An excellent find. We're in contact with the devs to get some previews / interviews / etc. going.
It is interesting to note, however, that communication on the site, at least in terms of the dev blog, has been spotty with six months between the last blog post before the one written in March. The last posted changelog on the forum was in August of last year. That's not a bad thing, but worth knowing.
I like the setting. Visually it isn't stunning (better than I could do of course). For me game-play is what matters. the PvP combat video didn't look so hot but I am guessing things will progress.
I would love for this game to develop well. I am a fan Akira, Syndicate and Deus Ex.
I like the setting. Visually it isn't stunning (better than I could do of course). For me game-play is what matters. the PvP combat video didn't look so hot but I am guessing things will progress.
I would love for this game to develop well. I am a fan Akira, Syndicate and Deus Ex.
Character models and effects have not been worked on in a major way yet, so expect some really rather enhanced graphics as development goes on. The PvP combat video does not currently show the full extent of what we have in mind as the skill system is still being worked over. We will of course keep all you Exiles out there updated.
As much as I am into this theme, I've followed this game years ago but beyond some concept art I haven't seen them make the progress require to make a decent Cyberpunk mmo. Their dev team is smaller than therepop and they are very deadset on Hero engine with combat similar to swtor. So that killed my interest and hope it has. Some of you may be into that but, sadly, I think even X-Shift has a better chance to see the light of day or be fun.
As much as I am into this theme, I've followed this game years ago but beyond some concept art I haven't seen them make the progress require to make a decent Cyberpunk mmo. Their dev team is smaller than therepop and they are very deadset on Hero engine with combat similar to swtor. So that killed my interest and hope it has. Some of you may be into that but, sadly, I think even X-Shift has a better chance to see the light of day or be fun.
Years ago we had only concept art. Now we have full foundations for a great game. Be sure to check out youtube and facebook to see what we have been up to since you last checked. Our team is indeed small (good things come in small packages) and we are very dedicated to making a game that we would feel proud to play alongside you all.
Its funny going back looking at our first concepts and placeholder art and comparing it to what we have today.
I'll continue to follow it but above all my criticisms, I don't think Hero will outlast your team's dedication. Unreal or Unity would have been a better choice.
my question is this the remnants of blue exile online a indie mmorpg that was in development during the warhammer online days. It damn sure looks and reads about the same and makes me think this is the same dev that cancelled blue exile years ago and now the same story pops back up years later.
I'll continue to follow it but above all my criticisms, I don't think Hero will outlast your team's dedication. Unreal or Unity would have been a better choice.
Hero Is a great engine with powerful MMO technology out of the box. It has gained a lot of negative news mostly from people that have not actually developed with it.
It is not as pretty visually as Unity or Unreal and takes work to make an appealing game, but for networking of multiple players on huge servers it is second to none and still the best option out there for an engine with integrated cloud development and network capability.
Performance of SWTOR was a major problem with as they were working on a very old release of the engine. What we work with now is essentially the same engine but with so many fixes and optimisations made that it might as well be completely new. I can tell you we have made test areas with huge volumes of models and animated objects, effects and NPCs walking around with no performance issues whatsoever.
When creating a video game, you really have to be aware of the engine you are working with and the scope you are trying to achieve for your game.
my question is this the remnants of blue exile online a indie mmorpg that was in development during the warhammer online days. It damn sure looks and reads about the same and makes me think this is the same dev that cancelled blue exile years ago and now the same story pops back up years later.
Hmm i have never heard of that one. Was it a cyberpunk MMO?
We have been in pre production development since 2013.
I'll continue to follow it but above all my criticisms, I don't think Hero will outlast your team's dedication. Unreal or Unity would have been a better choice.
Hero Is a great engine with powerful MMO technology out of the box. It has gained a lot of negative news mostly from people that have not actually developed with it.
It is not as pretty visually as Unity or Unreal and takes work to make an appealing game, but for networking of multiple players on huge servers it is second to none and still the best option out there for an engine with integrated cloud development and network capability.
