Hello Children of Asuryan!
First of all I would like to thank you all for the incredible support and the great feedback we got from the "Meet the team video 2”. This was really positive and really encouraging for the team. We are planning to do more of this, showing you the "Behind the scenes” and presenting the new team members.
Month after month you will get progress updates from us. This could take the shape of pictures, gameplay video, level design or even story clues and details.
We are currently thinking about ways to share with you some of our art assets, characters and customization features. Step by step, since we are developing the game at the same time, you will see the evolution of our art direction with Ghislain as your guide, which by itself will be quite an interesting experience.
Let’s do a quick recap of the last month’s events before to talk about the Eldars.
The last AMA, done in the studio of Human Equation, was a great success. Lots of fun for everyone involved, a couple of war cries, and you got to know our favorite beer brands. Thousands of fans were able to follow us on Twitch TV and we managed to answer dozens of questions.
If you want to learn more about the AMA, check here.
About the pre-production we are still advancing fast. We are finalizing the base model of the Space Marine and Chaos Space Marine (excluding lighting and texturing) while building the customization pipelines for the Imperium of Man and the forces of Chaos.
The melee combat is progressing with the implementation of blocking and kicking moves (to break an opponent’s block), wall jumping with Jump Packs, and a charge attack. Brent and Michael are spending lot of time tweaking values and testing the combat. Sometimes I am wondering if this is really testing or if they’re actually training for the next play-test...
Steven has done a first pass on a 9 kilometer-squared playable area which looks quite nice. Right now this is only terrain; a basic heightmap and some basic placeholder textures. Shaun Martin, one of our talented 3D Artists, recently joined the World Structure team and is figuring out how to dress up the terrain. In the meantime, Steven and I will switch focus onto grey-boxing the layouts for Strongholds and Outposts, Eternal Crusade’s primary strategic locations.
Recently Jean-Francois Tremblay (our main gameplay coder) completed a first implementation of a basic Rhino. We are using it to visit our huge continent and get a sense of scale of the world. 30-40 minutes walking is quite a long trip and I can tell you that it goes by much faster inside a Rhino.
Eldar Concept Art and Race
The Eldar race is one of the most ancient of the galaxy. Proud and disdainful, they possess a very advanced technology and count some of the most powerful Psykers in their ranks. But they are on the verge of extinction. What is remaining of their race is living on Craftworld, hidden in space out of sight of their enemies. Their Psychic abilities and natural connection to the warp are a blessing as well as curse, with Slanneesh (the Chaos God of lust, greed, pleasure, and pain) always watching, eager to devour their souls. They can foresee their own inevitable destruction but they defy this fate, fighting desperately and courageously to prevent it.
On Eternal Crusade’s site you can find the final playable-race concept art showing a group of Eldar in action. Ulthwe, Saim-Hann, Iyanden and Biel-tan will be the Craftworlds joining this war. As usual, a fifth Craftworld will be selected by the community later next year.
On the class side Warlocks, Dire avengers and Dark reapers will be some of the classes you will have the pleasure to play at launch. While the Wraithguard will feel like a class, it is likely to be presented as a weapon controlled by a Warlock, requiring one of these battle-psykers to use this powerful machine of wraithbone and spirit. Warlocks empower Wraithguard on the battlefield, allowing them to operate at their devastating full capacity.
As I said during the AMA, I am working closely with our writers, Graham McNeill and Anthony Reynolds. The story they are putting together with us is very engaging and compelling, so we decided to share some bits with you starting in December as a Christmas gift.
And I know you’re still waiting for a newsletter from our Lead Level Designer, Steven Lumpkin, on the scale of the world and massive level design! This is a big challenge for our team, and we want to be sure that we can deliver what we’re currently dreaming... so plan on this Newsletter in January or February.
Until the next newsletter, beware of the perils of the warp!
Warhammer 40,000: Eternal Crusade Creative Director