Tag Archives: Concept

Technologic uplifting

Hi! The closed alpha is approaching quickly, and now it’s the perfect opportunity to talk to you about the new Energy Heroes’ entities. After the local alpha they indeed took the road to the factory.

NewEntity_Concepting

After the local alpha test, Lunder and I came to the conclusion that the entities were not relevant enough in regards to the Energy Heroes’ gameplay. With the help of the Art team, we revamped these entities around a new notion: Cores. It was also a great occasion to prepare the integration of a new feature: building upgrades.

Now, every destructible entity has a core which must be targeted to destroy the entity (whether it be a tower, an energy gate or the colonization module).

NewEntity_Cores

Those cores, made of pure energy, will take two different shapes: a destructible (the first on the image) and an indestructible shape (the second one on the image). Building entities must be destroyed in a specific order: if an entity is the first, its core becomes destructible while the following ones keep being indestructible.

Cores being the only objects destroyable during the training on Stage 375, we essentially got rid of the holograms and replace them with reusable structures which retract whenever their cores are destroyed! Technology is great. Here is a preview of Energy Heroes’ entities (alpha version) at their initial evolutionary stage. Do not hesitate to tell us what you think about it.

NewEntity_MinionsNewEntity_TowersNewEntity_EGatesNewEntity_Modules

See you soon, we’ll show you the buildings upgrade system with some new visuals!

Xarden, art factory


The Art behind Energy Heroes – Part 3

Greetings and welcome to stage 375 aboard the SCD Manta!

The Manta (also known as the manta ray) is a huuuuuge interstellar space ship of 8 x 5 km. Among a real intergalactic city, this ship hosts other things such as the training and simulating stages of the SCD, which allows to train new unaffected mercenaries on board this vessel.

SCD Manta - Concept

One of the many training rooms with a view of the interstellar void is the scene of a ranged battle of 3 versus 3. No material stakes in this pseudo-war. Every entity has been replaced with advanced holograms which have a tangible existence. The projectiles are stopped by their magnetic fields. The choice to equip the training rooms with holograms is mainly funded with the economic side of it: the bill would be salted if it was real equipment!

Concerning minions, projectiles and weapons, they are real. It wouldn’t be funny otherwise.

Entities

As previously explained, many entities are placed and mirrored on both sides of this training room: two Defense Towers, an Energy Gate and a Colonization Module. In order to make things easier, a color code has been established on both sides to distinguish the two sides: red for E’Nyhm and blue for Qen’Ory.

To avoid jealousy, the orange color has been dedicated to the SCD equipment and more commonly, to the « neutral » objects.

Therefore, it will be easy to see with a blink of an eye what side of the map we are on. Of course, it won’t prevent some bad-sighted Jorvaks to return into the wrong base for some shopping…

The environment

The SCD provides the mercenaries boarded on the Manta, geostationary orbiting over Syrh, its technical advanced training stages in order to prepare for incoming conflicts.

DreamDestination

If you like the cold contact of metal, solid armatures, purified lines and vast ventilated spaces, then stage 375 is for YOU!

These training stages also have a pretty view of the interstellar void and the Omega system. To reassure the most fearful of you, the bay windows of the Manta resist to any type of impact. It simply can’t have unforeseen issues during a training session, at least not of this kind. Anyway, for now, there have been no problems…

Reports affirm that a compartment full of J0 drone models have been, by mistake, ejected a few days ago. If ever, while in a training session you see a J0 take a walk outside, please quickly inform the Jorvak Manta’s engineers to bring them back in the ship.

See you!

J0_Space

Xarden, tour guide


The Art behind Energy Heroes – Part 2

Hi, here we go again on the graphic side of the force! Last time we skimmed trough Energy Heroes artistic guidelines, today will take a closer look on the game characters, which are the vibrant core of this game. We naturally won’t disclose everything not to spoil the fun (for ourselves).

At the very beginning of this project, which already means a while ago, we decided to settle a few racial archetypes so the characters will take place and act within more or less numerous nations and cultures. Out of this saga in unknown space came three races, today known as Humans, Nelmas and Jorvaks.

Humans

Humans from planet Layem are visually just typical ones: Humans settlers originally from Earth, they belong to the most significant of seven existing colonies. As conditions between the two planets are alike they remained identical to earthlings in their appearances and customs.

Arch_SizesIf truth be told this archetype was the first we created, we used it as a reference.The others were drawn from this first example. For now they are the shortest out of three species, Jorvaks are actually the most husky ones and Nelmas are in between.

Nelmas

Nelmas first took place on Nelmo. Tall and slender, they’re known as spiritual intellectual mastering advance technology which enable them to explore space.

Their distinctive feature is to link themselves to a mineral during their teenagehood. This requirement comes out as an initiation ritual where the young Nelmas got to choose a matching stone before binding with it. Cornalyx for example chose a sharp and fiery rock discovered as planet Vhotz was getting destroyed. From the ritual on, mineral outgrowth are a part of Nelmas just like hair on human body.

