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.

Things i hope for in character creation

33 posts / 0 new
Last post
MikaMerrow
MikaMerrow's picture
Offline
Last seen: 2 weeks 2 days ago
Joined: 11/17/2015 - 11:02
Things i hope for in character creation

What I would like to see for characters...

http://immortalmusic.net/goi/images/Dora%20%28Color%29.jpg

http://immortalmusic.net/goi/images/Demi%20%283D%29.jpg

http://immortalmusic.net/goi/images/Obsidian%20%283D%29.jpg

http://immortalmusic.net/goi/images/Cutie%20%283D%29.jpg

Discuss?

Foradain
Foradain's picture
Offline
Last seen: 3 months 1 week ago
kickstarter11th Anniversary Badge
Joined: 10/25/2013 - 21:06
The centaur and the naga are

The centaur and the naga are not likely to be available at launch (Devs: Please surprise me on this one ^_^), but may be available later. CO has digitigrade feet, but they aren't animated well IMHO. Butterfly or Pixie wings I have high confidence in, as they seem to me to be a stepping stone to Firefairy's wings.

Foradain, Mage of Phoenix Rising.
[url=https://cityoftitans.com/forum/foradains-character-conclave]Foradain's Character Conclave[/url]
.
Avatar courtesy of [s]Satellite9[/s] [url=https://www.instagram.com/irezoomie/]Irezoomie[/url]

blacke4dawn
blacke4dawn's picture
Offline
Last seen: 1 year 1 month ago
Joined: 03/28/2015 - 03:02
Ohh please, the digitigrade

Ohh please, the digitigrade legs in CO are atrocious imo since they still allow fully "plantigrade feet" to used. They were much more successful in CoH since the (very limited) selection of feet much more appropriate. Hopefully MWM will think about this and make the feet appropriate to the type of legs one has selected. Sure, it's more job for them but the visuals will be so much better.

I expect that wings (and tails) in general will be available at launch since they are a staple of the superhero genre. What choices we get at launch I can't really say but I expect the more common ones of devil/dragon/bat, angel/bird and mechanical of some sort, perhaps a few more. Fairy and insect ones have a fairly high chance for launch but if not then I see them coming close after that.

As for non-humanoid bodies. I don't think we'll see them for until a couple of years after launch at best, if we see them at all. The amount of work needed is huge since outside of building it from the ground up they would most likely need to change/adapt many costume pieces and I don't see many animation working, but I remain hopeful to get them in the end.

Radiac
Radiac's picture
Offline
Last seen: 4 months 4 weeks ago
kickstarter11th Anniversary Badge
Joined: 10/19/2013 - 15:12
Given the sheer number of

Given the sheer number of Lethal Weapons, Double Troubles, and Fashionistas on the Kickstarter, the amount of jet packs, wings, laser guns, that they make just for that should cover almost all of the weapons, backpacks, wings, etc people would want.

I personally am hoping for Wrist Blasters, a Jet Pack, and something else not sure what yet.

R.S.O. of Phoenix Rising

Halae
Halae's picture
Offline
Last seen: 3 years 9 months ago
11th Anniversary Badge
Joined: 09/17/2014 - 09:37
I'm really hoping that among

I'm really hoping that among the tail options there's long, thick tails. In CoH, there were no tails that were of any sort of decent size; sure, they looked decent, but... sometimes you just want something thick and long.

Don't take that out of context :I

For example, [url=http://www.wocstudios.com/images/4e3.jpg]here's a 4e tiefling,[/url] with a good showing of his tail. I constantly wanted something like this and never got it. I get that it can be hard to animate things like these, but the game Neverwinter found a workable solution, I figure a group as good as this with access to the Unreal 4 engine could as well, and it'd open up additionals for a lot of interesting concepts. I already have some in mind.

