hero-engine

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  • The Queue: More fun with timelines

    by 
    Alex Ziebart
    Alex Ziebart
    08.20.2014

    Welcome back to The Queue, the daily Q&A column in which the WoW Insider team answers your questions about the World of Warcraft. Alex Ziebart will be your host today. Here we go again! rjjagoda asked: I continue to question what good blueprints would be to a society that simply does not have the technology, but that's a personal pet peeve. I mean, if I took iPhone schematics back to 1984, would Motorola be able to reproduce the thing? Or even understand some of the stuff they're looking at?

  • Tamriel Infinium: Elder Scrolls elves are supposed to be ugly

    by 
    Larry Everett
    Larry Everett
    05.24.2013

    I don't know if you noticed this, but in the fully rendered trailer for The Elder Scrolls Online, the Aldmeri Dominion elves looked nice. In traditional fantasy lore like Lord of the Rings, elves are some of the most beautiful creatures in the universe. However, I've always seen the Elder Scrolls elves as somewhat alien -- like the grey-men kind of aliens. In fact, the dark elves with their ashy skin really looked like grey men, especially if they were bald. Yet that particular MMO trailer presented a different kind of elf. Of course, that's just a CGI trailer, and CGI trailers rarely represent what we will see in the game. I can accept that. But more and more screenshots have popped up and more in-game videos have appeared on different websites, and in each of them, it appears to me that the elves -- the "mer" -- have received a makeover. And it's not just the elves; even the Argonians and Khajiit look different. I suspect there's a reason for this.

  • The Repopulation upgrades to Hero Engine 2.0

    by 
    Justin Olivetti
    Justin Olivetti
    01.01.2013

    The Repopulation isn't slowing down for the holidays, as Above & Beyond Technologies announced that it's upgraded the core of the game to Hero Engine 2.0. The more powerful engine offers the title a lot in terms of visual improvements and capability (HDR lighting is now supported, for example), and the devs are quite excited to have it up and running. The team broke the news in its December update post. Along with the improved engine, The Repopulation has seen a lot of progress in the areas of dens, crafting, and vehicles. Small additions, such as six action bars and the new Rhinoc species, are going a long way to fleshing out this game. The devs promised that a look at the team's 2013 plans will be coming soon.

  • MMO Blender: Larry's roleplay sandbox

    by 
    Larry Everett
    Larry Everett
    08.17.2012

    I can't say that I represent every roleplayer in the MMO space, but I have been a part of MMO roleplay communities going on eight years now. I think it's safe to say that I have a pretty good handle on what roleplayers want out of MMOs. Fortunately, there are existing game designs that can give us what we are looking for. When developers stop giving roleplayers new content, we -- unlike other gamers -- start to create our own. In fact, the vast majority of us don't rely on the game developers to give us any story content beyond the backdrop of the world our characters are living in, but that's not to say there aren't tools developers can give us that help with our level of immersion. Let's explore what makes a great sandbox for an MMO roleplayer.

  • The Elder Scrolls Online using HeroEngine 'as a whiteboard'

    by 
    Jef Reahard
    Jef Reahard
    05.26.2012

    Fan outcry over the announcement of The Elder Scrolls Online was long and loud, not just for the presumed MMOification of a beloved single-player franchise but for the toolset chosen by ZeniMax Online Studios to bring the world of Tamriel to its new audience. Game Informer confirms that ZeniMax is using the HeroEngine, which also powers Star Wars: The Old Republic and which has come under fire from some in the MMO fan community. Game director Matt Firor says that the firm isn't using the engine as you may expect, though. "Think of HeroEngine as a whiteboard for us –- a great tool to get some ideas in the game and start looking at them while the production engine was in development," he explains. [Thanks to Austin for the tip!]

