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Topics - Unorthaparadox

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Off Topic / Nutfair is Back in Town
« on: Sep 19, 11, 10:31:29 AM »
Been on a little hiatus. Figured it was good for us to get a break from the computers before we dove into this project. I see a lot has changed around here and we have some fish in the sea. The forum is looking a lot better now. Any big projects or teams catching attention? How's everyone been? You mussstt catch us up on all the juicy details.

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Game Dev and Gaming / What do you want in an MMO?
« on: Aug 10, 11, 08:45:01 AM »
Well, I'm sure we've all played our fair share of MMO's here. I know I've poured over every F2P to ever hit the market and about half of the P2P. If you've played any fair amount of time I'm sure you've jumped on their forum to say, "HEY, DO THIS YOU STUPID GAME DESIGNERS!" or "WTF IS ALL THIS ABOUT, N00B". I want to get all of that started beforehand, because that is when it really matters. T.I.M. is all about producing quality. We want to cut down on pointless timesinks, cookie-cutter characters, and slow gameplay. I'm very iffy about really discussing anything related to our specific project's details until things are a little more solidified, but I'll give you the very basic core outline and from there you tell me.

1) What you'd like to see in a MMO that has or hasn't been done before. Let your imaginations run wild.
2)What you DO NOT want to see in an MMO. The things that you hate.
3)Things you've seen in an MMO with potential, but never get used correctly (and how you think it should be applied.
4) And, if you are designing as well, what kind of pitfalls are you wanting to avoid, exploit, or change?

Our game, qworeihoihfoq2iehTITLEHEREkoawhweofihoehfq, is HIGH action HIGH RolePlay VERYHIGH designers HIGH platformer and HIGH othernoncombataspects. Areas are not about just running around AOE'ing 100 mobs every minute. Battles with foes, even just one, are complex and take thought, reaction, and strategy; not just "HIGHEST DPS ATTACK! REPEAT! REPEAT! REPEAT! REPEAT!. Levels are built to challenge the player and draw on his skill, not just his skills (BigDog ;) ) Anyways, that's all I really want to discuss because I'm no master of HE yet, but I have been working out this system for a long time now and I'm 100% sure HE can handle it flawlessly. Just want new ideas though. I know what I hate and want to avoid or add, but what about you?

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General Discussion / [Resolved| A Little Confused
« on: Aug 01, 11, 09:38:21 AM »
Okay, so we are a little confused as to how this all works out. Just can't seem to get the real difference between HeroCloud, HeroEngine, HeroBlade, and HeroJourney ;D. Well, we understand it to a degree, but our main concern is about this "automation build process". We applied through email and received a response saying we had a HeroCloud license and were in queue for the automation build through 8.3 - 8.11.

So, we're still unclear. Does that mean until the 3rd we can only work with this sandbox and then for that time period we can use the full power of the engine, or that through that date we should build in the sandbox and you're going to evaluate some worlds, still not getting exactly what's going on. Does this HeroCloud license only give us access to use the Sandbox? I'm sure I could probably keep on reading to find the answer, but I've been looking around for a while. ;D

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