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Hero Team›Events›Hero Team Early Access Roadmap
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Hero Team Early Access Roadmap

Hero Team · published 4 years ago

All eventsPlayers around this dateRead on Steam

Hello!

If you didn't hear yet, Hero Team is now out in Early Access(!!!) Check out the release announcement post for details about the new features, and please go play it if you haven't already.

Obviously, the main point of doing an Early Access release is that you get to see the game in an early state, and your feedback can help guide and shape how it continues to develop. I have a zillion ideas of things I'd like to do, and I thought I'd lay them out here so you can see what's planned, let me what your priorities are, and give me ideas of anything you want that's missing:

A: More Maps: You've probably already noticed that the first version just has the one map, and I'd like to expand on that as soon as possible.

B: More Weapons: The first one I'm planning to try out is a grenade launcher which fires in a parabolic arc, so with skill you can hit people hiding behind cover. It'd have big damage, but a slow firing rate. (It might be a familiar experience for anyone who played Hero Team's spiritual ancestor Stick 'Em Up 1!)

C: More Characters: More robots of all shapes and sizes

D: More Modes: As much as I love a classic Team Deathmatch, I think some different modes would keep things interesting. One idea that I'm looking forward to trying out is what I'm calling a "Mini Royale". It'd be like a Battle Royale, with elimination and a shrinking play area, but without the resource scavenging part that (controversy incoming!) can make the first half of BR matches a bit dull in my opinion.

E: XP and Progression Rewards: I want to recognize the time that you spend playing the game and the quality of your performance by awarding XP depending on how you did. As you progress up the levels you'd unlock exclusive cosmetics that aren't available to buy (perhaps different weapon effects and weapon skins, and badges for your in-game name label) to show off.

F: Special Abilities: Perhaps the ability to heal other players, perhaps more movement options like hovering, or sliding, or long jumping. Maybe a shield you can deploy temporarily.

G: Loadout Customization: When there is a decent selection of weapons and abilities available I'd like to make a system where you can pick and choose which ones you have equipped so that you can "build your own hero" and play exactly the way you want to. You'd get a certain number of "loadout points" and be able to allocate them to whatever weapons and abilities you like, and even customize your basic stats like running speed. The points "cost" of everything would be balanced to try and prevent any particular loadout from being too dominatingly powerful.

H: More Single-Player Content: Right now the single-player content in the game is the speedrun practice mode. I'd like to expand that with more interesting things to shoot at (including things that shoot back!) and hopefully have a robust set of training missions (with optional co-op, of course!) to complement the online versus modes.

I: Bots: For when you can't find an online game, or just want to get some practice without the pressure of playing with other people.

J: More Visual Polish and "Juice": For example a splashing visual effect when your energy bolts hit things, a boosting effect when you double jump, and a little screen shake when things explode.

K: An In-game Match Scheduling System: Finding people to play with on Discord is fine, but perhaps it would be better to have an in-game calendar where you can indicate that you'd be up for playing at a specific time slot, and see how many people have also indicated the same.

What do you think??


Phew! Those items were vaguely in order of their priority for me. Which ones are most important to you? (Just post the letters for your top 3 or top 5 if you like.) Do you have any thoughts or ideas about any of them? Did I miss anything? Let me know in the comments, and thanks again!

- Jon

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