An infinite number of tries doesn't mean that any one of those tries will succeed. I could flip an infinite number of pennies an infinite number of times and, barring genuine randomness, they will never come up "Waffles".

blacke4dawn
blacke4dawn's picture
Offline
Last seen: 1 year 1 month ago
Joined: 03/28/2015 - 03:02
Halae wrote:
Halae wrote:

I'm really hoping that among the tail options there's long, thick tails. In CoH, there were no tails that were of any sort of decent size; sure, they looked decent, but... sometimes you just want something thick and long.
Don't take that out of context :I
For example, here's a 4e tiefling, with a good showing of his tail. I constantly wanted something like this and never got it. I get that it can be hard to animate things like these, but the game Neverwinter found a workable solution, I figure a group as good as this with access to the Unreal 4 engine could as well, and it'd open up additionals for a lot of interesting concepts. I already have some in mind.

You mean something like [url=https://goo.gl/photos/cETCztjxFb9Mcg9W9]this[/url], or even [url=https://goo.gl/photos/yJXPnoZfFU3XhSzy5]this[/url]?

I think that CO got it pretty much spot on when they introduced sliders to tail length and thickness, so I wouldn't expect anything less from CoT. For reference, the two up there are middle and max respectively on the thickness slider, with minimum [url=https://goo.gl/photos/JsiuAdJDtf9AJ9Mv6]here[/url] for lizard tail.

Halae
Halae's picture
Offline
Last seen: 3 years 9 months ago
11th Anniversary Badge
Joined: 09/17/2014 - 09:37
As far as it goes,

As far as it goes, blacke4dawn, I'm not a fan of the max size (though I can see how it'd be useful on some character ideas) and am more leaning towards the middle and minimum images you posted. But yeah, given CO has them, I'd be surprised if CoT was missing them.

I'm mostly asking for a [url=http://i.imgur.com/k3nRAkJ.png]particular character of mine,[/url] but this sort of thing seems like a necessary inclusion to me regardless.

An infinite number of tries doesn't mean that any one of those tries will succeed. I could flip an infinite number of pennies an infinite number of times and, barring genuine randomness, they will never come up "Waffles".

MikaMerrow
MikaMerrow's picture
Offline
Last seen: 2 weeks 2 days ago
Joined: 11/17/2015 - 11:02
Foradain wrote:
Foradain wrote:

The centaur and the naga are not likely to be available at launch (Devs: Please surprise me on this one ^_^), but may be available later. CO has digitigrade feet, but they aren't animated well IMHO. Butterfly or Pixie wings I have high confidence in, as they seem to me to be a stepping stone to Firefairy's wings.

They have -always- been "left out for later," and never come. One thing I am tired of is mythicals being left out in the dirt in ANY MMO. I say, do it.

Another thing I'd encourage to bring people from CO is to have freeform characters (with a better penalty system perhaps). Last thing I want is a Wolverine, but some of my characters in CO were converts from another RPG. Cutie is wind and water in CO, Demi is fire.

Radiac
Radiac's picture
Offline
Last seen: 4 months 4 weeks ago
kickstarter11th Anniversary Badge
Joined: 10/19/2013 - 15:12
What do you mean by "free

What do you mean by "free form characters" exactly? Like costuming and avatar graphics, or like powers?

Because if you're asking for "no classes, just take any combo of powers you want" I personally would disagree with that. I much prefer "classes" to "no classes". Also, they've pretty much spoiled that there will, in fact, be classes, essentially. They're calling them Classifications, but same deal. I think the reason for this is because there is no "good" system of drawbacks in a totally free form powers system, and to assume one exists is folly. But that's just me.

Now, as for avatar graphics, that will be totally free form. You will be able, as far as I know, to have one bionic arm, left or right, a "chest symbol" not actually on the center of your chest, but perhaps someplace else. Just like City of Heroes had, and probably better in many ways. And the enhancements you have in your powers, powers you take, etc will not affect your costume in any way. If you want flaming eyes, you can have flaming eyes, even if you don't have any flamey powers, and even if you have the "Ice Thingy of Awesomeness" slotted into your "Eye Laser Beams" power.

