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Topics - Cyrius

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1
Developer Hero Projects / CCWO Vampire-Humans
« on: Nov 12, 12, 03:12:07 PM »
Hey guys,

My team is not very far in the development, but I wanted to show some goodies just keep you informed.

Here is the first draft for que logo and the classes diagram. The colors of the diagram are the skill tree relation. For example, if you role a Guardian, your meleeDPS skills will be a mirror (with it's own touch) of the Hunter's MeleeDPS skill set. We keep the balancing capability of the mirror class system with a better replayability for those who likes to roll every characters.

What do you guys think of these?

2
Developer Job Board / CCWO revamped
« on: Oct 23, 12, 02:37:08 PM »
Hey guys,

Long time I gave news about my team, but here I am! I'm revamping the whole project and I will bring together a new team. If any of you are interested, let me know, we could use :

Programmer (2)
3d modeller (character)
3d modeller (environment)
2d artist (GUI)
2d artist (loading screens)
animator (1)

We are 4 already.

We did not wipe the whole game, but its a quite big orientation change. It will still be a steampunk style game, but instead of industrials against magic, it will be steampunk/western humans against steampunk vampires. We will have some social and safe areas of the cities to chill out and craft and everything and the players will take transports to go in conflicts areas. The vampires will have some buffs during night time and humans during light time.

There is 2 types of conflicts areas (instanced) defense and offense. You will have pve and pvp scenarios where you build points to spend for gears and stuff. Everything will be in city environnement with alot of walls, buildings, hide and shoot play, strategic play in pvp to take down fortified places, etc.

It's quite short but it gives an idea of where we are going. If you want to be part of the team, just send me a PM or answer here, you have to be on dropbox.

Cyrius

3
Developer Hero Projects / CCWO revamped
« on: Oct 23, 12, 02:17:23 PM »
Hey guys,

Long time I gave news about my team, but here I am! I'm revamping the whole project and I will bring together a new team. If any of you are interested, let me know, we could use about anything (prog, modeler, animator, 2d, etc).

We did not wipe the whole game, but its a quite big orientation change. It will still be a steampunk style game, but instead of industrials against magic, it will be steampunk/western humans against steampunk vampires. We will have some social and safe areas of the cities to chill out and craft and everything and the players will take transports to go in conflicts areas. The vampires will have some buffs during night time and humans during light time.

There is 2 types of conflicts areas (instanced) defense and offense. You will have pve and pvp scenarios where you build points to spend for gears and stuff. Everything will be in city environnement with alot of walls, buildings, hide and shoot play, strategic play in pvp to take down fortified places, etc.

It's quite short but it gives an idea of where we are going. If you want to be part of the team, just send me a PM or answer here, you have to be on dropbox.

Cyrius

4
Art & Art Pipeline / [Resolved] weird mesh problem
« on: Jun 12, 12, 07:47:45 AM »
Hi fellow designers,

I experiment a weird problem with one of my 3d model. I never had trouble so far, but one of my quadripod robot (it's a steampunk game) is completely messed up when I load it in HeroBlade. The model is fine in max, I use a standard white texture (it's only a pre-alpha) and I export it the same way I did for all my other models. When I load it and create it in my zone, the mesh is COMPLETELY messed up. It looks lika a stange box with plenty of chaotic vertices...

Anyone experienced it also and found a solution. This robot took me so much time to do, I don't want to do it again. :(

Thanks

BTW, I'm sorry for grammar, english is not my first language.

5
Developer Job Board / CCWO needs YOU!
« on: Jun 08, 12, 09:49:36 AM »
hi guys,

The Core Crystal war online team needs you!

The game design is well on the way but we need :

programmers
3d artists
2d artists (textures and GUI)

We already have  :

3d artist (only one!) (me)
compositor (sound engineer)
concept artist
level designer
Web programmer and designer (for website)
team manager (me)

We restarted the development on brand new game design and it's time to put it on production.

