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#5767 Development, What comes next?

Posted by Kedi on 29 November 2015 - 02:49 PM

I this topic I will list the future program of the development of the game.


It's not exhaustive of course, more a recap of the main things.
I will not speak about all the details of our everyday work (even if it takes a lot of time).
I'll remove old things when they are done.


Kod's main work :

-District B (more futuristic and vertical, for high level gamers)                     done


-E-Cop Tower Rise stage                                                                              done
-Orbital Station of the Great Admin (final Special Stage)                      done


Pierre's main work :


-A.I.                                    done, but will be improved all the development long


- Loot system                   done
skill chips, graffitis, pets, food for pets
maybe after release : spray can skins and animations for the ~Super Saïyen Hoverheat concentration. 


- new special tricks animations                   done


- pets gameplay.                   done


- Grind-E ZBrush and ref model.        done 

Kedi's main work :

- pets animations           done  


- Grind-E LoD, First person view, rig/skin, clean textures           done 



Musicians' work :

Cedric' and Hideki' work :

- Administrative District ( District B ) musics by Cedric     done

- Orbital Station stage musics by Cedric             done

- 2 tracks from Hideki                                            done


- new sound effects by Cedric                  done


rewards for our Kickstarter backers like posters, NPCs, statues

- 2 posters                       done


still waiting news from the others...


So, this list is still rough, but you can have a better idea of what comes next now ^^



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#6276 Next update content (Liff/Gameball)

Posted by Kedi on 13 April 2016 - 11:08 AM

I realized that people are not really aware of what will be available in the next update, so i decided to do a list here ^^
don't ask when it will be available because we really don't like to not keep our promises and disappoint you :'(
i can just say we are currently re-integrating all the missions since the new mission editor was rebuilt and the AI was programmed. also a lot of grunt (and invisible for you) work for the moment.


- controls are now displayed on the bottom of the screen when you can do a specific action (speak, accept misison, spray graffiti, etc....),

- don't need anymore to scan to accept a misison, you can just press the button when you are in the mission zone without targeting the character,

- many netcode issues fixed,

- The AI : missions more realistic and unpredictable especially Veelan's missions (Veelan will not follow a path anymore, she will try to avoid you) and also races or gameball matches,

- Liff character will be unlockable,

- New mission mode : gameball match,

- New missions :

     Liff's missions

     new races with Greendy

     new races with Anonymous Gamers

     new races with Dark Gamer

     new missions with Veelan

     comeback of Otello in the District A with his new missions (and unlockable here).

     main mission in the prison refined

- new mission editor will be easier to use and way less heavy,

- new graffity spray system :

       new control (click repeatedly the scan button until the graffiti is charged, then release when you want to spray),

       spray animation&particles

- New hoverheat charge system (not moving, click repeatedly the grind button to charge the hoverheat),

- Extension of the prison,

- Momo (dragon grandma) NPC integrated in the game,

- A new vehicle,

- District A :

      clouds and other ECPs in the background

      some buildings & holograms were enhanced

- missions progress will be reset for everyone (but keeping the xp & skills of course)

- new objective : satellite dishs to spray on

- objectives targets are now unique until you complete the objective in the zone :

      graffiti you sprayed will stay on the posters or satellite dishes until you complete the objective in the zone,

      holo propaganda you deactivated and spydrone you catched will not reappear until you complete the objective in the zone,   

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#5861 How the development goes.

Posted by Kedi on 21 December 2015 - 01:29 PM

a quick sneak peak of the Anon Breaker ;)
still early wip though.


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#6770 Sculpting Hover

Posted by Takeru on 25 September 2016 - 03:44 PM

If you follow the Hover Facebook page, you may have seen the nice making-of post of this first sculpture already! (If you don't follow Hover on Facebook, you should absolutely go like the page!)

So here's the first in my series of scupltures, Otello!


He's glow in the dark and fluorescent! He's hand sculpted and painted, and stands at about 5 inches or 13 cm tall.


You may have noticed I said "first in my series" earlier! I'm planning to do at minimum all the playable Gamers, and after that as many other Hover characters as I can keep my real-life energy up to create!

Next in the line-up will be Liff! We can't leave Otello alone, right?

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#6698 New Big Trailer !

