News & Updates

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


06/09/2017 - Friday Update #236


This week, we’ve been doing some more general design work, this time with a focus on making sure that the game doesn’t have any type of grind in it – the basic definition of grind being any type of repetitive action that the players is required to perform for rewards/progress – the two key words being “repetitive” and “required’.

For example, in ‘City of Heroes’, players could play the same missions over and over again to get from level 1 to 50 – but they could also just play normally through the story arcs and get the same result – so the repetition was the players’ choice, and wasn’t built into the system of advancement. A similar example would be the Imperious Task force – a very frequently repeated piece of content, but only because it was a very well designed and fun one – there wasn’t any requirement for players to play it more than once.

On the other hand, there were problems with the whole Incarnate system, especially the Trials – leaving aside the issue of solo versus group based advancement, the biggest fault with the system was that it required players to repeat content multiple times in order to progress their characters. So while the individual Trials may have been fun and well-designed, the actual framework behind them wasn’t, especially as there wasn’t even any story-based justification for the repetition.


Have a heroic/villainous weekend!

The Heroes and Villains team


06/03/2017 - Friday Update #235


This week, we’ve been continuing to do some more design work on our base system, working on ideas for various styles of locations, rooms and decorations.

As we’ve mentioned previously, the base system in ‘City of Heroes’ left a lot to be desired when it came to how they represented the location of bases, and while its decoration style choices were better, with tech and arcane themes covering quite a lot of potential character concepts, it was, like the whole system itself, entirely focused on the idea of bases being for teams.

That kind of narrower system focus doesn’t really go well with our aim of expanded player choice, which includes doing away with arbitrary team requirements for systems. For bases, this is entirely suitable for the genre, as the two most famous comic book bases - the Batcave and the Fortress of Solitude - are basically solo bases, so it really is a requirement for any comic book game too.


Have a heroic/villainous weekend!

The Heroes and Villains team


05/27/2017 - Friday Update #234


This week, we’ve been doing some more design work on our base system, focusing on how best to implement the entrance and exit points for them.

Unfortunately, it was another of those areas where CoH tried to apply a one-size fits all solution to something that really needed multiple options
The actual idea of teleportation itself wasn’t a problem – it’s a long standing and quite widespread concept in superhero comics - but because it’s a high-tech sci-fi concept it doesn’t match up with every type of character concept that players could come up with.

It also didn’t help to create a sense of place for the location of the base – it gave them only the weakest anchor to the actual game world, which would be a good thing for any bases that were meant to be somewhat distant from the world, such as being located in another dimension, but again it didn’t really fit a wide variety of character or base types.

Additionally, the idea of a public shared portal to bases went against the idea of a secret base for a hero or heroes to operate out of, and when it was applied to the villain side of the game, it stretched the believability of the idea way past breaking point.


Have a heroic/villainous weekend!

The Heroes and Villains team