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Messages - Warded

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1
General Discussion / Re: Thanks to the HE Team
« on: Jan 26, 16, 06:57:52 AM »
Aw shucks folks, you're gonna make us blush ;)

Seriously though. The teams dedication to this amazing platform should inspire all the developers here. If we all put in a fraction of the effort you all put in we would have games to show for it. I can't wait to see everything you all have in store for us to make this engine even better and provide us with an even better tool to create our games with.

2
Art & Art Pipeline / Re: DX11 and Maximum Bone Count
« on: Jan 07, 16, 06:19:47 PM »
It depends on the game really. If your not going to have a lot of character on the screen at once you can probably get away with it. If I'm not mistaken I believe going over the 75 starts to use the CPU as well.

3
General Discussion / Re: Discussion about HE game developing
« on: Dec 31, 15, 11:04:50 PM »
Q1. There has been some discussion about HE being shut down temporarily, and if that happens how will this affect you and your project?
A1. Not at all. Most of the stuff done on our servers so far is just for learning. I have taken the possibility of this happening to hash out our game design more and to learn more before we proceed further.

Q2. How many of you are close to Alpha testing your game?
A2. No where near close as most systems were done for learning and don't resemble what we want on release. Also missing a lot of art assets.

Q3. Are you on a large budget, small budget, or working on your game for free right now?
A3. Free (small if we really need something).

Q4. When we are close to alpha/beta testing, do we have to pay for more servers?
A4. I would expect us to go with the non-live Alpha version as we test more and more. Beta might see us going to live however beta would be expected to be short and more of a stress test/last bugs type of deal.

Q5. Where do we get more assets for our games?
A5. We have gotten assets from different stores and use them solely for design purposes. We have also made some basic items to use as placeholders as some of us are not modelers. We have had in house artists make assets for us that are meant specifically for the game as well.

Q6. I have heard there is some confusion about whether we get a website with HE. Do we?
A6.  I know we don't and Sarrene has answered this in a previous post.

Q7. When you release your game, how do you plan to generate income?
A7. Game Sales and would prefer lower subscription with micro, but I feel like it might be prudent to do a Buy, FTP, with a Sub/Micro setup.

4
General Discussion / Re: I guess Hero is dead?
« on: Dec 26, 15, 10:18:22 PM »
Hero isn't dead and I wouldn't expect it to be any time soon. As you mentioned and read they have had some issues that they are working through and hopefully everything can be squared away soon. I know the current management has been leaps and bounds better than what was around previously and they appear to be relentless in getting things squared away for the long term.

Speaking about the engine itself, their is honestly nothing like Hero and the backbone they provide for MMO's and real-time collaboration. It takes a bit to get used to Hero Script but they have a lot of tools to help build a game along the way. The biggest problem most people run into is that they plan on making an enormous AAA like game and realize too late that their scope is just unreasonable and give up. A MMO is not the easiest genre to complete as an Indie but this engine can be used for much more than trying to make a game that puts WOW to shame in scope. Idea Fabrik has some amazing things planned for the engine which would really help change the landscape around here, I'd expect we start seeing some of those changes sooner rather than later.

5
Developer Hero Projects / Re: Anvil of Honor - 3D Fantasy MMORPG
« on: Nov 28, 15, 03:39:05 PM »
Nice update.

6
Developer Hero Projects / Re: Anvil of Honor - 3D Fantasy MMORPG
« on: Nov 02, 15, 04:09:10 PM »
Looking good so far, nice to see "new" teams posting.

7
General Discussion / Re: Heroengine servers being shut down?
« on: Nov 02, 15, 09:50:10 AM »
Nothing has been said publicly at this time that I know of. I can still get into my servers and until someone tells me differently we really don't know what's going on. However I hope nothing happens as this engine is amazing and their is truly nothing like it.

8
Developer Hero Projects / Re: Blight MMO
« on: Oct 27, 15, 09:21:09 PM »
Love the updates. The games almost a dream to me, Ultima Online meets Dark Fall.

9
Developer Hero Projects / Re: Blight MMO
« on: Sep 16, 15, 09:12:49 PM »
Love it, looking real nice.

10
Developer Hero Projects / Re: Blight MMO
« on: Aug 25, 15, 07:54:36 PM »
Nice I like it a lot. Feels very old school UO.

11
Design & World Building / Re: Bugs in Merge/Re-grid Tool?
« on: Apr 14, 15, 01:36:11 PM »
I think in the past there was a lot of talk about using half res to keep counts down, right up there with the grid world or section by section discussions. This might have been one or two years back. I think Repopulation and some other farther along games were pro half res. But I would assume with advancements in computers you probably don't need it anymore.

12
Scripting & Programming / Re: Area of Effect Abilities
« on: Jan 21, 15, 08:34:41 PM »
I'm going to have old school zones with zone lines where players go through a 'S' hallway and have a short loading screen. I'm not doing that for simplicity or to avoid new technology--I'm doing it for gameplay reasons. Should never really have over 60-80 players in a single zone with the average being somewhere like 15-30. Should I have any concerns with that setup?

No way for us to tell you if you will or won't. Depends on too many factors, mainly your ideal prim count for an area and characters. That's something you will need to test out when you can, even if it's just a simulation for now which I believe they discuss in the Wiki at some point (basically a built out area and then adding npcs coded to do something).

13
Scripting & Programming / Re: Area of Effect Abilities
« on: Jan 20, 15, 08:25:46 PM »
Client runs a lot better then the blade. The blade has to load a ton more information than the client so you should see significant gains.

14
Design & World Building / Re: FPS of 3
« on: Jan 01, 15, 03:31:45 PM »
I have a lesser processor, less ram and a 240m and get 5-15. You shouldn't be that low unless something else your running is eating up your resources.

15
Is there a kick starter going on?

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