Announcements

Join the ongoing conversation on Discord: https://discord.gg/w6Tpkp2

Please read the current update for instructions on downloading the latest update. Players with Mac versions of the game will not be affected, but you will have a slightly longer wait for your version of the new maps. Please make a copy of your character folder before running the new update, just to make sure you don't lose any of your custom work.

It looks like we can give everyone a list of minimum specs for running City of Titans. Please keep in mind that this is 'for now' until we are able to add more graphics and other system refinements. Currently you will need :
Windows 10 or later required; no Intel integrated graphics like UHD, must have AMD or NVIDIA card or discrete chipset with 4Gb or more of VRAM
At least 16GB of main DRAM.
These stats may change as we continue to test.

To purchase your copy of the City of Titans Launcher, visit our store at https://store.missingworldsmedia.com/ A purchase of $50 or more will give you a link to download the Launcher for Windows or Mac based machines.

Physics?

14 posts / 0 new
Last post
lofwyre
Offline
Last seen: 1 year 1 month ago
kickstarter
Joined: 09/13/2013 - 03:19
Physics?

Hi

Any thought at this stage how combat is going to be done, will it be real time with the ability to dodge attacks or more like COH where hits were pre-calculated? Will there be physics and ragdolls or animated, etc?

Cheers

Cinnder
Cinnder's picture
Offline
Last seen: 2 years 2 months ago
Gunterkickstarter11th Anniversary Badge
Joined: 08/26/2013 - 16:24
Hmmm...that sounds like it

Hmmm...that sounds like it might be two separate, though related, topics for the devs. The former is combat mechanics, while I think the latter is more in the graphics department.

My votes would be no and yes. I don't want FPS-style combat in my MMO, but I do want to be able to toss my enemy off a bridge with my super powers. I.e. I'm hoping this game will be like CoH was, on both counts.

Spurn all ye kindle.

Flow-
Flow-'s picture
Offline
Last seen: 9 years 9 months ago
Joined: 08/28/2013 - 21:42
Sounds a little bit like

Sounds a little bit like twitch gaming to me. "Fire man casted meteor, hold shift to dodge"

Minotaur
Minotaur's picture
Offline
Last seen: 3 years 10 months ago
Developerkickstarter11th Anniversary Badge
Joined: 12/05/2012 - 12:49
Flow- wrote:
Flow- wrote:

Sounds a little bit like twitch gaming to me. "Fire man casted meteor, hold shift to dodge"

The intention is not to have any twitch gaming, part of what made CoH CoH was that people who were not traditional gamers could play it easily, and that's probably why so many older gamers played it, so as a spiritual successor, we need to keep to that style.

[color=#ff0000]Tech Team and Forum Moderator[/color]

[img]http://missingworldsmedia.com/images/favicon.ico[/img]

Gangrel
Offline
Last seen: 6 hours 18 min ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
Minotaur wrote:
Minotaur wrote:

Flow- wrote:
Sounds a little bit like twitch gaming to me. "Fire man casted meteor, hold shift to dodge"

The intention is not to have any twitch gaming, part of what made CoH CoH was that people who were not traditional gamers could play it easily, and that's probably why so many older gamers played it, so as a spiritual successor, we need to keep to that style.

Define "twitch gaming"... because some people will view the normal "get out of the red stuff" as twitch gaming, whilst others view a telegraphing system (where it notifies you *ahead* of time of "dont be here or bad stuff happens") as twitch gaming.

Slight difference, in that the telegraphing system allows the player to avoid stuff, whilst the other method is "too bad you were there, now you ahve to take the effect whilst you get out of it".

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

lofwyre
Offline
Last seen: 1 year 1 month ago
kickstarter
Joined: 09/13/2013 - 03:19
Hi and thanks for the

Hi and thanks for the feedback.

I liked the ease of use of COH it was great for the entire family. Sorry for the double question as well. I was thinking along the lines of if I have a sword and I swing it the sword's physics collider determines if its a hit or not rather than pre-calculated, which I think would be referred to as twitch because it allows the opponent to dodge back if they are fast enough or if an explosive force is created only those that are actually hit by the force take damage based on the amount of force the receive.

Anyway, I loved COH and dont mind at all to keep it the same. I was just curious,

Cheers

Iceciro
Iceciro's picture
Offline
Last seen: 10 years 7 months ago
Joined: 10/02/2013 - 02:18
My concern is how ridiculous

My concern is how ridiculous CoH looked at times; like having a thrown iceblast track a thug around two corners and through a wall because it was going to hit, or a missed iceblast fire at a right angle because it was going to miss.

Gangrel
Offline
Last seen: 6 hours 18 min ago
11th Anniversary Badge
Joined: 09/15/2013 - 15:14
Iceciro wrote:
Iceciro wrote:

My concern is how ridiculous CoH looked at times; like having a thrown iceblast track a thug around two corners and through a wall because it was going to hit, or a missed iceblast fire at a right angle because it was going to miss.