For more information about the game :

https://community.heroengine.com/forums/index.php/topic,1304.0.html

PM if you are interested.

6
Hey all,

I'm the producer on the Core Crystal War online game. A MMORPG that mix fantasy and steampunk. We would need more artists to build the assets, characters, animation and the environnement. I'm actually doing almost all the art of the game but I have hard time following the team as producer AND doing the art. In fact, I'm the one slowing down the team... lol.

If anyone with good 3d modeling and animation skill feels to join the team, send me a PM! I'll keep doing some 3d, but I would appreciate some help at world building and 3d modelling.

Hope to hear from you!

7
Hi,

I know alot of people are asking the same question about texture not showing. I can't see what I'm doing wrong even after reading alot of posts.

1 - All my textures are in .dds
2 - in 3dsmax, my textures are loaded from the folder I use for repository
3 - I use the hero materials options of max
4 - I exported using the right tool
5 - I drag and drop everything needed from my disk to repository (using the exact same path)
6 - I get an error in HeroEngine saying he can't find the texture...

I can't see the step I did wrong... please help me!

Cyrius

8
Developer Hero Projects / Core Crystals
« on: Nov 17, 11, 10:50:25 AM »
Hi all,

The project leader!

My name is Dominic, I'm the leader of the Core Crystal War team. I'm from Province of Quebec in Canada, one of the fast growing game development capital! I have a degree in business administration and a passion for software/game development. I did a lot of 3d modeling for smaller projects.

The game!

Short story :

Type : MMORPG
Style : steampunk
Zoning : Area based with taxi
Leveling type : no real levels, we talk about ranks. Everything you do earns you points, you can buy cool gear, skills (active and passive) or turn it into money. Your skills are distributed in a web like tree where some are more expensive but more powerful. (more details in an other post)
Gearing : loot drop, vendor (points), crafting
Crafting: classic craft with base meterials turned into stuff, but no world spread gathering. You can hire NPCs in cities to get mats for you (more expensive and wait time) or you go directly to the production center of the mat you want (somewhere in the world) and buy directly from there, it's cheaper and you get the mats instantly.
Conflicts : PvP (instanced) and PvE. PvP is the main war of the story where you want to control zones that gives your faction bonuses, PvE supports the maintenance of the zones, shorten the timer on ennemy zones and boost the NPCs guarding your zones. There is also a real story to follow on pve play.

How is it a distinctive game?

The main story is about a war between 2 factions, one more industrious, the other more magic. But inside the factions, there is Houses. The player chooses one faction at the beginning, than he must choose a House. You fight the other faction for the main war, but you can also fight your own faction (House vs House) to be recognized as the Mother-House. This title gives your House an Extra bonus in addition to bring a bonus related to your House dedication for all your faction.

Example : Maneron faction (industrious), House 1 = militarist = if the House 1 is the Mother-House, all Manerons profits from a 3% damage bonus and all House 1 members have a 2% damage bonus scalable with the first one.

This is an exemple, the bonuses are not decided yet.

The skill system and points system are a bit like GW's pvp, but we bring the mix with web skill tree that is very fun and full of possibilities.

Also, the classes. We'll have classes, but the skill trees will give the player alot of free room for mixing. You will be able to create a Tank with support skills, or a DPS with healing capabilities, etc, etc.

The speed stat is also an innovation. You can boost your speed with skills (passive and active) but your armor will work against you. So a marauder like character with medium armor will be first on objectives compared to a heavily armored tank, but easier to kill. This should bring another dimension to fight strategy, you want fast cap points as a scout or be an unstoppable bull as a heavy bully? Teams will want to take advantage of  heavier and lighter characters.

Everything is still on the table and can change quite a lot, but I think the design is in pretty good way!



Thanks for reading!

I'll post many more details about the game, so keep in touch and if you want to join the team, just PM me!!!



PS : sorry for grammar, english is not my first language.

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