Performance of SWTOR was a major problem with as they were working on a very old release of the engine. What we work with now is essentially the same engine but with so many fixes and optimisations made that it might as well be completely new. I can tell you we have made test areas with huge volumes of models and animated objects, effects and NPCs walking around with no performance issues whatsoever.
When creating a video game, you really have to be aware of the engine you are working with and the scope you are trying to achieve for your game.
This sounds a lot like what JC said with Repopulation and we all know how that turned out. Hero may have been a great engine several years ago but today it is a terrible engine few want to get behind. HE...Still no DirectX 11, not really any physics, terrible optimization options, awful renderer that Indies can't afford to replace, bad material shaders, lighting is poor and overly expensive, Hero script is an inferior scripting method, the object gizmo an general controls are horribly archaic time wasters, it crashes often, there is little to no support, overal the engine improvements pace is about 1/4 compared to others, and it is more expensive to develop on in the long term compared to others with the risk having HEs devs taking it away at any time or going bankrupt.
I'll continue to follow it but above all my criticisms, I don't think Hero will outlast your team's dedication. Unreal or Unity would have been a better choice.
Hero Is a great engine with powerful MMO technology out of the box. It has gained a lot of negative news mostly from people that have not actually developed with it.
It is not as pretty visually as Unity or Unreal and takes work to make an appealing game, but for networking of multiple players on huge servers it is second to none and still the best option out there for an engine with integrated cloud development and network capability.
Performance of SWTOR was a major problem with as they were working on a very old release of the engine. What we work with now is essentially the same engine but with so many fixes and optimisations made that it might as well be completely new. I can tell you we have made test areas with huge volumes of models and animated objects, effects and NPCs walking around with no performance issues whatsoever.
When creating a video game, you really have to be aware of the engine you are working with and the scope you are trying to achieve for your game.
This sounds a lot like what JC said with Repopulation and we all know how that turned out. Hero may have been a great engine several years ago but today it is a terrible engine few want to get behind. HE...Still no DirectX 11, not really any physics, terrible optimization options, awful renderer that Indies can't afford to replace, bad material shaders, lighting is poor and overly expensive, Hero script is an inferior scripting method, the object gizmo an general controls are horribly archaic time wasters, it crashes often, there is little to no support, overal the engine improvements pace is about 1/4 compared to others, and it is more expensive to develop on in the long term compared to others with the risk having HEs devs taking it away at any time or going bankrupt.
Just saying
Hero is a fun engine to work on. I recommend it to any Indies wanting to make an MMO.
I dont want to sound like a sales rep for the engine, but as we have been working with it for 3 years, i feel we are in a place to put aside some misconceptions for those that have no direct hands on experience of the engine.
- DirectX 11 is in the being worked on as we speak - Physics are fully capable of handling physics both client and serverside - Renderer is getting a major upgrade with the DX11 upgrade - Shaders are the job of the art department to extend and improve if needed - Performance is great if you know what you are doing - Hero script works like any other script (your programmers need to know how to script to make a game work) - Support is full and very extensive. We liase directly on a daily basis with the engineers and people in charge of the engine
As i said in my previous post, the engine is not as pretty out of the box as Unity or Unreal. If you only care about graphics with no effort, those are perfect engines to work on. i did say it takes some work to make a pretty game in HE.
Any development team needs a competent art and coding team to succeed.
We are getting along swimmingly with the technology. Any challenges we faced from working in the engine were there to be overcome and made us a stronger team for it.
I want a good cyberpunk mmo but you lost me at swtor type combat....the controls in that game especially suck. Will take a look, when it comes out, in case the combat is different than from what was said here.
Brenics ~ Just to point out I do believe Chris Roberts is going down as the man who cheated backers and took down crowdfunding for gaming.
I want a good cyberpunk mmo but you lost me at swtor type combat....the controls in that game especially suck. Will take a look, when it comes out, in case the combat is different than from what was said here.
Indeed. If we seek to make our game a clone of SWTOR we might as well go ahead and not bother making a game. We will release further gameplay videos, featuring our ever evolving foundation systems as time goes on. Stay tuned.
