News & Updates

11/22/2014 - Friday Update #103


This week, we've done a bit of work on ways to let players craft items, as well as refining the system for how crafted items will be used, and what role they should play in a story-driven comic book game. As we've been doing with as many of our systems as possible, we've been designing the crafting system, to be completely optional, so that players should only need to craft if they want to, and not feel like they have to use it to make progress in the game, or maximize their character's potential.

We've also been developing more of the lore behind some of the alien races that will feature in the game. Aliens in comics have been a feature since the beginning, so they will naturally have various roles to play in 'Heroes and Villains', although their presence will have to be presented in a way that doesn't make the Earth areas of the game world feel too much like a sci-fi setting instead of the contemporary setting which is the default environment for traditional comic books.
While 'City of Heroes' handled the theme of hostile aliens very well, with the Ritki getting plenty of attention and story focus, the Kheldians as the main example of friendly aliens were always somewhat cut off from the main game, and only really got involved with their own problems rather than helping out the people of Earth in a general capacity, so this lack of more prominent friendly aliens is something that we'll be trying to correct as we continue to develop the lore and setting.

Have a heroic/villainous weekend!

The Heroes and Villains team


11/15/2014 - Friday Update #102


This week, we've done some more work on how we'll code our power enhancement system - specifically, how we'll be setting up the power enhancers to apply the correct modifiers to the base numbers for each power, such as increased damage, accuracy, defense, and so on, as well as other special modifiers like buffs and debuffs.

We've also been developing more of the lore behind some of the fictional countries we've created on Earth. Having a number of fictional nations as part of our setting gives us much more storytelling flexibility, as we have much more freedom to shape them to fit our requirements than if we were using real countries, which play more of a background role in 'Heroes and Villains'.
The size of a fictional country needs to be big enough to provide various points of interest to visit in future content, as well as generate various plot points and characters - but at the same time not be so large as to require any major rewriting of real history to fit them in, as too many changes to the real world setting would dilute the reality of it, which is a vital part of a traditional comic book setting.

Have a heroic/villainous weekend!

The Heroes and Villains team


11/07/2014 - Friday Update #101


This week, we've done a bit of work on how to implement timers, which can be used for things like spawning and despawning objects or characters, or for triggering larger scale things like open world events. For world events, we'll be aiming to have a mix of ones that trigger on a random timer, such as the arson attacks in Steel Canyon in 'City of Heroes', and ones that players can trigger by completing one or more stages in a sequence, like the 'City of heroes' Rikti mothership event.

We've also been developing more of the in-game timeline, with a focus on events near the beginning of the multiverse. As the scope of the 'heroes and Villains' game world is much broader and deeper than the very Earth-focused setting of 'City of Heroes', this is an area that needs plenty of attention to make sure that it's suitably epic, while at the same time also making it logical and internally coherent.
In spite of this added depth and breadth of the setting, 'Heroes and Villains' will still be a very Earth-centric game, especially at launch, where the action will be set in Titan City - but adding this layer of cosmic scale background is important to define some of the characters, groups and concepts that will be showing up in Titan City, even if their origins won't always be immediately apparent to the players.


Have a heroic/villainous weekend!

The Heroes and Villains team


11/01/2014 - Friday Update #100


This week, we've done some work on a method for calculating distances in-game - the main function of this will be for the powers system, where it'll be used to determine the distance between the user of a power and their target, for both attacking powers and debuffs, and defensive powers and buffs.
The secondary use for this distance calculation method will be for displaying distances between players and various mission objectives, including the entrances to missions and the objectives within the missions.
We'll be using feet and yards as our units of measurement rather than meters and centimeters - although we're expecting players from outside the US to play 'Heroes and Villains', w're also expecting the big majority of the players to be American, which is why we've chosen to go with the units of measurement that they'll be the most familiar with.

After some more extensive testing, we've also finalized the way that the city hall model will be divided up into smaller parts to make sure that the performance isn't affected by such a large and intricate model, and now that that's done we'll be able to move ahead with the texturing work for it.


Have a heroic/villainous weekend!

The Heroes and Villains team


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