Posted by Kod on 01 September 2016 - 09:12 AM

Hey Hover Citizens ! 


Here is the new (big) trailer for Hover !


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#6142 How the development goes.

Posted by Kod on 06 March 2016 - 06:03 PM

Hi everybody !

First day on the District B. To start i'm placing lot of big cubes to structure the main zones (like before the District A ^^). Don't be scary, it's a rough  :smilinggreendy: There will be lot of good designs and a nice atmoshpere.


To give you an idea of the location of the District B in comparison to District A:

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#5929 How the development goes.

Posted by Kedi on 17 January 2016 - 03:55 PM

Hi dear Hoverian people :)

I will introduce something we never talked about yet (because it will take time until it's ready).
I'm currently working on several "dialogue pictures" for each Gamer, to make them more expressive.

so, that's the drafts I did for now. Of course these drawings will be cleaned and colored in the future ;)



I work on this on the evening or weekends, when I can't work on my main current works (Anon Breaker & E-Deki).

I can't wait to have finished them ^^ hope you will enjoy this new feature.

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#5786 How the development goes.

Posted by Kod on 02 December 2015 - 08:48 PM

Hey friends ! Today... i finished the District A \o/ :D


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#5746 How the development goes.

Posted by Kedi on 27 November 2015 - 08:12 PM


between other things, I also began the official illustration for the Anonymous Breaker girl :



We are also working on something new for this next update ;)
We divided the city in several zones (Garbage Village, Flock of Sheep Boulevard, Korupa Archipelago, Red Avenue, Sunny Roof, etc...) They are not divided by walls of course, but now there is the name of what zone you are in written in the HUD.
Each zone will have its own list of aims like how many gamegirls does it remain in this zone.
These aims will allow us to set up sorts of missions but without any real mission to validate, and without any timer. We plan to put later secubox traps in these zones where you will be able to bring secuboxes when they are chasing you (as in the Potatox missions, but without "mission" nor timer).
Of course it doesn't replace current missions ^^ it's in addition to them ;)

So, I'm currently working on a Spy Drone model sent by the Great Admin that you will have the possibility to chase to avoid it to send informations.
You will be able to find several Spy Drones in the city.

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#5302 Share your Fan Arts of Hover Here

Posted by rukafais on 08 September 2015 - 08:59 AM

you can all blame leafy for me being here after several forum-related mishaps






I was going to say "every available player character" but E-Cop's not there (they'd arrest everyone anyway so they're a no-funsy and not allowed to come)


EDIT: Link to full size.




Greendy for a palette challenge :V




S..something I did when I was tired? don't break his goggles guys he doesn't like that :(

EDIT: ok lesson learned, i might just end up linking directly to images now OTL




me being ridiculous about aus

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#4178 How the development goes.

Posted by Kod on 13 May 2015 - 11:33 PM

It happened! I have finally made the transition to Unity 5 (Pierre was the first a few weeks ago)! Today, I made the giant central tower with the antenna. Attached to it are humongous cables quickly enabling access from a higher area in the neighborhood to the other. You may also admire the newest effects of mist and pollution providing the city with a much more intense and magnificent sensation  :) 


Ca y est j'suis enfin passé sur Unity 5 (Pierre a été le premier il y a quelques semaines ^^) ! Aujourd'hui j'ai fait la grande tour centrale avec l'antenne. Elle est rattachée à des gros câbles qui permettent de passer rapidement d'un coin haut du quartier à un autre. Vous pouvez également admirer les nouveaux effets de brume et pollution qui apporte une ambiance beaucoup plus riche et profonde à la ville :)



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#7122 Share your Fan Arts of Hover Here

Posted by Knullox on 09 March 2017 - 11:39 PM



i drew a flote 

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#6815 Share your personnal graffiti !

Posted by H00DEDCR0W on 06 October 2016 - 07:52 AM







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#6358 How the development goes.

Posted by Kod on 25 May 2016 - 07:44 PM

Hi everybody.
Today i did the new elevator for the District B :)

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#6198 How the development goes.

Posted by Kod on 15 March 2016 - 10:12 PM

Hy my friends from another world !

Today, i share you the draft for a new GUI, made by Nicolas from Midgar Studio.

