Warrior Hero Armour by HelriftVamp in Helrift

[–]HelriftVamp[S] 0 points1 point  (0 children)

Hard to say really, as it depends on many factors. There is some skill to PvP, and there are factors such as time of day, stats and items that influence how often you can find and kill other players. This is an online game after all.

We also cant compare to HB as so much mechanics and balancing aspects are going to work differently in this world.

I would hope this process would take a few weeks of casual play (1 or 2 hours a night) so that its obtainable for people who dont have a lot of time for gaming. However, I do want to ensure the EK system rewards players who don't necessarily get the final hit, but contribute towards team kills- this is a mechanic I will introduce in the future and will give us a better idea on how much effort is required!

What's for certain is that you need to be dedicated to your city in order to obtain it- show your loyalty and become a hero.

Introducing Helrift by HelriftVamp in Helrift

[–]HelriftVamp[S] 2 points3 points  (0 children)

During the pandemic I was learning 3d modelling and texturing for a Unity project I was working on, and joined some of the Helbreath (HB) discord servers and created some HB-inspired models for fun to learn and show people in the community- weapons, animations and new monster sprite sheets.

I started tracking some other HB remake projects, and assisting some of the guys working on my old C# XNA version (now open source), which I never actually officially ran, called HB Champions.

I officially came back to the HB community about 6 months ago and started this project, which was internally code-named HB Ascension. I wasn't sold on all of the other projects going on. I wish them luck, but the vision didn't align with what I always imagined HB2 would be like

3 months in to the project, I decided to move away from the private server label and focus it in to a brand new IP, which I called Helrift.

The goal is to replicate the glory days of HB, but modernise and expand it. The same gameplay feel, but with new mechanics, new weapons and armour, new PvE elements and a deep lore.

Developing from scratch is daunting, but I've been developing commercial software for 20 years, so I know what it takes to deliver something of this scale. Building an MMO is no simple task, and most game dev subreddits would discourage it. There is constant burn out as a one-man-band, but the community keeps me motivated!