The "tracking" of the mobs with projectiles is *always* going to be a problem, unless you actually involve player skill in the attacks hitting.

Quote:

1) I reject your reality.... and substitute my own
2) Not to be used when upset... will void warranty
3) Stoke me a clipper i will be back for dinner
4) I have seen more intelligence from an NPC AI in TR beta, than from most MMO players.

Justjackwilliams
Justjackwilliams's picture
Offline
Last seen: 10 years 5 months ago
Joined: 09/09/2013 - 05:01
I really hope knockbacks and

I really hope knockbacks and slowdowns are the same as they were in COH.. I really loved being able to actually blast people off buildings and into walls unlike in other games where they just fall over..

_______________________________________
Face the fury of the storm! ~<3

snate56
snate56's picture
Offline
Last seen: 7 years 4 months ago
kickstarter11th Anniversary Badge
Joined: 09/09/2013 - 04:02
I was a knockback King! That

I was a knockback King! That was my favorite hobby, going around blowing villains off the tops of buildings! Especially Circle rituals...

Steve

___

"Listen, and understand. City of Titans is out there. It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely [i]will not stop, ever,[/i] until we are live!"
Warcabbit

Matt Hunter
Offline
Last seen: 10 years 7 months ago
kickstarter
Joined: 10/02/2013 - 13:03
I think it could be fun to

I think it could be fun to create a GW2-like gameplay experience. It is not completely static in the sense of beeing able to dodge attacks and move around while attacking, but we do not need to aim directly like in the elder scroll games (the newer ones). You automaticaly shoot in the targets direction. I had the feeling that i felt more like a hero as i did in City of heroes, where the game calculated a hit or a miss. This System combined with a superhero themed universe would be awseome for me.

P.S.: sry for my bad english. I'm not a native speaker

Matt

DeathSheepFromHell
DeathSheepFromHell's picture
Offline
Last seen: 5 years 4 months ago
kickstarter11th Anniversary Badge
Joined: 03/16/2013 - 15:08
They are in fact two separate

They are in fact two separate, if in several ways intertwined, subjects.

Game mechanics will be... whatever they need to be, which is a long and ongoing conversation with a mere several dozen different inter-coupled factors to consider. I have my personal interpretation, but it is based on a poll with a sample size of five, nor is it exactly an unbiased selection of respondents. But it boils down to "if it requires physical coordination, precise timing, or the ability to deal with multiple active-and-parallel trains of thought at once, *on a character that is not set up specifically to have that as a core mechanic*, it either is, or is right at the edge of, twitch gaming *for an MMO*". As an example, the "block" mechanic for CO is fundamentally a twitch mechanic. It relies on the ability to *detect* and *react* to the tells, and do so quickly enough that you have your shield *up* (not coming up, and it isn't actually instant, just very fast) when the incoming attack actually hits. And you have to be able to do it while in the middle of some *other* sequence of motions, then resume (or reset, sometimes to a non-obvious point!) that sequence as soon as you can safely drop your shield, to be very effective on a character that isn't built to be able to just shrug off anything thrown at it in the first place. In another example, any game where being *rooted by your own attack* is considered a significant game balance factor, in that it is used to balance out powerful attacks as a drawback, implies that move-and-attack together are an expected part of play style.

On the other topic:

Dealing with the animations and related items where mechanics meet (virtual) reality is something I can speak to at least briefly, before I fall over. As ever, this is all (extremely) subject to change for any number of reasons, or no reason at all, and could turn out to be precisely opposite what the released game needs to have. But it is a reasonable approximation of current thinking, unless someone swapped my brain for Foldger's Crystals again.

