Thursday, June 16, 2011

[OA] Game Engine!

[Official Announcement]

HeroEngine is far to limiting, and requires them holding out game at all time, and 30% royalties.
for the best design and functionality for our players- we have chosen to change Engines.

The most likely bet is Abyssal Game Engine found HERE

Wednesday, June 15, 2011

[DA] Introducing Soul Seals!

[Developer Announcement]
(pictures at bottom - click for full size)
Concept art has been made by Josh Land to improve the Health and Spirit bar and added a beautiful glow, and Soul Seals!

Soul Seals will be "unlocked" (and become visible) as you progress through the game. They are "Charged" as you inflict damage to your enemies, or use spells to charge them. These Soul Seals will be used as fuel for powerful and legendary magics such as Chaos magic. Some magic will only require 1 of these Soul Seals for fuel, some two, three, four, five, and even six for the most powerful spells. If you unlock multiple Soul Seals, after the first one is charged (and begins to glow and is on fire), you will begin to charge the 2nd Soul Seal. When the 2nd is complete, you will move on to the third. This continued until you charge all 6. When the 6th is charged; a pentagram will be drawn and the entire Soul Seal indicator will glow and will be on fire- showing that you are ready to cast some of the most powerful spells in the game.

Below are pictures of the transitions from zero Soul Seals to all six, and then a pentagram is formed when all six are charged. (1 to 6 are the uncharged states. these are when the Soul Seals have NOT been charged- but they are unlocked. the seventh picture shows the pentagram, but we are trying to find someone who can animate the glow and fire of the Soul Seals to show they are charged, so unfortunately we cannot demonstrate that at this time.)
[IMAGES BELLOW!]

Tuesday, June 14, 2011

Concept Building Development

The development of these concepts was done in Google Sketchup. Please note these are CONCEPTS. I think we are happy with much of the content that we have developed. These were some of the VERY FIRST concept models- the full release will be much better in quality.
[Images Below]

Sunday, June 12, 2011

[DA] Three New Weapons Release by Josh Land

[Developer Announcement]

This is my second time using 3DS Max!
My hours of long work, trying to perfect my weapons at my current skill level; I finally revealed epic blades for different power levels. The first sword you will see will be set roughly around 5 or 10 levels less of Max Level. The Sword Of Demons will have particle effects around the main center ball, set floating in the blade. The axe needs some shading work, and the Katana seems to be fine.

PICTURES BELOW!
Click for a larger size!

[OA] HeroScript Editor!

[Official Announcement]
This is the script editor for Hero Engine. This uses a custom language for those who have been wanting to see what language & editor we will be using!
click for larger image!


please note i have two screens which explains the messed up start bar.
[in other news- [DA] I will be working on skilltray version 2 and an admin sword

Saturday, June 11, 2011

[DA] GUI images made by Josh Land

[Developer Announcement]
The high definition "Health and Mana Bar" and also the "Skill Tray" [still partially under development]  along with "Beginner Sword" for SoulFlame Online has been created by SoulFlame developer; Josh Land

Josh Land (Developer and founder of SoulFlame) explained;
"This is version 2 of HPMP-bar 1 and the first version of the Skill Tray. We still have plans to make many more so that each player can chose his or her own style of HUD (heads-up-display)"

Images below!

[N] Recent design ideas 1

[Notes]
"player color" = the color the player chooses at start of game [can be changed]
first magic skill- push. Ball of energy thrown. fish eye with custom color depending on player color.

Admin AOE [Heaven's Wrath?]
freeze all in blast radius [player or NPC (ajustable)]
hand in air- hand flames. bring hand down and behind player. Area lights up with circle of ameth- hand out infront,  snaps fingers downwards,
lightning effect- thunder, static- electrical explosion-
max dmg.

players will have similar but less damage- less radius- and dif symbol.

attribute points put into "skills" - skills symbolised by a sigil- hover over and it shows in english.

symbol [depending on amount of energy]
blank symbol no effect-
glow player color-
glow and pulse player color-
flame player color-
flame and pulse player color.

HP and MP
Health and Soul[spirit?]
player-chosen HUD & GUI

no numerical level- aura intensity and size shows player power.

players can weild any and all weapons from start-

effects of Weight and Skill attributes on weapons can overlap and counteract.
[More Below]