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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 1

Greetings! Today we are going to discuss the artistic side of Energy Heroes. We will talk about what we want to do with it and the direction we are taking.

Our computer graphics team is composed of four artists with many technical skills, some even make coffee. This team pursues all of the visual production of the game with joy, happiness and over-motivation (sometimes helped by energy drinks).

GraphdevBlogThe concept artist was exploited for the sake of this article.

Generalities and the graphic universe

Energy Heroes is a game we want pleasant to look at, immersive and entirely spectacular. The graphics must not be a break to the gameplay and the pleasure felt by the player.

Coming from the geek knowledge of the 90s and 2000s, we fish in a lake of sci-fi inspirations, going from Star Wars to Stargate, Star Trek or Dune. With gamer souls for most of us in the studio, everything is good for us to take as inspiration in order to realize the named Energy Heroes alchemy, with one main will: create an original game which the universe is based on sci-fi.

droiddevBlogWe can summarize what we want to do with Energy Heroes to this: our game has to be coherent with the scenario and the proposed gameplay. Although are able to go farther and say that the graphic production of the game will have to enrich the scenario and the gampelay, or at least to enforce it or to justify it. It is, for example, unthinkable to put a cactus in the middle of a big room of a spaceship. Having said that…

cactusdevBlogBeing an indie video game studio, we made the choice to realize comics-like graphics. Our will is absolutely not to risk ourselves in realistic graphics, which are yet often made for TPS. We want to show fun and a universe that is ours, not a reality replica.

The sum is then colored, concrete, and creates a proper identity to the game that will become Energy Heroes. Concepts, screenshots and our progression will be revealed as we go along with the production.

There it is for a first approach of the artistic plan of Energy Heroes! Next time, we’ll speak about the characters and their respective appearances!

Xarden, Art Dictator

J0devBlog


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