  • HeroEngine licensing takes off thanks to SWTOR's success

    by 
    Jef Reahard
    Jef Reahard
    02.23.2012

    The HeroEngine is making waves in MMO development circles these days, primarily as a result of BioWare's having used it to build Star Wars: The Old Republic. Idea Fabrik says thousands of would-be developers have licensed the tool suite in recent weeks. The firm has also seen a sharp increase in subscribers for its HeroCloud service offering, which is basically a hosted system for making online RPGs, FPS titles, and social/casual games. Idea Fabrik COO Neil Harris says the technology is now a proven commodity thanks to its widespread adoption. "We crossed a major milestone once large games built on HeroEngine proved that our server technology can handle a hugely successful game. This lowers the perceived risk of developers in adopting the HeroEngine platform," he said. The HeroEngine is also powering several indie sandbox titles, including Origins of Malu, The Repopulation, and Dominus. The engine was initially developed by Simutronics for a now-defunct MMO called Hero's Journey. [Source: Idea Fabrik press release]

  • The Repopulation gets a graphical upgrade

    by 
    Jef Reahard
    Jef Reahard
    12.05.2011

    The Repopulation is getting a graphics makeover according to the latest developer update. Above & Beyond Technologies has updated its website with a look at what happened during the month of November, and at the top of the list is a "major revamp to the character models" as well as new building and environment models. Other milestones include the implementation of the game's weather system (including rain, snow, dust storms, sand storms, and meteor showers) and various combat and crafting abilities. Work also continues on the game's "awakening" sequence and starter/tutorial areas, with the goal being a more polished newbie experience than that of your typical non-linear title. The Repopulation is a three-faction sci-fi sandbox with toggle-enabled action combat and a substantial crafting system. The game is scheduled to begin beta testing in 2012.

  • The Sandbox interviews Repopulation developer

    by 
    Jef Reahard
    Jef Reahard
    10.21.2011

    The latest episode of The Sandbox podcast is worth a listen if you're curious about The Repopulation. Developer Josh Halls is the guest of honor and he sits down with host Coolit for a lengthy chat about Above & Beyond Technologies' upcoming sci-fi title. "It's not a full-blown sandbox game where you're dumped in a barrel and have to figure out what to do. There are both elements of sandbox gameplay as well as the more rollercoaster-type designs that you're used to that are more structured," Hall explains. The themepark bells and whistles are front-loaded into the game in order to provide players with adequate tutorials. After that, Hall says, you're free to build your own nation, explore, and do whatever it is that tickles your creative fancy. Hall also gives a bit of detail on the size of the dev team ("four or five guys" at the moment) as well as some commentary on the Hero engine and various aspects of The Repopulation's gameplay. Head to the The Sandbox for the full show.

  • Pitchblack Games seeking testers for new HeroEngine MMO

    by 
    Jef Reahard
    Jef Reahard
    04.29.2011

    Want to get in on the ground floor with a new HeroEngine sci-fi MMORPG? No, we're not talking about Star Wars: The Old Republic beta access but rather the opportunity to test an as-yet unnamed title from Pitchblack Games. The company's website has a suitably dystopian far future feel to it, but there's not a whole lot of info on the game itself beyond a piece of concept art. Pitchblack has informed Massively that anyone and everyone can sign up for testing, though, so jump in and see for yourself. The HeroEngine originally powered Simutronics' Hero's Journey MMORPG before being licensed by BioWare for its upcoming Star Wars opus. Head to the official Pitchblack website for more.

  • EA, Bethesda, and Sony Online vets form Second Star Interactive

    by 
    Ben Gilbert
    Ben Gilbert
    02.09.2011

    Hero's Journey may be no more than a distant memory at this point, but Simutronics' HeroEngine -- the game engine currently being employed by BioWare to create Star Wars: The Old Republic, among other things -- is still going strong. After being quietly scooped up by Idea Fabrik in 2010, the HeroEngine is now being used to create a game in-house at a newly formed studio, Second Star Interactive. Formed by ex-Bethesda, EA, and Sony Online Entertainment devs and execs, SSI intends on creating an online game of some form that will launch "later this year." The release also notes that "a number of third-party developers who have licensed HeroEngine also plan to launch games featuring the technology before the end of 2011," which is especially interesting as the two main development houses working with the engine are BioWare and ZeniMax Online (parent company of Bethesda Softworks and id Software). We know about BioWare's big game, but we've yet to hear anything about what ZeniMax Online has planned.

