News & Updates

07/15/2017 - Friday Update #241


This week, we’ve been continuing with the adjustments to the design of the character creation system from last week, refining the origin choice area of it.

As we’re making a comic book game, all of our design decisions are naturally based on what would be the best mechanics to realize that goal, so not making our origin system be based on the design of the origin system in ‘City of Heroes’ was one of the first decisions that we made early on in our development, as it was both too restrictive and almost entirely cosmetic.

Even when you leave aside CoH’s Archetype system, the fact that one of the most popular character concepts in comics – the hand-to-hand fighter who uses an array of gadgets, most famously represented by Batman – couldn't actually be supported under CoH’s single origin system, as players would have to choose either a Natural or a Technology origin, but weren't able to pick both, makes our decision to offer players the option to pick multiple origins a no-brainer, as it’s the mechanic that best helps us realize that particular aspect of comic books.


Have a heroic/villainous weekend!

The Heroes and Villains team


07/08/2017 - Friday Update #240


This week, we’ve been making some tweaks to the design and layout of the character creator system, which has come about because of some tweaks to the area where players choose the origin of their characters, which in turn was the result of a few mechanical adjustments that we’ve made to the sequence of the power selection process to help expand its scope even further to help it support some even more unusual character concepts that players might come up with that it already allowed for.

This is in line with one of our major design goals for the whole game, which is giving players even more freedom with their character concepts than ‘City of Heroes’ was capable of, and in the case of our origin system, that’s done by simply taking what CoH had as a starting point, and then building on it and expanding its options and flexibility until it goes far beyond the original and becomes our own unique system, while still retaining the basic feel of its inspiration.


Have a heroic/villainous weekend!

The Heroes and Villains team


07/01/2017 - Friday Update #239


This week, we’ve been doing some more programming work to clean up our powers system set-up, this time focusing on a few basic toggles to get the coding up to scratch with the other basic test powers that we’ve been making.

We’ve also been doing some more design work on our version of super strength, which is one of the hardest superpowered concepts to get really right.
The “City of Heroes” take on super strength actually worked reasonably well within the context of the powers system and how the power set frameworks were set up in CoH, and there was a certain degree of weight and force behind the attacks - but it was still lacking enough of an epic feel to really make it stand out from other hand-to-hand combat sets or make it really feel like a comic book concept come to life, which is what we’re aiming for with our version of super strength.

Some of this was down to the more static nature of combat in CoH, and the choice of animations for the super strength power set – unlike a set like martial arts, where the animations were usually quite fast paced and full of movement, which helped to give an illusion of a quicker combat speed, the animations chosen for super strength often had a slower pace to them, and seemed to be designed to give a feel of a massive build up behind the hits, which was quite effective, but did make it seem rather ponderous, which is something that we’re aiming to avoid with all of our powers.


Have a heroic/villainous weekend!

The Heroes and Villains team


06/24/2017 - Friday Update #238


This week, we’ve been doing some more design work on a couple of areas that are outside Titan City but aren’t directly joined to it, as they’re somewhat more rural in nature than our main game area.

Although we’ve been doing design work for a very large number of areas beyond Titan City since the start of the project, we’re having to go a bit deeper with the design for these two particular areas as they both tie into Titan City in several ways, so we need a more detailed overview of them now to make sure that not only do the links to them from Titan City flow properly, but also that the flow between areas feels natural when going on the opposite direction too.

Titan City is obviously still the main focus of our development work, as that’s the classic comic book city that’s the heart of the game, but we also want to make sure that moving beyond Titan city will feel natural for players if they choose to follow any storylines in that direction.


Have a heroic/villainous weekend!

The Heroes and Villains team


06/17/2017 - Friday Update #237


This week, we’ve been doing some more programming work on our powers system to tidy up the code and get the basic framework into a set-up that will give us a more organized set-up to the system.

This is part of a general process to make sure that the coding for all of our systems are as standardized as possible, using some of the built-in properties of the HeroEngine, although these tend to be templates aimed at creating typical MMO systems, the very fact that they’re aimed at a traditional MMO design means that they’re not always suitable for us to use for our designs, which are shaped by comic books rather than being a standard fantasy MMO design with a comic book paint job slapped over the top of it.

The downside to this is that it adds extra levels of complexity to the development process, and it takes more time to create systems with the uniquely large scope that we need them to have in order to be able to support all the gameplay aspects that are required in a true story-driven comic book game.


Have a heroic/villainous weekend!

The Heroes and Villains team