Arch_NelmasAnother characteristic of this race is their blue toned skin which go from light to dark blue, sometimes with darker marks.

Jorvaks

Jorvaks are natives of Planet Jok, no kidding. Known as kind of dumb but skillful craftsmen able to transform pretty much anything into (not always) useful items, those muscular Cyclops are usually employed and sometimes used as workforce. Murky slavery business painfully stains the history of this otherwise peaceful specie which slowly evolves through creative trance.

Arch_Jorvak

Forceful but non threatening, they got horns, small ears and a three joints articulated jaw.

Hinori used those racial archetype to produce concepts of characters (Elyah, Azura, Larho …). Down the road there will be other races, but for now only those three are unveiled.

Here ends this focus on characters, their origins and the art behind it! Next time we’ll meet on board of SCD Manta the SCD spaceship with its training room for advanced mercenaries.

Xarden, stylus tamer

J0Famille


From TPS to MOBA game, and not the other way around

EH_Logo

Definitons

Before going through the details of what Energy Heroes really is and explaining the thought process which has given birth to a strategic shooter, it would be interesting to define the different game styles which have inspired us.

First of all, the TPS, “Third Person Shooter” is a shooter video game in which one sees his character thanks to a positioned behind view camera which follows the players movements. Moreover, in a shooting game there is an aim system and in many of them a taking cover system.

The second style is the MOBA, “Multiplayer Online Battle Arena”.

To make it simple, the MOBA title can regroup every multiplayer game which are not coop.
But namely, this name style concerns a very specific type of game. Former mod of Warcraft III, called Defense of the Ancients (DotA) started the MOBA genre. The “MOBA” title was broadcasted by Riot Game and is now employed for every DotA-like, as Dota II, League of Legends or Smite.

The principle is quite simple: two teams of five players will fight in order to destroy the enemy base. In this purpose, they will have to respect many conditions and will be able to level up their character, becoming more and more powerful as the game progresses.

Veteran players, don’t be upset, it was only a chainsaw-cut version of what are really the MOBA and TPS game styles.

 

In the begining…

Now, let’s speak about Energy Heroes and its beginning. How did the game idea come to us?
Energy Heroes was supposed to be a MOBA. Yet another one.

The problem was: how to make us be a different MOBA? How can we propose to you, the player, something completely new?

In order to find answers to these matters, we had to deeply define the MOBA genre, which today is a very famous style, and what can be modified without losing the spirit of this game style.

Three points were found.

The first of them was evidently the universe, the lore: existing MOBA games are based on a medieval-fantasy world. What about making our game in another world, and possibly in another universe?
Our choice was sci-fi. Furthermore, we decided to make it really present in the game, creating a scene filled dimension for it. A whole world, we said.

Second point was the view, the camera position. The kept idea was to place the camera behind the avatar. Here came the TPS inspiration.

Finally, the map. The game being in 3D, it would have been sad to keep a map without relief. So we had relief, with a vertical dimension, modifying the paths leading to the two sides. We made worth; we cut the map in two levels, one on the surface, one in the underground, permitting to make the environment rich, different and adding possibilities to the map.

 

The result

Thanks to all these observations, one thing came to our mind: we set sail from a MOBA and in a gameplay view, we only had to change the camera place. But it has already been done before us, and that wasn’t what we wanted to do with Energy Heroes.

Therefore, in order to realize something new, we should not have the MOBA as the base, but the TPS.

The project has then made a complete turnaround to this style. During the studies and reflections, we had in mind a lot of questions, with one most important: Why is the camera behind the avatar?

Well, with a third-person view, one can see his character! One can see it jump, run, make incredible things! The kind of stuff we cannot see with a first person camera, huh?

Consequently, we decided to add TPS actions, like the sprint, the roll, taking cover, etc. in order to spotlight this third person view.

But if we change the MOBA basic gameplay, we have to change the entities (towers, heroes, etc.) functionality as well.

Explanations: in a MOBA, towers have a limited fire range and hit every time. But in a TPS, the player has a quasi-unlimited fire range. If we chose to take the TPS as reference, we had to change the towers range, and not the player’s one.

We adapted the towers so that they may not to have a limited range, but they don’t hit every time. We of course adapted the level design in order for our character to take cover to be able to evade the tower’s projectiles. The base gameplay stays coherent with the TPS game style and we obtain something… original.

Moreover, we adapted the level design to every idea we had on the TPS game style.

Every element of the MOBA game has been reflected in this perspective, in order to differently implement them. The principle stays the same, but the way it is done are totally different.

These are the reason why Energy Heroes is not a MOBA, nor a TPS, but a MOSS: a Multiplayer Online Strategical Shooter.

Lunder, headache dispenser