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Messages - Alex

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Without getting too technical: Fake it.

Whip up some particle effects to make a "water splashing" effect along where the two bodies meet.  Have the river sort of "waterfall" into the ocean.  It'll look realistic and you don't need to worry about "seams" or the flow looking off.  Stick some rocks in there to obscure the meeting point a bit more and bam!

Developer Job Board / Recruitment: Wardens
« on: Jul 19, 11, 11:05:39 PM »
"Throughout human history, we have been quietly protected from the dark things from beyond space--we never knew about the secret organization that quelled the beasts and we never wanted to.  Governments turned a blind eye to their actions and method, as long as the problems were contained.  All that changed in the blink of an eye when a giant, angry elder god awoke and freed itself from it's cage below the island of Manhattan.  Those who weren't lucky enough to be killed outright were infected by the spores of the beast, and transformed into ravenous, rabid beasts without mercy or fear.  In some extreme cases, they were mutated beyond recognition into terrifying creatures as you've never seen in your worst nightmares.  And a very small, unlucky few... survived.  By twist of fate or fact of genetics, you are immune.  The world was a prison for ancient evil, the riot just started, and you?  You're a Warden.  Humanity's last shot."
- Excerpted from our world's backstory documents.

Howdy.  I'm representing Tartarean Productions.

We're currently in the early design stages for a near-future, post-apocalyptic horror MMO, tentatively titled "Wardens."  The game initially started as a Unity project, but we managed to get early adopter status for HeroEngine.  There's a great deal of love among our team members for classic horror films from the likes of Romero and John Carpenter, and a deep regard for the properties of H.P. Lovecraft and other famed masters of terror.

We have a really skilled team:
* Me and my co-creator, a published horror novelist, are busily creating the lore of the world, the bestiary, and designing story arcs.
* We have a skilled programmer with decades of experience running the technical side of things; He himself ran his own NWN shard for many years, and at it's height he had 4000 players in his world.  In addition to this we have another programmer with a little less experience, but familiarity with Idea Fabrik's proprietary coding/scripting language.
* A former QA tester from Bioware, and an extremely talented game designer are working out the mechanics of combat and skills
* Our GUI is being designed by a professional graphic artist who has worked on webdesign for several major publications.
* We are getting consultation from a musician who specializes in aural design in video games, and has done work for several titles published through Activision.  We're getting assistance in figuring out the AI for swarming, riotous enemies from a programmer at a major film studio.

But what don't we have?  Artists.  Me and my co-creator are good enough that we can come up with decent character and monster designs, but unfortunately, we lost the 3D artist we were banking on... just as we were about ready to begin.

Because of the limitations of what is presently compatible with HeroEngine, we need someone with access to either 3DS Max or Maya.  It sucks, I know, but there are plans in the works (per official statements from IdeaFabrik) to make Blender a supported tool as well... just not anytime soon.

If this is something you'd be interested in, please speak up.  Also we'd love a link to your portfolio, as well.

PS, If you do join us, we have a nice little NDA we'd like you to sign before we hook you up with access to our private forums and development Wiki.
PPS, If the game goes live, you will be getting paid for your work.  That said, we have potential investors lined up, but they just need to get a playable "demo" in their hands before they'll cough up.

Art & Art Pipeline / [Resolved] Internet-Connected Art Server
« on: Jul 09, 11, 02:35:20 PM »
I have an issue in that the artists on my team are in California and New York, and I am not one of them (well, ok, I am probably going to wind up doing some texturing at a minimum).  The documentation that I see in the wiki indicates we can setup a NAS drive if everyone was on the same network; this'd work if we were all in the same building, let alone state.

If I were to setup a NAS on my home network with ginormous capacity, then establish some port forwarding on my router, can we make it work right?  I don't think it'd work well because I have dynamic IP.

Failing that, could I maybe rent an FTP server to be the Art Server, and just give connection information to my team?

If both can be done, which would be easier?

Thanks for the (very fast) feedback.

  • You can implement (similar to the above option) a type of 'phasing' (as it tends to be called these days) where players in a particular segment of the storyline are shifted to another awareness system and their movement or actions are influenced/restricted to fit their new environment. Using this method, you could dynamically replace the open gate with a closed gate and enforce restricted movement while introducing mobs and other entities to the player.

is probably what we'll attempt first.

If anyone is familiar with City of Heroes, you'll probably understand what I'm asking.

I would like to, effectively, recycle "public" areas of our game world as locations for instanced missions, with artificial barriers.

As an example: We are planning a starter tutorial area that has a bunch of buildings and a dock; no enemies exist here, as your character learns the basic story, movement and combat controls, and interacts with NPCs.  You can explore the dock and beach, and everything, normally, without risk.

Towards the end of the tutorial though, you're informed by an NPC that you've finished your training just in time, because there are monsters coming out of the sea by the docks.  You accept the quest, go to the gate for the docks and click something, and it shunts you into a smaller area that is just the beach and docks, and now the dock gates are shut and padlocked until you finish fighting off the enemies.  It's the exact same docks/beach you can explore outside of the mission, just you can't leave until you're done.

tl;dr What I'm asking is: Can we make a larger area, populate it with buildings and stuff, then chop off a chunk for instanced missions?  Is this doable?

But this early in development it is best to not show anything yet to you have a a reasonable amount of work done to show your teams real skills.

To be honest, at this point in your development if you want to share stuff, I'd make a "developer blog" rather than incorporate your updates on your game's "main page."  Throw your concept art and storylines on the "main page" and a link to the devblog.

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