R.S.O. of Phoenix Rising

Segev
Segev's picture
Offline
Last seen: 7 years 7 months ago
Developer11th Anniversary Badge
Joined: 12/04/2012 - 15:35
MikaMerrow wrote:
MikaMerrow wrote:

Foradain wrote:
The centaur and the naga are not likely to be available at launch (Devs: Please surprise me on this one ^_^), but may be available later. CO has digitigrade feet, but they aren't animated well IMHO. Butterfly or Pixie wings I have high confidence in, as they seem to me to be a stepping stone to Firefairy's wings.
They have -always- been "left out for later," and never come. One thing I am tired of is mythicals being left out in the dirt in ANY MMO. I say, do it.

The hard truth is that it gets "left out for later" because it is a very hard problem to solve, unless you just want your character to be a sprite that has little interaction with the actions his powers take on. It is something that we'd love to get working, but it will NOT be in the initial release, and we cannot make promises about it. At a minimum, such inhuman frames require entirely unique sets of animations for every single power that uses the replaced humanoid bodyparts.

Just imagine a "martial arts" power set's animations. Just one power set. Picture, say, Jet Li or Keanu Reeves fighting. Now swap the two of them for each other. Now swap in Xena in their places. Sure, Xena may not fight like that in the show, but you can picture her doing exactly the same moves. Now put a centaur in their place. Would a centaur really look right flipping about that way? Kicking like that? Using his forelegs only (as a simple approximation), with his rump clipping through the floor and surroundings as it whips about, or with it being left stationary and detached (or attached like a slinky dog-backside)?

No. you'd have to make up and implement an entire new set of animations for each power in such a set in order to make a centauroid look right using it. That's a lot of time and creativity, and that's one power set. Multiply this by all the power sets that are more than "hold up a hand and magic happens" type effects. Consider flight animations, and dodge animations, and athletic animations.

Fantasy body-types are not critical to the "superhero/supervillain" story archetype. Therefore, delaying the entire game still longer to ensure that those body types were fully functional with all animations would be irresponsible. So we can't make promises. Now, I'm not on the art or powers or program-the-animations teams, so I cannot speak for them. But these are the issues as I understand them, and why I suspect so many MMOs have never gotten around to the options.

[color=#ff0000]Business Manager[/color]

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

Radiac
Radiac's picture
Offline
Last seen: 4 months 4 weeks ago
kickstarter11th Anniversary Badge
Joined: 10/19/2013 - 15:12
Just having humanoid bodies

Just having humanoid bodies lends itself to a lot of fantasy monsters already (elves, dwarves, hobbbits, golbins, orcs, lizard men, minotaurs, medusae, angels, demons, zombies, vampires, werewolves, etc ). So there's a lot that can be done just with the standard biped plus a few fins, horns, feathers, etc in the right places.

R.S.O. of Phoenix Rising

Shadow Elusive
Shadow Elusive's picture
Offline
Last seen: 1 year 9 months ago
Developerkickstarter11th Anniversary Badge
Joined: 01/10/2013 - 09:38
Exactly Radiac. The hard

Exactly Radiac. The hard truth is we could make an alternate animation for 90 percent of the game usable by 100 percent of the players for the same or less effort as implementing centaurs for, gosh - two percent of the playerbase? That's hard to justify.

[center]--------------------------[/center]
[center][color=#ff0000]Interior Map Lead and UI Designer[/color][/center]

Radiac
Radiac's picture
Offline
Last seen: 4 months 4 weeks ago
kickstarter11th Anniversary Badge
Joined: 10/19/2013 - 15:12
To paraphrase Spock, the

To paraphrase Spock, the needs of the many outweigh the needs of the centaur enthusiasts.

R.S.O. of Phoenix Rising

MikaMerrow
MikaMerrow's picture
Offline
Last seen: 2 weeks 2 days ago
Joined: 11/17/2015 - 11:02
Shadow Elusive wrote:
Shadow Elusive wrote:

Exactly Radiac. The hard truth is we could make an alternate animation for 90 percent of the game usable by 100 percent of the players for the same or less effort as implementing centaurs for, gosh - two percent of the playerbase? That's hard to justify.

