News & Updates

10/24/2014 - Friday Update #99


This week, we've done some basic work on how to set up and present buffs to players in the GUI - the icons for the buffs will obviously have to be quite small, especially if they are going to stack beside each player's name in the team window, so in addition to planning out the coding for them, we also need to work out a system of icons that will be easy to recognize even when they're pretty small.
We'll also be looking at adding in an option to disable showing the buff icons, for those players who want their screen as uncluttered as possible even during combat.

We've also continued developing the roster of NPC characters that players will be encountering in Titan City, with the current focus on creating a Canadian themed supergroup - we already have our patriotic US supergroup - known as the American Stars - so a Canadian one was the next obvious nation-themed supergroup to make, especially as a part of Canada features as one of our post-launch areas.
Additionally, although characters from the Canadian supergroup aren't planned to play a major role in the launch content, it's still important to have various story hooks from the post-launch content already embedded in the game world and lore at launch, so that players can get a better idea of the scope of the setting, as well as making the addition of new zones feel like logical progression rater than sudden left-field choices on our part.

Have a heroic/villainous weekend!

The Heroes and Villains team


10/18/2014 - Friday Update #98


This week, we've done some more design work for some of the enemy groups that players will encounter in Titan City. Each group is being created to illustrate a particular theme of the game world, or highlight one or more aspects of the lore, or general comic book themes. This is because the player interactions with these groups will be one of the key ways that we present the world to them, and the groups included at the launch are especially important for this task as they will be the players' first experience of the Heroes and Villains universe.

We've also done some planning work on how to present interactive objects in the game world to the players, to let them know that the object can be viewed or manipulated in some way, and that it isn't just part of the standard environment.
For this, we'll be using a system of tining, so that interactive objects will receive a special tint whenever the player moves their mouse cursor over them. the tin won't be opaque so as not to obscure the actual details and texturing on the object, but ti will be strong enough to clearly let players know that the object is interactive.


Have a heroic/villainous weekend!

The Heroes and Villains team


10/11/2014 - Friday Update #97


This week, we've done some more work on the animation rig for our NPC characters, which will also be sued by the player characters too - which is continuing to be quite a challenging area of the design process.
The two key reasons for this are the need for the faces to be animated - which requires a considerable amount of animation bones to make it look suitably alive - and the fixed limit the engine sets on the amount of animation bones that can be used for each character rig.
This would not normally be an issue with a game where the characters were all humans, as the animation bone limit is high enough to allow for a fully animated human - but as 'Heroes and Villains' is a comic book game, the variety of characters is much larger, so the animation rig also needs to have room for bones to animate non-human parts, such as tails and wings, which means that getting the exact balance of bones right needs a lot of testing.

We've also done some early design work on the Titan City central railroad station, which is located quite close to Prometheus Plaza in the Phoenix Hill district - the station is a transport interchange, and has both long distance and local train services running to and from it, as well as the main subway station below it.
We'll be starting the modeling work on this once we've completed the work on the plaza.


Have a heroic/villainous weekend!

The Heroes and Villains team


10/07/2014 - Recent Website Outage


We had a website outage this Friday, but the issue has now been fixed - but if anyone is still having problems getting it or the forums to load, then you should try clearing your cookies and browser cache - that should fix the problem.


10/04/2014 - Friday Update #96


This week, we've been doing some work to finalize the style and color schemes for our entire Archetype and power icon system - all the way down for the Archetype icons through to the individual power icons. As part of this work, we've also been putting together a list of all the symbols that we'll be using on each icon, so that they'll be easy to see exactly what they are at a glance.
We're also aiming to give each AT a distinctive color that will make it and any of the powers attached to it instantly recognizable, but at the same time, not so unified as to make recognition of the individual powers and power sets hard.
Getting all these icons created will help us fill out a lot more of the GUI, and give us a better overall impression of how everything will look and fit together

We've also done some experiments with adding in the moon to the day-night cycle. Currently, it's static, so it doesn't rise and set yet, but the test results so far have been promising, and we'll be using the same method to eventually add the sun to the day-night cycle too.


Have a heroic/villainous weekend!

The Heroes and Villains team