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» Update Round-Up



02/06/2016 - Friday Update #166


This week, we’ve been doing more work on our teaming system, focusing on refining the basics that we’ve already been developing, and adding in some additional bits and pieces that we’ve come up with more recently.

One of the things that we naturally want to do is make sure that not only does the team UI fit in with the style of the rest of the UI, but that it also remains intuitive, so that it can still be read and understood with a quick glance in the middle of combat. For example, the amount of screen space that the team UI takes up needs to be big enough to be easily readable, but not so big that it starts to block the rest of the view on smaller computer screens – and the same applies to the size and placement of the status icons for each team member that display things like current buff and debuff effects, and so on.

One of the key parts of the teaming system is to make sure that the whole team is synchronized to see and experience the same open world situation – this is much more important in ‘Heroes and Villains’ than in ‘City of Heroes’, as the open world in HaV will change based on the players’ decisions quite a lot more than it did in CoH, where the world was a lot more static, as meaningful player decisions were few and far between, and mostly just limited to instanced maps.


Have a heroic/villainous weekend!

The Heroes and Villains team