Thank you for those kind words.
Maybe this is an invitation to us to tell you what's going on right now -- sort of a behind the scenes look at the making of Ship of Heroes
. A day in the life, sort of.
This morning, we're working on the FX for superspeed. This could take a couple more days, but we have the animations almost done -- that means we have created an animation we like for the female model and we are almost done with the two males. We've settled on a speed, and have the power coded. One of our artists even came up with a cool icon for the power. Once it all comes together, we'll take a look at it in-game, and then we'll decide if we like what we have. If so, we can record a video for the community. Once we've recorded a video, you will know that the power is actually in-game, and not just a figment of the Editor's imagination.
On another side of our development, our lead coder is working through the upgrade to 4.21.2 He's making progress, and is close to having the C++ side working right. We're looking at our TrueSKY plugin right now (as are others on the UE 4 forums). Next up come the Blueprint revisions. Then art assets. We're sort of grinding through it. We drafted a newsletter on this, and we hope to push that next week.
Another initiative we're working on is to get our system for creating missions to be more complete. We really have to hand-craft, if we want to make a mission and we've got a very talented guy going through everything line by line to give us a much more advanced capability. A team really can't do this sort of thing until they have a certain minimum level of code, art assets, enemies, etc.
We're also working on animations and FX. Last night we pushed a bunch of FX for a new powerset, for example. That powerset is not done, but it is steadily advancing. And we have made a lot of progress with animations for new powersets, and for Superspeed, recently. We also created and prioritized a list of animations we need to create, to polish, or to upgrade over the next couple of months. This is actually pretty exciting, because animation upgrades are one of the consistent requests that we get from the community.
We've planned the next few videos, and the next couple of events we want to hold. Right now we are going back and forth internally over the issue of whether we need a public event to test server capacity for the entire city. It's not decided.
And that brings up the city. We are looking for a route for the Superspeed video, but we're also trying to decide at what point we can call Apotheosis City ready for exploration, at least at an Alpha or Beta level. We won't have the Hazard Zone for a while, but we are concentrating on the rest. More time spent means higher quality, and we like high quality. But we also need to "finish" an early version, declare it to be good enough, and move our artists to other environments.
Next, we continue to work on the CCT. We were only able to upgrade nine of our costumes in time for the Login Tests last month, but we have more of them in the CCT right now. Not quite all, but more. And we have created a few new pieces of civilian type clothing for our heroes to wear as well. But we also need to go through the clothing and install our new clipping suppression system on these new pieces, which takes some time.
Finally, while we have stopped for now, we made a lot a progress this month on our level-up process. This is also not quite done, but it is getting closer to being feature complete, and we are really pleased with where this is heading. We're hoping to show something along these lines that will excite the community, because level-up is closely tied to customization, and we'll show you how in a month or two.
I should not have said "finally." Because we've also agreed to a couple of interesting elements of the backstory this week, which will come out during the mission arcs. We feel quite good about this as well.
All told, our team is moving forward and making a lot of progress, on schedule to deliver a good Beta at the end of this year. and if something changes, we will tell you, for sure.