News & Updates

07/24/2015 - Friday Update #138


This week, we’ve done some design work on how to handle the reasonably complex concept of power respecifications, with the main priority to make you system much more user-friendly than the power respect system in ‘City of Heroes’.
The biggest problem with the CoH system was the way that it forced players to completely wipe and remake their builds, even if they really only want to make one or two adjustments to it, so the system that we make will need to allow players to do “targeted respecs”, so that they can refine or modify their builds without needing to remove everything and start over at the beginning again.

Another element that some players requested for of the CoH respect system was for a full character respect, so that they would be able to not only re-choose their powers and enhancements, but also their actual power set choices. This concept creates a couple of major problems, the first one being technical, as there would be a lot of extra work needed to attempt something like this, and the second one being gameplay and story related – in the traditional superhero comics that inspired ‘City of heroes’ and ‘Heroes and Villains’, characters will sometimes gain or lose powers, but a complete change in their power theme is quite rare, so it’s hard for a comic book game to justify implementing a system that would make it a reasonably common event.

While we’re not totally ruling out the idea, we also feel that creating a character should be important, and have meaningful choices behind it, so that the player makes an actual character, and not just a generic avatar that they can break down and rebuild multiple times, losing a sense of that character’s identify and history in the game world.


Have a heroic/villainous weekend!

The Heroes and Villains team


07/17/2015 - Friday Update #137


This week, we’ve been continuing with coding work on our chat system, and while the /tell function and its associated /reply function are working fine, we’ve run into a n issue with the world chat that’s proving to be quite hard to track down and fix – messages sent in world chat are sent once to all players if they are in the same zone/area as the player sending the message, which is the way it should behave – but for players in a different zone/area from the message sender, they get sent the message twice. It’s not really a system-breaking problem, but it does create unnecessary chat spam, and we want o get it cleared up before we move on to other parts of the chat system.

We’ve also been doing some design work on concepts for buffs and debuffs, with a focus on finding ways to make them both distinctive from each other and fun to use, as well as making sure that they’re a suitable fit for a comic book game, and help to give players using them a feeling that they’re playing an interactive comic book, and meet at least some of their expectations as to what they can do with their various superpowers.


Have a heroic/villainous weekend!

The Heroes and Villains team


07/11/2015 - Friday Update #136


This week, we’ve continued with rearranging the UI for the powers system, with the focus on trying to balance the amount of information on display – too little is obviously not good, but at the same time, trying to fit too much on screen at once can end up being just as unsatisfactory.
There’s also the issue of dividing the information up into too many subsections,. So that players have to click through too many menus and windows to get all the information that they need for a system.

To use ‘City of heroes’ as an example, it’s UI was very well laid out, but for the powers screen when a player chose their initial powers and when they levels up, only the primary and secondary powers sets were visible – the sheer number of powers in the power pools and ancillary power pools made it impossible to fit them all onto the screen at the same time, so some scrolling was needed, but without a lot of clicking through different menus and windows.

And while our power system isn’t exactly identical to the one used in ‘City of Heroes’, we’re still faced with the same problem of not having enough screen space to display all the available powers without squashing the UI and icons up to be too small for practical use, so we’re having to look for solutions that will be intuitive, as well as matching the overall style of the whole UI.


Have a heroic/villainous weekend!

The Heroes and Villains team


07/04/2015 - Friday Update #135


This week, we’ve done some more design work on the basic concepts behind our current Archetype system, with a focus on trying to refine and expand its scope to try and fulfill to our goal of giving the players the kind of platform that they will need in order to be able to create the vast range of potential character concepts that they would expect to be able to make in a comic book game.

The Archetype system used in ‘City of Heroes’ provided support for quite a broad range of potential character concepts, although it did have a number of blind spots, which is something that we’re looking to address with this current design work.
This will also require us to rethink some parts of the current UI layout – although that’s still a work in progress as we’re still revising most aspects of it as we continue to refine the other systems too, so it won’t, add too much extra work for us beyond what we’ve already planned for.

We’ve also done some more work on the central area of Prometheus Plaza, with another of the main buildings there almost completed, as well as some further details being added to the lower sections of the middle of the plaza to make it easier for players to move around between buildings on that level.


Have a heroic/villainous weekend!

The Heroes and Villains team


06/26/2015 - Friday Update #134


This week, we’ve done some more coding work to test the teaming system, and now have the basics of team invites functioning, along with the ability to change the leader and quit the team. Right now, the team invites only works by clicking the player to target them, then selecting an option to invite them to join a team – the ability to send a team invite through the chat window hasn’t been set up yet, and neither has the function of being able to invite a player through the player search window.

We’ve also done some test work with how to display buffs and debuffs as part of the team UI, but we haven’t finalized exactly how they’re going to be displayed yet – the main thing that we want is to have them able to be read and understood at a glance, so that they can provide valuable info in the heat of battle.
Having the buff/debuff icons stack in a somewhat similar way to how they were displayed in ‘City of Heroes’ is one possibility – but that does cause potential issues with smaller monitors having too much screen space taken up by them, which also goes against our design goal of having the UI be as streamlined and as un-cluttered as possible


Have a heroic/villainous weekend!

The Heroes and Villains team