The initial versions of Dark Age of Camelot used the rights for a tabletop role-playing game called Dark Age of Camelot Platinum Rolemaster as a basis for the class and spell systems. Not long into the project, the company that created Rolemaster, Iron Crown Enterprises, filed for bankruptcy, and we lost the rights. This turned out to be good for us, however, because we were no longer required to adhere to a set of rules based on the license - although we did have to scramble for about a week to rename and retune spells and classes and otherwise clear Rolemaster content out of the game. Mike Crossmire created the game's spells in 3D Studio, tweaking the NetImmerse system to display animated spells with spectacular results.
Abandon owns a couple of DAOC Platiunm small companies, each of which specializes in different types of entertainment: a film studio, a web company, and a couple of game content development companies. Abandon wanted to become more involved in game development, so it purchased a minority stake in Mythic. This money allowed us to devote everyone on staff to the Camelot project, while also expanding and hiring much-needed programmers and artists. Our spreadsheets showed that we had enough money to support exactly 18 months of development starting from January 2000, giving the project a hard end date of September 2001.
This group was responsible for quests, monster placement, object placement, and just about everything else having to do with DAOC Platiunm for sale creating the world of Dark Age of Camelot. Camelot's economy was designed by Dave Rickey. This economic system ensures that players must continue to spend money as they rise in level, which limits the amount of money that stays in the game. Dave and Mark Jacobs designed Camelot's trade skill system, which enables players to make armor, weapons, and other objects in the game - all tied to the economic system. Their team used 3DS Max and Character Studio to create Camelot's character and monster models and animations. The character DAOC Platiunm on sale models were technically advanced, as each in-game character has several different parts buried in it that can be turned off and on by the game.
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