Hero's Journey - All News
Sunday - April 22, 2007
Hero's Journey - Ranged Classes @ Official Site
The official Hero's Journey site has been updated with information on three of the game's ranged classes: the Necromancer , the Ranger and the Wizard .
Friday - April 20, 2007
Hero's Journey - Class Updates @ Official Site
Thanks to Darrt for pointing out new class updates at the Hero's Journey site. Simutronics has added details on the Necromancer, Ranger and Wizard - head over to read up.
Saturday - April 14, 2007
Hero's Journey - Interview @ WarCry
Dana Massey from WarCry chats with Hero's Journey Lead Designer Stephanie Shaver in this interview:
WarCry: Sometimes when a game goes quiet, some assume it is gone. Can you talk about the number of people you have actively working on the game (both internally and volunteers) at this time and some of the recent milestones you've hit?
Stephanie Shaver: I can't disclose numbers. I can say the game is still being actively worked on, and that my job at the company is officially Lead Designer of the game, so my mortgage payment is dependent on us doing Hero's Journey.
My home hasn't been foreclosed on. It's safe to say we aren't vaporware.
It is also safe to say that it's taking a while. Even with the best resources, MMOs take a while. We're an indy game company, and doing our best with what we've got. Simutronics has been blessed with more time than most developers to work on our game, and we refuse to release a game before its time.
Personally, I'm looking forward to our internal Quest system being up and running. I've always wanted to create a quest called "Where's the Runner?"
Oh! And the Dead Citadel concepts. Oh man. Oh my. Oh geez. We spent last night designing out the first area in that environ, and between that and the assets our artists have been modeling for it, it's rapidly becoming my new favorite.
Wednesday - April 04, 2007
Hero's Journey - HeroEngine Preview @ WarCry
WarCry has a look at Hero's Journey and the HeroEngine, which is already licensed to five developments incuding BioWare. Here's a sample:
Erik Slick - the company's Technology Director - admits that as more companies license the HeroEngine they become increasingly ambitious in what they want to do. For this reason, unlike many games that have been in production for many years, from a visual perspect, Hero's Journey continues to improve dramatically each time it's shown.
This newfound ambitious extends to both the game and the engine. While they wouldn't commit, they did say they're considering an Xbox 360 version of the HeroEngine - something their competitors at BigWorld are already working on - and the game itself constantly sees upgrades, such as more robust AI, new character models and more.
Wednesday - March 14, 2007
Hero's Journey - GDC Report @ MMORPG.com
Jon Wood speaks with Eric Slick of Simutronics about progress on the company's upcoming Hero's Journey.
Hero's Journey has always been, right from the beginning, about doing something new and interesting. Plans are still in the works, for example, to give players multiple options in combat. The example that is most clearly remembered is the batch of mobs in a canyon pass. You can either engage them, or you could blast an overhang of rock at the top of the canyon, defeating them that way.
Source: MMORPG.com
Monday - March 12, 2007
Hero's Journey - Movie @ Ten Ton Hammer
Ten Ton Hammer has an exclusive in-game video of Simutronics' current project, Hero's Journey.
Ten Ton Hammer is pleased to bring you the first in-game footage of Hero's Journey since E3 2006. Since the opportunity presented itself quite suddenly (note: we filmed with Simutronics' permission), the video was shot without the aid of a tripod and the perspective is a little skewed. My apologies to the viewer and my thanks to Tech Director Eric Slick and Simutronics for continuing to whet our appetites for Hero's Journey.
Source: Ten Ton Hammer
Sunday - February 11, 2007
Hero's Journey - Class Info @ Official Site
Simultronics has updated their Hero's Journey site with information on three of the playable classes, beginning with melee types. Head over to read about the GeaKnight, Rogue and Warrior.
Thanks, Darrt!
Wednesday - January 10, 2007
Hero's Journey - Site Updates
Simutronics has added a couple of updates to the Hero's Journey site, with some new concept art and news they have closed submissions for content writers and GMs.
Thanks, Darrt!
Monday - January 08, 2007
Hero's Journey - First View @ RPG Vault
RPG Vault has kicked up a First View for Hero's Journey, offering a very brief overview of the game. Here is their "reservations" section, with some interesting comments:
The flow of information has declined noticeably since around the time of the above-noted deal, which has prompted some questions about Simutronics' overall resources. The current target launch date is 2007, a year in which several titles with higher profiles are slated to enter service. We haven't seen any announcements about publishing partners. The game's fan base, although enthusiastic, could certainly be larger, and the general level of awareness greater.
Thursday - August 31, 2006
HeroEngine Interview @ RPG Vault
Jonric: What is HeroEngine? What does it handle in addition to graphics? What are its distinctive strengths? Why did you create it, and how long has it been in development?More...
Neil Harris: HeroEngine is a complete solution for MMO developers. We built a client, a server, a toolset for the development team, and a back office billing and customer service solution. The client is not only an advanced graphics engine on par with the industry leaders, but it is tightly integrated with the server for optimizing MMO performance.
We built HeroEngine for ourselves after evaluating the engines available on the market and deciding they just were not up to the job of creating the type of MMO that players want. We've spent five years building HeroEngine, which is now more than three million lines of code plus middleware like SpeedTree, FaceGen, and other best of breed tools we integrated from other vendors.
Source: RPG Vault
Thursday - August 17, 2006
HeroEngine Interview @ FiringSquad
FiringSquad: Why did BioWare, which already uses its own engine technologies as well as the Unreal engine, decide to pick HeroEngine for its own MMORPG?
Neil Harris: The BioWare Austin team knows us very well. They are very experienced in the industry, as we are, and they knew how we liked to build out technologies. In fact, a couple of their employees used to work for us, so they got it right away. We saved them a year or two of development at the beginning of the process and enable them to rapidly prototype live, online, to test their concepts. I'm pretty certain that once they got their hands on the engine they realized that it was more of a bargain than they thought, compared to what it would have taken them to build anything close.
Thursday - August 10, 2006
Hero's Journey: Peek #29 @ RPG Vault
In much the same way that they formed the Clockwork Dragons, the Triumvirate orchestrated an exchange of resources between the Kinnaes and the Arcanum to benefit Quillmore in the wake of the Sundering. The product of their effort is the White Lotus Society, which today serves as nurturers within the ever-growing population of the Lowlands area.
Thursday - July 27, 2006
Hero's Journey: Peek #28 @ RPG Vault
In the 75th year after the Sundering, the House of Quill became guardian to an order of knights known as the Clockwork Dragons. This elite force was assembled under the auspices of the Triumvirate in an attempt to bridge the prevailing hostilities between Gear and Magic. Let's face it - there was still a lot of blame-laying going on.