@Prometheus2015 I noticed "implants" featured on the Exile Online site... I hope the implants would be attribute controlled (like Anarchy Online) instead of the typical level lock. Laddering implants in AO to equip some much higher gear was a great feature of that game and I for one have been looking for this in another game.
@Prometheus2015 I noticed "implants" featured on the Exile Online site... I hope the implants would be attribute controlled (like Anarchy Online) instead of the typical level lock. Laddering implants in AO to equip some much higher gear was a great feature of that game and I for one have been looking for this in another game.
Equipment including implants is locked by level or statistic attributes, sometimes both in some cases. Gear is relative to your level. Saying that, equipping an item is not solely dependent on your base statistics, but rather ALL stat streams. This includes points gained from your base stats, gear and also buffs.
For example if an item requires 50 Dex but you only have 40 base, if you have at least another 10 from gear or buffs, you would be able to equip that item.
Comments
another game to keep my eye on
thx for posting this Looks interesting
It is interesting to note, however, that communication on the site, at least in terms of the dev blog, has been spotty with six months between the last blog post before the one written in March. The last posted changelog on the forum was in August of last year. That's not a bad thing, but worth knowing.
¯\_(ツ)_/¯
I would love for this game to develop well. I am a fan Akira, Syndicate and Deus Ex.
Wa min God! Se æx on min heafod is!
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Also updated the link on the website news entry. We welcome any questions at all and will be doing an interview with MMORPG soon.
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Character models and effects have not been worked on in a major way yet, so expect some really rather enhanced graphics as development goes on. The PvP combat video does not currently show the full extent of what we have in mind as the skill system is still being worked over. We will of course keep all you Exiles out there updated.
Its funny going back looking at our first concepts and placeholder art and comparing it to what we have today.
It is not as pretty visually as Unity or Unreal and takes work to make an appealing game, but for networking of multiple players on huge servers it is second to none and still the best option out there for an engine with integrated cloud development and network capability.
Performance of SWTOR was a major problem with as they were working on a very old release of the engine. What we work with now is essentially the same engine but with so many fixes and optimisations made that it might as well be completely new. I can tell you we have made test areas with huge volumes of models and animated objects, effects and NPCs walking around with no performance issues whatsoever.
When creating a video game, you really have to be aware of the engine you are working with and the scope you are trying to achieve for your game.
We have been in pre production development since 2013.
Hero may have been a great engine several years ago but today it is a terrible engine few want to get behind. HE...Still no DirectX 11, not really any physics, terrible optimization options, awful renderer that Indies can't afford to replace, bad material shaders, lighting is poor and overly expensive, Hero script is an inferior scripting method, the object gizmo an general controls are horribly archaic time wasters, it crashes often, there is little to no support, overal the engine improvements pace is about 1/4 compared to others, and it is more expensive to develop on in the long term compared to others with the risk having HEs devs taking it away at any time or going bankrupt.
Just saying
I dont want to sound like a sales rep for the engine, but as we have been working with it for 3 years, i feel we are in a place to put aside some misconceptions for those that have no direct hands on experience of the engine.
- DirectX 11 is in the being worked on as we speak
- Physics are fully capable of handling physics both client and serverside
- Renderer is getting a major upgrade with the DX11 upgrade
- Shaders are the job of the art department to extend and improve if needed
- Performance is great if you know what you are doing
- Hero script works like any other script (your programmers need to know how to script to make a game work)
- Support is full and very extensive. We liase directly on a daily basis with the engineers and people in charge of the engine
As i said in my previous post, the engine is not as pretty out of the box as Unity or Unreal. If you only care about graphics with no effort, those are perfect engines to work on. i did say it takes some work to make a pretty game in HE.
Any development team needs a competent art and coding team to succeed.
Brenics ~ Just to point out I do believe Chris Roberts is going down as the man who cheated backers and took down crowdfunding for gaming.
Playing: varies every day it seems.
For example if an item requires 50 Dex but you only have 40 base, if you have at least another 10 from gear or buffs, you would be able to equip that item.