Heroes of Steel
Summary
Is a turn-based tactical RPG in which you control a party of four heroes. You follow their grim story as they fight against forces of ancient evil and try to protect the last human survivors, seventy years after the world collapsed in an apocalypse.
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How does the game use Spine?
The game is seen through an absolute top-down perspective (no angle, not isometric, just straight down). All of the character and monster models are created with spine.
Each character has a unique Skeleton, and a Skin is used for every type of equipment combination that the character can have (for example, the Outlander has Skins called "1H Sword and Shield", "1H Sword", "2H Sword" and "Dual 1H Swords"). As a character changes armor or weapon, the Skeleton's skins are updated to show the right representation of the gear setup. Each Skeleton has the appropriate set of Animations that allow every Skin to do the big 4 - Walk, Stand around, Get Hit, and Attack. This creates a bit of a matrix with animations (the Outlander has 19 animations, ranging from "Walk" to "Walk 2H Weapon" and "Attack 1H Sword" or "Attack 2H Sword"). This setup of one skeleton to many Skins with matched Animations allows us to have a very malleable character model who can engage in a consistent set of animated on-map actions.
For monsters, every monster race (such as Ratkin) is generally represented in a single Skeleton. Each race variant (such as Ratkin Warrior, Bow Rat, or Vermin Shaman) are represented with a single Skin. The appropriate set of animations are provided that allow every creature to do the big 4 in an animated fashion - Walk, Stand around, Get Hit, and Attack. For example, the Ratkin Warrior and Bow Rat use the same Walk animation, but have different Attack animations.
Where can I see the Game in Action?