[list=1]
[*]Basic combat and movement are driven by animations. This is really the only sane way to do stuff in a game; while it is (theoretically) possible to build something that would have precise enough muscle simulations that you could *make* it move using the physics engine, it would be a tremendous waste of processor cycles when the motion is going to be repetitive *anyway* (if you can code for different walking musculature, you can animate it just as easily, probably easier).
[*]Fine detail movement, or environment-reactive changes to movement, will be dealt with by physics blending. This is built into Unreal, and works well, but is not even remotely simple to get to look *good*. Even if you're not a sheep with finger-paints. The amount (and in many cases *type*) of motion that needs to be controlled by the physics engine, vs. the animation 'baseline', is dependent on at least half a dozen factors that I can think of just off the top of my head. So how much or the details of how it will apply, especially when in a situation as chaotic as combat, are something that won't be answerable in any meaningful way for quite a while to come.
[*]Coarse reactive movement (getting knocked off your feet or pushed back), *if it can happen at all*, will probably be handled by a combination of animation and physics, with a much stronger physics component -- not a true ragdoll, but the main reason for not being is so that it is possible to animate getting back up without having the limbs move through insane contortions to get to the starting point of the standing animation. Probably. But this one is probably the most likely out of anything here to turn out different from the current thinking.
[*]Death will almost certainly be ragdoll, or something very close to it. It might have some quirks, though. For example, we would probably want to "lock down" the body after it finishes the ragdoll collapse, so that it doesn't get kicked around willy-nilly by tromping minions... but we also might account for that in AI, and leave the body pure physics. Or something in between.
[*]Bodies will have mass (as in the physics engine sense). Ideally anything that is in any way able to react to a force by movement should, but that may or may not prove practicable. However, I really dislike the 'styrofoam boulder' effect, so I at least have some motivation to make sure we can handle this sanely.
[*]How much, if any, physics will affect movement under normal circumstances is up in the air. Support for things like ice or oil slicks being difficult to move on *is* on the list of highly desired behaviors, and looks to be supported straightforwardly by the engine, but isn't proven out yet.
[*]Melee powers (or ranged powers going off at point-blank range) and making them look at least realistic enough to avoid "okay, that's just silly" results, is a topic of current research. I can't speak to hit/miss mechanics of any sort, since that is a game design thing, but the engine does have at least some amount of flexibility built in to allow both blending and overlay of animations (turn a basic attack into a "step and attack" by adding a "step" overlay to the basic attack animation) and some degree of support for "pulling" an animation to be more precisely where it should (slashing at someone with a clawed hand tweaks the animation so that it actually contacts the target, rather than sweeping through the air in front of them, which is mostly what CoX did to avoid having to deal with the alternative issue of having the hand trying to go *through* them in some cases). How well this works and how much it can adjust without causing things to look incredibly weird is not yet tested in any practical sense, with the exception of the animation overlay, and that has only been tested in a couple of very narrow cases that don't really have the tight constraints of a combat animation.
[*]Ranged powers will probably come in several flavors, and it will affect what animations can be used with what attacks, to at least some extent. Taking only simple ranged single-target attacks (because it was the example folks started with, and because I don't want to think about AoE when this tired), there will probably be at least three flavors:
[list]
[*]"Straight-line" attacks which would normally animate for a short enough time (at least for the 'firing' part') that they couldn't be "dragged" into clipping the world when the target moved.
[*]"Projectile" attacks which would have the "homing" behavior described, because they basically have to. The trick with these is arranging for that fact to be a virtue rather than a drawback, in the presentation.
[*]Non-LOS powers (do not require line of sight to fire). They weren't terribly common, but a few of these did exist, and their animation sets basically require that it "look good" both when they do, and do not, have LOS to the target.
[/list]
[*]There may be a fourth or even a fifth sort of ranged attack, it is much too early to have any real idea if we'll need to, and there are at least two alternative mechanics for cases when stuff is "pulled" so that it hits a part of the world that I can think of just off the top of my head, but one of the goals is that while the ice blast *might* be able to go around a corner, depending on the relative positions of the attacker and target, the wall, and the speeds of movement involved (yes, Virginia, there *is* a physics engine) it generally should not be able to *pass through* a wall to hit someone. Unless, of course, there is a reason that it is *supposed* to do so...
[/list]

[hr]
[color=#ff0000]Developer Emeritus[/color]
and multipurpose sheep

[img]http://missingworldsmedia.com/images/favicon.ico[/img]

Heavy Weather
Offline
Last seen: 10 years 7 months ago
Joined: 10/02/2013 - 15:17
Crazy thought spurred by your

Crazy thought spurred by your description of "Projectile" ranged powers...what about team members being able to "spot" for you? Fragile dude with grenade launcher hides behind wall/building, sturdy buddy (or fragile stealth buddy) targets mob by going to the other side of the building/wall, grenade goes up over building/wall and onto target. This could be believable for lots of ranged attacks fired at very high angles (grenades, arrows, fire/snow/ice/earthen/liquid blobs, etc).

John-Andre
John-Andre's picture
Offline
Last seen: 10 years 5 months ago
kickstarter
Joined: 09/30/2013 - 07:00
Playing a brick, I notice two

Playing a brick, I notice two things:

1) I can lift a huge rock, a truck or even a spaceship, but I can't pick up a minion and fling him into a wall. Or a billboard. Or another minion.

2) I can't grab onto a villain and apply the sleeper hold.

I know part of this is the physics of the game. Grabbing another entity means interacting in ways that may not have been animated into the game, but I know it's possible -- wrestling games have been around since the 80's. Wrestling holds and other maneuvers are kind of hard to do when there's a large size disparity between the attacker and the defender. But I'd really like to see these capabilities for super-strong characters.

--
"My attention span doesn't wander. It takes long trips to exotic locales where it meets strange women that leave it crying and broken in the hot, hot sun."
--me