Monthly Archives: February 2015


Greetings, it’s the second coming of the graphic’s side of the force. After a presentation of the matchmaking last time, here is a video with a piece of our animators’ work, today we will introduce you with another important side of Energy Heroes: the in-game interface.

In-game and out of game interface

The out of game interface, which won’t be approached today, will allow the player to manage his account, check his stats and successes, buy some stuff, prepare his games, and interract with the community. It’s a puzzle thingamajig on several points (even too much points).

The in-game interface will allow the player to have at any moment information on the game at hand, his ammo, and his cooldowns (skill availability time).
It has to be practical, readable, usable in any circumstances and above all, it has to be compatible with the  BG-140 semantic comprehension module. Ah, I, … No, it’s not the same topic.



We are doing a game which goes out of the ordinary. A mix between TPS and classic MOBA, a MOSS as we titled it. We need then a TPS interface displaying as much information as the MOBA’s one: a MOSS interface.

A reactive interface, which doesn’t become a timeout, or a drag. The in-game interface of Energy Heroes has been made in order to allow the player, in a blink of an eye, to see the information that he wants to see, whithout losing the battlefield from sight. Here is how we use the space:

HUD_ZoningIn gray are the permanently displayed parts (information on the weapon, on one’s own character, etc.) and in blue are displayed the foldable elements. These elements, or rather screens, are organized by category:

  • F1: Teams – It displays the players of the game, their objects, their life, energy bars, and some more useful information.
  • F2: Character – Where one has access to stats and objects of his own character.
  • F3: Map – Which displays itself in full screen for more readability of the map.
  • F4: Skills – It displays information on the character’s skills and allows to make it evolve.


In the end

Here is a little overview of this in-game interface, as it was thought. For the alpha, the interface may slighty change, but currently the teams are only composed of 3 players. Interfaces in Energy Heroes are propulsed with Scaleform and Unreal Engine 3. They are made under Flash.


That’s all we will tell you on the interface for the moment! It’s not fun if we spoil everything at a moment, so until next time !

See you soon!

Xarden, graphic interface

Choice of one’s team

This is a revolution!

Let’s talk about a topic often ignored and which in a lot of games, can be a source of great frustration: the matchmaking system.
Who has never wanted to leave it without penalty, simply because the proposed team wasn’t of your taste? Who has never went crazy, because the internet connection was interrupted at the worst moment, during the launch of a MOBA party?
Energy Heroes, based on a MOBA model, proposes a matchmaking system concept allowing the player to choose his team and even to discuss about it before going to the battlefield without any penalty if he changes his mind, and without any time limit to do so.


Put into practice

The principle of the system is based on rooms. It means that once the player has chosen the game mode, the player will then be sent into a room named “Squadron” in the game.
In it, the player will chose the character he wants to play, and the different content proposed. (skin, modules, etc.)
The player will be joined by other players of the same level who will have to do the same actions.
No time limit for the choice will be imposed. Every player will confirm his selection and once the whole team will have confirmed, the system will look for another Squadron with the same level.
During the selection process, players will be able to discuss about the characters to pick, and in case of disagreement or absence of one of them, they will be able to leave the room without penalty or kick an unwanted player, always without penalty for anyone.


 The purpose

The most important advantage is, obviously, the inexistence of constraints during the matchmaking step.
The system can be a bit slow if the players are taking time to choose and discuss of the strategy to adopt during the game, but it can also be extremely fast if the players want a quick launch. It’s up to the players!
Moreover, the system can be improved and allow players, for example, to create a Squadron, invite friends and keep some places reserved for random players.
Another advantage to highlight is that both teams are not made at the same time, and are not pre-selected. On our side, we are going to work on the matchmaking system in order to observe some rules, as the “mirror” inexistence (two players with the same character) or the balancing of the level of the squadron.

To conclude, I would say that the aim of this matchmaking system is to give to player as much time as they want and to avoid the frustration often created by the classic systems.

Lunder, team dispatcher