Final Iteration Update and Conclusion

Now that the academic year is coming to a close, we will end any further development of the game for now. Overall I think I am quite happy with how the game turned out considering some of the problems we faced along the way.

Hero Engine turned out to be a very capable engine, however it also had a large learning curve and I think a lot of the team including myself had problems learning how to use it and Hero Scripting Language.

We put together our final level using assets supplied with Hero Engine and also some other custom assets made by ourselves. I think the final level looks quite nice and a lot better than I initially expected.

Oliver also used SpeedTree (Speedtree.com, 2017) to create a tree that we used in the level:

HeroBlade_2017-04-21_14-09-10

Overall though, we didn’t quite get every aspect of the scripting side of things ready due to a lot of time spent on the previous game idea, also a lot of time spent trying to learn how to use HSL and the server-client architecture (Hewiki.heroengine.com, 2012) Hero Engine uses.

We started to overcome some of the more difficult tasks towards the end of the project though such as splitting characters up in to different teams and getting the round start timer working.

I think we would have been able to do a lot more if we didn’t spend a lot of time on a project which wasn’t feasible in the first place. However I think it was quite hard to tell whether or not a project was feasible due to our lack of knowledge of the engine starting off.

We also lacked project management for the first half of the project, which set us back quite a lot due to not having a clear direction and goal in our heads. Once we switched to using Trello (Trello.com, 2017), we all were producing a lot more work.

Despite this, it was interesting to use a young game engine like Hero Engine instead of one of the more mature ones such as Unity (Unity, 2017) or Unreal (Unrealengine.com, 2017). The cloud based editing (Heroengine.com, 2017), especially, proved to be very useful when world building. Although I am sure we could have got the game in to a much more finished state had we used Unity due to the fact that we are all way more experienced with it.

The biggest downside to Hero Engine for us was definitely the learning side of it. While the wiki did provide many articles to help us learn, it wasn’t very easy to find the information we were looking for and we had to ask on the forums a few times due to this. Hero scripting language also added to the list of things we had to learn, which wasn’t great. I would have been much happier if it used an already established scripting language such as Lua (Lua.org, 2017) or Python (Python.org, 2017).

Bibliography

Hero Engine (2017). Real-time Collaborative World Building [online] Available at: http://heroengine.com/heroengine/heroengine-details/world-building [Accessed 21 Apr. 2017].

Hewiki.heroengine.com (2012). Engine infrastructure – HEWIKI. [online] Available at: http://hewiki.heroengine.com/wiki/Engine_infrastructure [Accessed 21 Apr. 2017].

Lua.org (2017). Lua: about. [online] Available at: https://www.lua.org/about.html [Accessed 21 Apr. 2017].

Speedtree. (2017). SpeedTree Animated Trees & Plants Modeling & Render Software. [online] Available at: http://www.speedtree.com/ [Accessed 21 Apr. 2017].

Trello. (2017). Trello. [online] Available at: https://trello.com/ [Accessed 21 Apr. 2017].

Unity. (2017). Unity – Game Engine. [online] Available at: https://unity3d.com/ [Accessed 21 Apr. 2017].

Python. (2017). Welcome to Python.org. [online] Available at: https://www.python.org/ [Accessed 21 Apr. 2017].

Unreal Engine. (2017). What is Unreal Engine 4. [online] Available at: https://www.unrealengine.com/what-is-unreal-engine-4 [Accessed 21 Apr. 2017].

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