  • Interview with Simutronics CEO David Whatley

    by 
    Jon Shute
    Jon Shute
    05.11.2009

    The MMO Gamer have interviewed David Whatley, the President and CEO of Simutronics, who are making HeroEngine and their upcoming MMO called Hero's Journey. HeroEngine is billed as a streamlined engine for creating MMOs with development taking place inside the games themselves so that all of the development team can work together in a live environment with changes being seen by the entire team immediately. So far the highest profile game to use HeroEngine is Star Wars: The Old Republic.The interview covers their design philosophy of bring their experience with MUDs into MMO development, how they became a middleware company after people started to want to use their engine and how they're hoping that their technology will reduce development times and costs for any games that use it. Whatley also points out that until a AAA game, he suggests Star Wars: The Old Republic, released there won't be any empirical data on how much time using their engine will save a developer but he believes that it will mean games can be developed in about half the time. This saving can either be used to produce a game twice as quickly, or to develop twice the game that you would normally be able to produce.You can check out the full interview over at The MMO Gamer.

  • GDC09: How HeroEngine revolutionizes MMORPG game design

    by 
    Seraphina Brennan
    Seraphina Brennan
    03.31.2009

    Let's be frank, MMOs are a pain in the rear to design. You have large teams working collaboratively to build huge expanses of terrain, hundreds upon thousands of objects in the world that players can interact with, server architecture to worry about, and even more in-depth things that the standard player may not even notice or consider.But if you've been on the site recently and have been checking out our coverage of the GDC, then you may have heard us and developers talking excitedly about HeroEngine, the new MMO developing tool from Simutronics. HeroEngine is powering games like The World of Gatheryn and this funny Star Wars game from those BioWare people, as well as other companies that haven't announced their new projects as of yet.So why is HeroEngine so amazing? Well, we got the inside scoop straight from Simutronics as we visited their booth at the GDC.

  • GDC09: The rise of the MMOs

    by 
    Shawn Schuster
    Shawn Schuster
    03.26.2009

    Here we are in the midst of another epic Games Developers Conference and we can't help but reflect on how much importance MMOs and Virtual Worlds have in the gaming industry these days. Everywhere we look, there are new ways to integrate the online experience with having fun and meeting new people. Throughout the week and beyond (as embargoes get lifted), we're bringing you more MMO panels and interviews than ever before. This is promising for those of us who happen to love MMOs.So even though the convention isn't over until tomorrow, we wanted to take this opportunity to fill you in on what we've already seen, and what is yet to come later in the week. You can check out our GDC09 tag page for the ongoing panels and exclusive interviews we've already conducted, plus look forward to more goodies from Runes of Magic, Hero Engine, Funcom, Mythic, Earthrise, CCP, Global Agenda, Aion [catch breath] and much more!%Gallery-48610%

  • Player vs. Everything: What if WoW sold its code base?

    by 
    Cameron Sorden
    Cameron Sorden
    04.27.2008

    I could bore you all today by starting my article with a lengthy story about the pre-history of your beloved MMORPGs, but I'll cut to the important part: Once upon a time there was a little game called DikuMUD. Similar in nature to the popular Dungeons and Dragons tabletop roleplaying game, it quickly took off with the geek crowd and became something of a phenomenon. In 1991, the source code for the game was made public and it grew into the most popular code base out there for the creation of multi-user dungeons, largely attributed to the ease with which the code could be set up and run. This led to an explosion of rather similar games that eventually gave rise to the more modern virtual fantasy worlds like Ultima Online, EverQuest, and World of Warcraft (each of these have been compared to DikuMUDs at various times). What's the point of rehashing all of this? Simply this: While many people would probably disagree with me, the proliferation of a popular, established code base that was proven to attract players and was easy to set up "out of the box" allowed enormous innovation and creativity to flourish. At one point, there were so many MUDs available on the web that you could go to a website designed specifically to sort out what features you wanted in yours (and play it free of charge, most of the time). Given the wild popularity of World of Warcraft today, I can't help but wonder what would happen to the online gaming industry if Blizzard decided to start selling their source code to people interested in starting up their own game.