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://shipofheroes.com/ where a discussion of this video is already underway.
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.
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.
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