
Leveling and Augments Video
In this video we’re tackling some technical aspects of leveling, character progression, and buffs.
In this video we’re tackling some technical aspects of leveling, character progression, and buffs.
In the middle of 2016 we originally began the development of Ship of Heroes with the then-current version of the Unreal Engine, version 4.11.3. As development proceeded, we upgraded our engine version several times, and each upgrade brought new features, but also required a considerable effort by our coders and artists to adapt and upgrade our game code and art to the new version.
It’s been a very good year for our Ship of Heroes team. Despite some delays, we’ve surpassed every challenge and pushed forward, moving ever closer to launch. Those of you who were with us all year have seen extremely rapid, visible progress, resulting in a prototype game that more than 200 of you, our supporters, were able to log into and test in 2018. Here are some of the year’s highlights:
This newsletter is quite different from what we’ve published in the past. First off, this is part one of a series of four newsletters in which we’ll share some really good news. Second, we’re going to do something that is very rare for a game at our stage – we’re going to publish some of our current, internal FPS numbers, and we’re going to share what we think these numbers mean.
In this newsletter we’re showing a female soldier costume, using the Ship of Heroes Design Studio. This costume has been created for our female model, and will be available for players to use in creating and customizing their characters.
For over a year we’ve been asked variations on the question of what counts as an Alpha or a Beta, and we’d like to share our thinking.