Tag Archives: Map

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


A prickly issue

I’m not so sure on how I gonna bring this to the public, so I’ll be blunt with you. This is not a post about Energy Heroes complex creation process or weird fantasizing on graphics and game design, but about an unexpected founding following the last posted video.

Cactus_videoI think you’ve all seen it on the foreground: a cactus.

You think it’s usual? You think it’s been created by some schizo graphic dude and settled by a paranoid level designer?

Actually, not at all, we found it at the same time as you did and preferred not to take the risk of touching a thing.

However we still investigate.

We questioned all and every graphic designer in the company, even the trainees, to get to know who modeled and inserted this cactus, but none of them answered despite our threats.

Even worst, as I was adding new elements to the under construction map setting, I discovered others, of course I preferred not to touch a thing as I didn’t know who putted it there.

Cactus_4Yet, I wish to reassure you all, after a week of investigations we finally found the one to blame for that mess. And in the end, it all made sense.

The culprit was no other than our pet cactus!

Cactus_2Then, after we made clear to him how important it is not to touch the game engine, we removed all the cactuses, and wish we didn’t forget one.

Lunder, Spiky detective


What’s the plan?

Just after Syalen will be done ripping off my gut for the title pun, I shall finally get to describe and show you the game map.
Indeed until now, we broadly described the game and I think now it’s time to get into some key details.

The universe

As  explained earlier in the synopsis, you gonna embody a bunch of soldiers of fortune who belong to a corporation called SCD, hired to supply all military resources necessary to sustain the upcoming conflict between the two top notch superpowers of the known universe.

This conflict is regulated by a council who watches over the conflict and keeps it under control in order to avoid entire systems and planets being dragged and destroyed in an uncontrolled conflict. The SCD served then as a buffer zone.

However, in orbit around the planet the troops train on waiting for the conflict to fly off the handle and SCD contingent to unload on Syrh.

And here is where YOU move to the action as the first map will feature SCD trainingship, a space nave designed by SCD where diverse conditions of the upcoming conflict have been reproduced.

J0_Devblog_Article_Map

Overview

Here, inspect the plan of your future battlefield.

LayoutMap-1

Ground rules of the game

This first mode will confront two teams of three players.
As settled previously, Energy heroes is a TPS on which we added MOBA rules. Then there will be towers, boosters, henchmen and a main building per team.

Nonetheless, those elements were adjusted to match the overall outline of TPS gameplay, the towers don’t have limited range anymore and will shoot at you as soon as they detect you, to put them down, you’ll have to aim their central energetic core.

The Boosters will be shaped in an arc of a circle and all henchmen of your faction passing under will see both their power and resistance increased.

Two kinds of henchmen will be present, short ones who will have to get close to shoot and larger ones with longer range behind those you’ll have ways to hide.

And finally, the main building will display towers which you’ll have to destroy before tearing down the structure itself.

Also, need  to remember, both henchmen and towers weaponry have dispersal, that means you can dodge a bullet by rolling, crawling or seeking cover, but watch out for stray bullets!

In a next post I’ll extensively go through the features of each building.

The goal of this map will be to destroy the two defense towers which lay along the main access then wreck the booster and finally the main building starting with its own defense towers. The classic arrangement of MOBA’s ground rules.

 

Devblog_Article_Map

When level design meddle in

Energy Heroes stroke of originality also lies in well crafted level design. The trainingship map will play out on several levels and in this mode dynamic and interactive elements will be an integral part of  the game strategy.

For instance the central room, right in the middle of the map, is cut apart from main access by two doors, one on each team side, when both are closed henchman can’t pass  and the defense tower can’t reach any enemy within the central room. However players will be able to open or to shut those doors by getting to the switches.

I let you imagine what will happen if they do so…

 

To conclude

This map has been designed to mix up MOBA’s ground rules, TPS dynamism and the depth of a 3D map.

Naturally it’s still a work in progress which will surely evolve as we’ll run tests and thanks to feedbacks .

Lunder, Interior Architect

J0_2_Devblog_Article_Map