HeroEngine Forums

HeroEngine Support => Design & World Building => Topic started by: Sinfulace on Oct 19, 10, 11:34:08 PM

Title: [Resolved] a few questions about heroblade / cloud
Post by: Sinfulace on Oct 19, 10, 11:34:08 PM
For heroblade:
What is heroblade and what are its limits? can you host your own server with heroblade or no if so how do you go about this without having everyone an "Admin"

Herocloud:
Does this require a server to host? or does herocloud host one for you?
What are the benefits?
is it worth its 5k fee?
How many licenses do you get for 5k?


can you easily make it so characters change appearance when they change items? for example , you equip a
piece of armor and then it changes your appearance to match that item.. would this be something difficult to do?

Inventory? 

adding items?

More spots for your toolbar?

how easy is this system to work with?


Thanks!
Title: Re: a few questions about heroblade / cloud
Post by: sebako on Oct 20, 10, 06:25:31 AM
Heroblade is the Clientsoftware you are working with, you can host your own server, but then you need to buy a full license.

Herocloud servers are hosted by HE, so they host one for you.
Benefits are up to you, most likely the server is running ~24/7, you can work from everywhere and you can work together with a team easily.
It is worth its fee, you will get 1 license for 25 people to use.

Changes are "easy" to make, but it depends what you consider as "easy".
If you are a single hobby artist looking for something that brings your models alive, you look probably on the wrong end. You will require a Team to get a full game running, alone it will take ages.

Hope it helps.

Cheers
Title: Re: a few questions about heroblade / cloud
Post by: JoshHalls on Oct 20, 10, 01:00:51 PM
I will have to agree with Sebako, I don't know what your experience level is with game design or MMO design, but this is a very cool thread to read that discusses in detail a lot of what goes into making an MMO.  While HE provides a leg up in some of the things mentioned, it doesn't really change a lot of what is said here.

http://www.torquepowered.com/community/forums/viewthread/84535

While this is on torque's website, it is a VERY good thread about what it takes to create an MMO no matter what platform you are using.  In short it is a ton of work and something that requires multiple skill sets and some rather unique.  Don't want to be running off potential customers, but "splashing" into game development by starting with a MMO is probably going to lead to you wasting 5k.  That being said, they do have a very nice set of tools and a good reference to start from that make development faster and easier than the other products I have tried and in the hands of a skilled team (even a small one) it can be used to produce a decent demo or playable early alpha if you have enough individuals skilled in the many aspects you need to make a game.  

You might check out http://mmorpgmaker.com/phpBB3/ as there are a lot of us small/indie/hobbie developers if you haven't already.  As someone who has been doing this for 10 years in some form, the biggest thing I can recommend is if you want to spearhead a team is to either have funding to pay people to do what you want them to do or you will need to be the head programmer of the team who is most likely going to contribute the most work till you can attract other team members that see you are serious about producing a game and want to get involved.  It is hard to expect 40+ hours out of people with day jobs (hard to expect 15+), but eventually you will find like minded individuals who want to be part of something bigger.