News & Updates

01/13/2018 - Friday Update #267


This week, we’ve been continuing with the design work for the power icons, as well as working on the power trays, especially the size and scope of them, as ‘City of Heroes’ was force to add additional power trays post-launch, partly to cope with the amount of temporary powers that they gave out from missions and holiday events.

At the same time, we also don’t want to have an unlimited – or even a huge number – of power trays cluttering up the screen, so we’re having to try and estimate how many normal powers a player might have, and how many temp powers we might make available over the course of the storylines.

We’ve also been coding more of the recent GUI revisions, which lets us start testing its functionality and performance to see if it performs and feels the way it was envisioned to in our concept art and mock-up, as well as helping us lay the ground work for the upcoming character creation area revisions which will tie these two sections of the interface together in both features and style.


Have a heroic/villainous weekend!

The Heroes and Villains team


01/06/2018 - Friday Update #266


This week, we’ve been doing some more design work for the power icons now that we’ve got a large part of the revised GUI in place, as they will both need to match each other to complete the look that we’re aiming for.

Just like ‘City of heroes’ used color coding for their power sets, we’re doing the same – although another similarity to CoH is that the sheer amount of powers we have – both finalized and planned for the future – means that we have to be careful with the choice of colors that we use for them, to makes rue that not only do they look good, but also that they don’t look too similar to each other.

For example, plant based powers would obviously tend to use shades of green as that’s a very common color associated with nature, but at the same time, toxic based powers would also use shades of green, as that’s also the color that’s very frequently associated with poison, so the shades used for each other would need to be quite distinctive, but also still complement each other so that they’d look good together when filling up several power trays.


Have a heroic/villainous weekend!

The Heroes and Villains team


12/29/2017 - Friday Update #265


This week, we’ve been doing going through a large scale revision of our GUI layout and style now that we have more of our system frameworks defined, especially the story/mission system.

The GUI has naturally evolved with the development process, and while the previous configurations and styles that we’d been experimenting with were completely functional, they were also somewhat generic, and didn’t really stand out as being something that someone would associate with being from a comic book game, both from an art angle and from a layout angle, so these new alterations have been focused on changing that to better integrate it with the overall art style of the game and the whole comic book genre that’s behind it.

The downside to these changes is that we’ve unfortunately had to slightly scale back a bit of the extreme level of customization that we had enabled with the previous version of the GUI - but on the plus side we were able to do it without reducing the accessibility options for any players who might have vision issues such as colorblindness.


Have a heroic/villainous weekend!

The Heroes and Villains team


12/22/2017 - Friday Update #264


This week, we’ve been doing some more design work on our NPC system, looking at more ways to expand it to allow for an even greater scope of characters to enhance our storytelling options and to give players to interact with both in and out of combat.

The main thing that we have to keep in mind with this is that no matter how obscure or situation-specific a power or ability that we come up with for an NPC might be, there will always be at least one player who will either want to make use of it in their own way for one of their character concepts, or just use it in exactly the same way as the NPC uses it, which can obviously places some limits on what we can do.

For example, a classic comic book power like mind control works fine for NPCs, as we have full control over when and where they can use it – such as controlling their minions or manipulating other NPCs to obey them – but if the same type of power is given to a player, then they would reasonably expect to be able to use it whenever and wherever they wanted to, even though it would break any game that wasn’t specifically design around - and focus on - the concept of mind control.


Have a heroic/villainous weekend!

The Heroes and Villains team


12/16/2017 - Friday Update #263


This week, we’ve been doing some more design work on the concept of superspeed, and how best to implement it in a multiplayer game.

The single biggest issue is the multiplayer aspect, as every player action has to by synchronized at all times, especially the rate at which the actions are performed - so while a single player game – or a solo-only mission within an MMO – could use a reasonably simple system of slowing down NPC actions and environmental VFX while speeding up the player’s actions to create a pretty good sense of a character using superspeed, this isn’t really a solution in a multiplayer game,

For example, by slowing down NPCs and other moving objects by 50%, a player with superspeed would appear to be moving through a slow-motion world, which would be a good simulation of the a speedster in action as long as they were alone – but when other players are present, they would hardly be likely to appreciate their characters also moving at 50% less than normal speed just to maintain the effect for the player with super speed.


Have a heroic/villainous weekend!

The Heroes and Villains team