Our last newsletter talked a bit about the kinds of events we did in 2020, as well as our winter holiday content. In this newsletter we want to talk about the next upcoming event, our overall plans for 2021, and some new areas of Apotheosis City that we’ve created.
Hello, everyone! We hope that you’re all happy and full of Thanksgiving goodness. This is part three of a series on how we create missions. You can see the previous parts here and here. We previously covered how the mission design is created when the mission’s story is written. But what happens when the art team gets ahold of that design?
Our audience loves to play MMORPGs. But most of us only have a very general idea of how they are brought to life. Today we want to explain a little bit about how we create interesting missions in Ship of Heroes, since it’s something we’re focused on at the moment. Other teams and other games can use different processes, but our process is working well for Heroic Games.
Now that we have completed our sixth major community event, the invasion tests, it’s time to go into detail about missions in Ship of Heroes. This newsletter is the first of several about mission content. Some of you may wish to be totally surprised by the game content – if so, stop reading now! But you can still look at the pictures.
In the recent SoH community event, we got some feedback that our combat is now too fast. So we went through the various powersets looking for the fastest one.
First of all, we want to let everyone know that we’ve upgraded to the latest version of the Unreal 4 Epic Engine, 4.24! We spent most of 2019 in 4.21, which helped us with stability and consistency throughout the year while we developed and tested major new systems.