports with a love for Dota 2, birds and cheese. You can follow her on Twitter.

FIFA News - May/28/2016

futtips | IEM Gyeonggi to feature LoL and StarCraft 2

Intel Extreme Masters Gyeonggi will feature a League of Legends and a StarCraft 2 tournament, Intel announced Friday.

IEM Gyeonggi will be the first South Korean IEM event since IEM Seoul in 2008, which featured Counter-Strike 1.6, World of Warcraft and Warcraft III. For the return trip, the tournament is featuring two of the region's strongest games.

Teams and players for the event have yet to be announced, but the winners will move on to the IEM World Championship in Katowice, Poland, which will take place in March 2017.

IEM Gyeonggi will take place in Gyeonggi, South Korea, from December 16-18.

Daniel Rosen is a news editor for theScore esports. You can follow him on Twitter.

FIFA News - May/28/2016

Gate, Pirean, Inori, Slooshie, Mash part of Phoenix1 seven-man roster on futtips

Phoenix1, a new organization, have announced their new seven-man roster, ESPN's Tyler "Fionn" Erzberger reports.

The squad is formed from a combination of the ashes of Team Impulse's roster and new talent, after the organization acquired its NA LCS spot from Team Impulse, after they were forced to sell their spot.

The roster features former TiP players: AD carry Brandon "Mash" Phan, support, Austin "Gate" Yu and mid laner Choi "Pirean" Jun-sik.

The rest of the roster includes: top laners Derek "zig" Shao and Brandon "Brandini" Chen, jungler Rami "Inori" Charagh, and mid laner Andrew "Slooshi" Pham.

zig was previously a top substitute for Team Liquid and was the top laner for Team Liquid Academy. TLA placed 3rd-4th at the 2016 NACS Spring Playoffs after losing 3-1 to Apex Gaming in the semifinals.

Inori was a substitute jungler for about five months on Team Dignitas during the 2016 spring split, before his departure.

Slooshi’s was with his former team, Team 8, for about two years before the spot was purchased by Immortals in October 2015, who would field a new roster in the spring split. He been without a team since.

Brandini, another Team 8 alumni, was with Apex as a substitute top laner for two months.

The team’s owners are Michael Moore, Rob Moore and Jack Giarraputo. Giarraputo has 20 years of experience as a producer, working on films like Pixels, Paul Blart: Mall Cop and Grown Ups 2. He is also Adam Sandler’s producing partner at Sandler’s Happy Madison Productions. Rob Moore is Vice Chairman of Paramount Pictures. Michael, his son, will act in a managing partner role for the organization, according to ESPN.

Erzberger said that Cloud9’s former coach, Charlie Lipsie, will be Pheonix1’s new head coach. Eric Ma, Team 8’s former manager, and Brendan “Saparino” Franco will function as general manager and manager, respectively.

The roster’s first game as a team will be against Echo Fox June 4, 2016 at 3 p.m.

Will Alcopra is a news editor for theScore esports. You can follow him on Twitter.