News & Updates

09/30/2016 - Friday Update #200


This week, we’ve been doing some more design work on some of the unique NPCs that players will be interacting with as they progress through the game’s storyline, as well as continuing to add in additional unique NPCs as we create the stories.

One thing that we need to avoid with unique NPCs is to avoid having them and their activities taking attention away from the players and their place in the storyline – the game is story driven, and all the stories involve a degree of interaction in some form with one or more unique NPCs - but it’s the players that are at the center of the action.

At the same time, we also want to avoid the situation in ‘City of Heroes’ where the signature NPCs were almost always distant from the players, and presented as being a lot more powerful than them, but hardly ever moving from their fixed spots around the zones.
Even in some of the later CoH content, where players were given a bit more interaction with the signature characters, especially the Freedom Phalanx, the way that the game mechanics were designed and set up meant that the signature NPCs always had the ability to be far more powerful than the player characters, which is something that we’re working to avoid in our game.


Have a heroic/villainous weekend!

The Heroes and Villains team


09/23/2016 - Friday Update #199


This week, we’ve been doing some more design work on how we’re handling the concept of player origins in the game – which is one of the areas where we want to add a substantial improvement on how it was handled in ‘City of Heroes’.

The range of comic book origin stories that players could come up is as limitless as the range of character concepts that they can make, which obviously means that trying to create a selection of actual origin stories for players to pick from is a non-starter as an idea – but there’s still plenty of room for allowing the source of their powers, rather than how they got them, to play a much bigger role in the various storylines than was done in CoH, which was limited to pretty much just a cosmetic choice of what store or vendor you went to buy your enhancements.

Adding more consequences to the origin of a character’s power will help add variety to the gameplay of what will naturally be an alt-friendly game, so that there’ll be an extra layer of differences on top of the various other elements of player choice that we’re working on.


Have a heroic/villainous weekend!

The Heroes and Villains team


09/17/2016 - Friday Update #198


This week, we’ve been doing some more redesign work on the general GUI for the game, with a focus more on its appearance than its functions, as we’re looking at various ways to present it in way that’s really unique to the game, and fits all its stylistic requirements, rather than being just another game GUI.

This is part of our overall drive towards keeping the screen as uncluttered as during all types of content – players of ‘City of Heroes’ will be familiar with how that game sometimes had a lot going on in the UI as well as in the actual game world, with the biggest example being the Incarnate Trails, where not only was the GUI expanded to take the multi-team set up into account, but there were also frequent warnings and instructions popping up, all on top of the larger than normal blended mass of power effects from players and NPCs.

Reducing the amount of screen space that this type of content can generate is not only good for the overall gameplay experience, but it also helps for players who might be using smaller monitors to play the game on.


Have a heroic/villainous weekend!

The Heroes and Villains team


09/09/2016 - Friday Update #197


This week, we’ve been doing some more work on fleshing out the ideas for some of the other areas of the setting that lie beyond Titan city – and sometimes even beyond the Earth, which should help us avoid some some of the integration problems that ‘City of Heroes’ had when it added in major new areas to the launch game.

The first major example from CoH was the addition of the Rogue Isles with ‘City of Villains – the new villain content had plenty of links to the already established Paragon city, but the heroic launch content had close to zero links with anything in the Rogue Isles, which meant that the developers then had to add it in later, via Arachnos appearing in radio mission and having a presence in the revamped Faultline zone, plus later content like the Statesman Task Force.

The other big integration effort in CoH was done in the Going Rogue expansion, which was different from the CoV situation in the fact that a version of Praetoria had already been integrated into the later levels of CoH shortly after launch, but not only did GR bring a full revamp of the original Praetorian concept, it also introduced low level Praetorian content, which the developers then integrated into the Primal Earth content as part of the new player revamp for both heroes and villains.

By planning out the different places our storylines could take players now, we will hopefully avoid the need for any kind of retcons or revamps on the same scale that was seen CoH, and help us integrate new areas much more smoothly into the general storylines.


Have a heroic/villainous weekend!

The Heroes and Villains team


09/03/2016 - Friday Update #196


This week, we’ve been doing some more revision on the design of the power selection section of the character creator, with the focus being on refining the way that all the types of powers and abilities are represented to help make them both look and function in an even more intuitive way by standardizing the UI appearance for all of them.
Not only will this help with the look and flow of the character creation process, but it will also help streamline the appearance of the character creation UI and the amount of screen space that it occupies.

We’ve also been doing some more work on rigging our NPC models, this time rigging one of the male NPCs so that we will then have a male and female NPC rigged to let us test our basic unisex animations so that we can see if they look good when being used by both genders, and then make any adjustments to them if they’re needed.


Have a heroic/villainous weekend!

The Heroes and Villains team