

If Garena ever does have an issue, I’m hoping I can get them on the phone and work out a deal. More importantly, it’s a cohesive dataset - the entire world is built from parts that all have the same style, which is quite hard to cobble together from random assets you find online.
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And they certainly look gorgeous in comparison to most free models. If nothing else, they can be stub assets till you’re able to swap them out for your own. My hope is that fellow tinkerers will find this useful. I didn’t want to make a million bucks, I just wanted to tinker and play with it. And the only reason was thanks to the assets. I fell in love with the engine during my time there. If you make a viral success with these assets, Garena might come knocking.īut that’s the thing. Me too! If I was an outsider, I know exactly how I’d feel. Then you can make your own games with characters and props from HoN. I’ve been making a converter from the HoN format to collada, so hopefully this can be a drop-in addition to raylib.

I miss them, and I should’ve spent more time learning the tricks of their trade. That was thanks to an incredibly talented art team whose office was based in California, and I had the pleasure of watching them work for six months or so before the devs were relocated to Michigan. HoN’s main strength was its graphics and fluidity, which even today some prefer over dota.

The main thing I’d like to do is to get together the names of all the artists that made these cool characters and promote their current work. The gamble is that no one will care Garena is a massive entity focused on the bottom line, and they’re based outside of the US. In other words, there are ~80 unique characters with wonderful animations that no commercial entity cares about. The parent company (S2 Games) sold it to Garena, who shut it down last year. I used to work on Heroes of Newerth, a dota clone. It’s not quite ready for showing, but whatever:
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The engine can be wonderful, but mods were successful due to the availability of existing models and textures that they can poach from the parent game. One big problem holding devs back from enjoying gamedev is a lack of quality 3D assets.
