• 6 months ago
Titan Forge Games have revealed Hecate, one of the most community-requested Gods, as the first God coming exclusively to SMITE 2. The Greek goddess of Sorcery joins the initial roster of alpha-Gods in the upcoming sequel to the award winning third-person action MOBA. Her unique abilities, ethereal character design and visual effects were made possible by SMITE 2’s transition to Unreal Engine 5.

In this week's deep dive video, the developers focused on Hecate’s development, and how Unreal Engine 5 allows the design team to have greater influence over the prototyping phases of a characters’ kit.

The result of this change can be seen in Hecate’s abilities. Traverse Worlds changes the visual design of the world for Hecate and enemy Gods that have been hit by the effect. Another unique ability, Spell Eater, allows Hecate to charge up an Orb during intense battles to unleash damage based on allied and enemy abilities cast near it.

Players can now wishlist SMITE 2 on Steam, PlayStation 5, Xbox and Epic Games Store, and register for alpha test access at https://www.SMITE2.com.

JOIN THE XBOXVIEWTV COMMUNITY
Twitter ► https://twitter.com/xboxviewtv
Facebook ► https://facebook.com/xboxviewtv
YouTube ► http://www.youtube.com/xboxviewtv
Dailymotion ► https://dailymotion.com/xboxviewtv
Twitch ► https://twitch.tv/xboxviewtv
Website ► https://xboxviewtv.com

Note: The #Smite2 #Trailer is courtesy of Titan Forge Games. All Rights Reserved. The https://amzo.in are with a purchase nothing changes for you, but you support our work. #XboxViewTV publishes game news and about Xbox and PC games and hardware.
Transcript
00:00 I walk between realms.
00:03 Tartarus calls for you.
00:06 Open the gates.
00:10 All magic flows to me.
00:14 Hecate is a Greek goddess of sorcery, magic, witchcraft.
00:23 And we're bringing her to Smite II because we think she's a goddess that people have been asking for for a while and she's pretty iconic.
00:29 For Hecate, we wanted to make sure that we didn't go hard with her as a witch herself. She's a goddess of witchcraft.
00:35 As far as when it relates to animation, one of the key things that we're trying to drive with her is just her etherealness, her presentation.
00:41 Floaty, soft, out in the ether, that type of feel.
00:45 We pitched a lot of crazy UE5 tech stuff that we had to check with the engineering team.
00:50 We found a good combination of what we thought was possible.
00:53 And then the biggest difference was really the prototyping phase.
00:56 So usually what we would do is just send most of that to programming.
01:00 Instead, the designers started with it.
01:02 The designer, her abilities 1, 3, 4 were virtually entirely set up by me with no programming assistance.
01:09 That was very different than what we do in Smite I.
01:12 Those abilities all had significant changes over time because of the ability to prototype, test, and adjust all in the design team.
01:19 Hecate is the first god in Smite II that we are building completely inside the UE5 control rig.
01:26 Basically, it takes the ability for us as animators to work directly in the editor instead of working in software.
01:31 All the character artists have been using Unreal 3 for almost 15 years under their belt.
01:37 So basically learning the new tools and where they can expand things and leverage.
01:43 Do we do more texture maps now to give better resolution and stuff like that?
01:47 So higher polygon counts, things of that nature.
01:50 The biggest thing has been probably cloth simulation and learning the ins and outs.
01:53 She has simulated cloth physics on her movement.
01:55 In Smite I, we had to hand-key animate all cloth to make it look as much like it was flowing in the wind and stuff like that.
02:02 But Hecate actually has a big cloth veil and that actually moves and responds to the physics and the world around her.
02:08 There's some clear out of the box gains.
02:10 We get to see cloth simulation live in the fly.
02:14 We can update something in the editor and see it while we're playing in editor, see it update immediately.
02:19 The workflow paths are much quicker and smoother.
02:22 The part that's kind of had us leveling to a middle ground here is we are still learning it.
02:26 So we get some awesome upgrades, we're learning those on the fly, it's balancing together.
02:30 So it's been a challenge, but it's been an awesome challenge.
02:32 She has two, I'd say, really unique gameplay features on the kit.
02:37 One is that she kind of has a twist on the interact feature.
02:41 Hecate has two special case interacts just for her that in certain situations she can not interact.
02:47 So her passive is actually kind of an active in this way.
02:51 The other one is her ability two.
02:54 She puts down a magic orb.
02:56 Every single ability that's activated from an enemy god or ally god powers it up.
03:02 And then she re-fires it to do damage based on how much fighting was going on in the area.
03:07 Another one of Hecate's abilities, we're rendering a flow map over everything.
03:11 Which is this texture that takes these black and white information and is distorting everything.
03:16 Making it look really cool and otherworldly.
03:19 I think the world material visuals, that is just something we wouldn't have done the same way.
03:25 Or couldn't have done the same way in UE3.
03:27 In UE5 it just looks different and you can actually tell.
03:30 Like I can look at another character model and see they look normal.
03:33 Then I can look at the world and the ground and the environment and see that is all distorted.
03:38 We have a level of control that we couldn't have done in UE3 visually.
03:42 Doing the first new god in SMITE 2 Hecate has been a fun and interesting challenge.
03:47 And I hope that the work we've put in resonates well.
03:50 We're really excited to get it in the hands of the players.
03:52 And we had a lot of fun just pushing the limits of what we can do for the characters and abilities and everything of Hecate.
04:00 So we hope you enjoy her.
04:02 Like I said, I know the team here really had a great time.
04:04 So we hope you do as well.
04:05 Obviously everyone on the dev team were very excited to let more players into SMITE 2.
04:09 The closed testing with ambassadors and streamers and pros has been really fun.
04:15 And with employees has been really fun.
04:17 We hear a lot of positive feedback every test.
04:21 And then also a long, long, long to-do list.
04:24 We're trying to remake over 10 years worth of game here.
04:27 So the to-do list is long, but we're looking for improvements and quality everywhere we can.
04:33 And I think we're finding it in almost every place.
04:35 We're finding something good to change and improve as we go.
04:38 Which all combined together just feels really good.
04:42 [SWORD RINGS]
04:44 [MUSIC]

Recommended