Simple GUI:


With the scan:


And the GUI deployed:



Be patient though, it's not for soon ^^ there is still a lot of work to have this GUI in the game, with all its features, animations...

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#6065 How the development goes.

Posted by Kod on 17 February 2016 - 07:03 PM

Hi everybody.


You can see the new graffiti system with new animations and sounds.


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#5922 How the development goes.

Posted by Kod on 15 January 2016 - 06:50 PM

Hi everybody !

Currently, Marine is working on E-Deki:


Pierre is programing the AI. Gamers, E-cop and other will be able to roam by themself in the city to chase or run away the player (and other depending on missions)  

For my part i continue the HQ (some bedrooms, the kitchen and the dancefloor):



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#514 Language (Hover Font)

Posted by Fourwind on 16 April 2014 - 05:14 AM

Hey everybody, over the past few days I have been finding out what all the symbols in text all over the Hover concept art and trailers mean.

And through this (and a little bit of help from the developers), I have finally compiled every letter, AND made a font so you can write in the language.



You can download the font file here:




What does this mean? Well it means we can obtain more insight from the various screenshots and concept art posted.


Heres some game/language trivia I already discovered. Sorry I am a little obsessed.

-The Language is simply an English symbol swap, where letters can fit into each other like tetris blocks (although only a few combinations actually do this)
- Every letter is based on a 3x3 grid, and are entirely comprised of connected squares, except for A, I, J and K which have diagonal parts.
- The Mayors art on the "Characters" topic says "Industry". I don't know if this is his name or not.
- The vehicles driving around in the trailer are Kubs and Kuvs, a type of generic civilian vehicle(?) and a transport vehicle respectively. There is also 3 other yet to be seen vehicles, Vels, Jaws, and Paks.
- The letter "G" is a prominent symbol, displayed by itself in various graffiti and posters in the game.
- The seemingly pro-gamer poster with the graffitied text and the skull might be a gamers resistance poster tagged over by the breakers. Possible conflicts between the groups of gamers? We can only speculate, but that sounds awesome.
- There are quite a few spelling and grammatical errors throughout the concept art and posters. That makes sense seeing as the developers are not native English speakers, but its still funny when you translate something to find out its written all wonky.
- The letters on the side of Veelans head say "Veel". The symbol on her shirt is unknown.
- Watabaxs original character profile is labeled "Sreet[sic] Boy".
- Krow has the words "Gamer" and "Krow" tattooed onto his body.

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#4472 How the development goes.

Posted by Neerhos on 16 June 2015 - 08:31 PM

VERY SERIOUS OCCULUS TESTING (sorry for poor quality)


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#4244 (Client) Patch 8 (25/05/15)

Posted by PierroOo on 25 May 2015 - 01:39 PM

We're currently working with the new version of Unity and the major part of our work is not really visible in this update, thanks for your patience and we're really exited for the next updates :) !




-The E-Cop is now available.


-Different characters' DNA kits can no longer be unlocked by leveling up, you now have to finish missions to obtain the gamers' favors.


-Missions more adapted to characters' evolution and with more story have been added.


-Some NPCs giving advice to players have been added in the city.




-Graffiti and Capture-the-Secubox missions have been added.


EDIT : -Players now obtain the maximum amount of ENERGY (not experience sorry, translator was tired) at the beginning of each mission.


-Watabax's “Shy” trait now makes him lose less energy to make him easier to play.


-Grinding makes you gain slightly less energy and tricks make you earn more.


-Loss of energy after long falls is now reactivated.


-Bumpers now make you lose energy.


-The “resume” in the main menu now brings you back directly in-game.


-The cooldown for graffitis is now up to 5 seconds, it was previously set on 3 seconds


-You now lose gameballs after high jumps.


-Bouncing is now slightly more efficient.




-3rd person view is now set by default when starting the game.


-In-game interface has been redesigned to bring players to most important missions first.


-Graffitis disappear faster if they are not sprayed on objectives.


-The minimum time when clicking to read the next dialog has been reduced to 0.5 second from 1 second.


-Every button in the menus have been resized and are less “gigantic”.


-A great part of the old dialogs have been corrected because they weren't always clear.




-Netcode has been improved.


-The occulus “fast run” controls have been improved because they were terribad.


-An issue with NPCs being stuck and preventing players from doing some missions has been solved.

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