Video of Sci-Fi Environment
In this video we are revealing examples of the first layer directly below the surface of Apotheosis City. We acquired most of the art assets in this level. The skill and expertise of our environmental art team is shown in the way the pieces are combined – in the lighting, the layout, and the special effects. We’re creating a completely new environment, and this is our first example of a mission map. Our players won’t just do missions inside a standard 20th century warehouse; there is a lot more going on aboard the Justice.
We have also added a few crewmen to the environment. Security guards, scientists, and workmen from the crew are all present. Ambassador and Meltdown take a run through the area, looking for a suspected problem and only find one cyborg. Meeting up with Sword Blossom, they share the results of their investigation.
The largest room we’re showing off is located directly below the Arch. The Arch is huge, and only a part of it is above the surface of Apotheosis City. You’ll also see an example of an engineering control center, along with multiple corridors and rooms that we intend to use both as components of future mission maps, and to build out multiple layers below Apotheosis City as we expand the game.
As always, comments and suggestions are taken on our forums in the Ask the Devs section, at https://www.shipofheroes.com/ where a discussion of this video is already underway.
In this issue of the Ship of Heroes Design Studio, we are featuring the first full costume designed specifically as an addition to our Character Creation Tool (CCT).
We’re pleased to announce that we have just completed an engine upgrade from Unreal Engine 4.13.2 to UE 4.14.3, which is the latest patch for the 4.14 version of the engine available.
The Ship of Heroes Design Studio is our setting for showing off costumes that we have designed and integrated into Ship of Heroes. For the first edition, we have chosen to reveal the costume for one of our first NPC Heroes, Sword Blossom.