Contrary to popular belief, we are still here :). It's been a busy year for all of us working on Heresy War due to various events (some good , some less than that) , however progress has been made on the game
- First and foremost, the render part received 2 major updates: one being an improved bump map formula (which makes things like asteroids and other bump influenced surfaces look more real) , second being the post-processing filters. Post processing allows us to create effects such as bloom or glare, and the best thing is that we can make those changes on the fly at any time during the game.
- While we couldn't work on the single player campaign as much as we wanted, the good news is that half of it is in a playable state. We still got the other half to go, but we're getting there.
- Also important, we made some changes to the controls that will add some more depth to the afterburner gameplay and make it a valuable tactical choice. Basically the afterburner has been made more powerful and can be used to overload the lateral thrusters at a much higher depletion rate.
- Multiplayer has received special attention, and on the code side it's almost done. The good thing is that apart from the classic modes such as Deathmatch , our internal scripting will allow people to create almost any mode they want without the need of code intervention, just by level design.
- We got rid of the puny engines that we had and made some real ones. We've never shown this before so here are the first pictures of them.
- Models for almost all the ships in the game have been finished and textured. We're going to show them off one by one, but not all before release as it would spoil the story. Here is the new model for the spy-ship that you saw in the demo.
- And a new model for one of the better playable fighters.
- Lots and lots of fixes and improvements to gameplay and tools code have been made.
- And last, but not least, check out our new trailer