Hey if they can make Kung-fu pandas in WoW to satisfy a small base they can surely put in centaurs or lamia. Considering the massive fanbase Monster Musume has in the states, putting monster PCs would likely bring in a LOT more players.

Segev
Segev's picture
Offline
Last seen: 7 years 7 months ago
Developer11th Anniversary Badge
Joined: 12/04/2012 - 15:35
Consider the genre of the

Consider the genre of the game, too. While super-powered comics can include monsters, they are not the focus. Certainly not as main characters. It might be something that is better considered for other games.

Does this "monster musume" (which I believe translates as "monster girl") take place in a fantasy setting, or a modern-day city? (If it's a modern-day city, my bet would be that it's not exactly super-powered comics so much as "high school dating sim," just knowing Japan's proclivities when it comes to such genres.)

[color=#ff0000]Business Manager[/color]

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

blacke4dawn
blacke4dawn's picture
Offline
Last seen: 1 year 1 month ago
Joined: 03/28/2015 - 03:02
MikaMerrow wrote:
MikaMerrow wrote:

Hey if they can make Kung-fu pandas in WoW to satisfy a small base they can surely put in centaurs or lamia. Considering the massive fanbase Monster Musume has in the states, putting monster PCs would likely bring in a LOT more players.

Pandaren were already a well established part of the Warcraft lore way before their inclusion in WoW, and I'm sure they didn't need to build them completely from scratch since they are still a humanoid. Besides it wasn't just Pandaren that were added.

Personally I am really really hoping that CoT will have many non-humanoid body options like non-legged, four-legged, six-legged, eight-legged (both taur/lamia form and normal animal form), properly implemented support for four arms and so on but I just don't see it as realistic to even think of them until several years after launch, primarily due to the huge amount of work in making them (which I admit increases the longer they wait) and the increased amount of work in making some new aesthetic power options afterwards. The hard reality is that almost all of the time it just isn't financially viable.

I fully admit that now next to nothing about Monster Musume but I'm pretty sure that it doesn't "translate" that easily between the two "worlds".

blacke4dawn
blacke4dawn's picture
Offline
Last seen: 1 year 1 month ago
Joined: 03/28/2015 - 03:02
Segev wrote:
Segev wrote:

Does this "monster musume" (which I believe translates as "monster girl") take place in a fantasy setting, or a modern-day city? (If it's a modern-day city, my bet would be that it's not exactly super-powered comics so much as "high school dating sim," just knowing Japan's proclivities when it comes to such genres.)

From looking at a few images of it, and if I know my classifications right, it looks to be more of the harem type.

Segev
Segev's picture
Offline
Last seen: 7 years 7 months ago
Developer11th Anniversary Badge
Joined: 12/04/2012 - 15:35
blacke4dawn wrote:
blacke4dawn wrote:

Personally I am really really hoping that CoT will have many non-humanoid body options like non-legged, four-legged, six-legged, eight-legged (both taur/lamia form and normal animal form), properly implemented support for four arms and so on but I just don't see it as realistic to even think of them until several years after launch, primarily due to the huge amount of work in making them (which I admit increases the longer they wait) and the increased amount of work in making some new aesthetic power options afterwards. The hard reality is that almost all of the time it just isn't financially viable.

The truth is that it doesn't actually get harder the longer we wait. Each time we add a new one, there will be more work involved in all future additions to the game as they must now accommodate all the limb-arrangements available.

It makes little difference whether "naga-body" is added before or after the "Capoeira" power set (no promises on either; I'm just making up examples off the top of my head); if it's added first, then Capoeira now needs to have a whole extra set of animations developed for its powers. If it's added after, "naga-body" has to be able to accommodate every extant power set, including Capoeira, which requires new animations.

If you have naga, centaur, arachtaur, merfolk, and "Ursela from the little mermaid" as body types, that's 6 (including the original biped form) animations you have to make for every power in every new power suite.

blacke4dawn wrote:

Segev wrote:
Does this "monster musume" (which I believe translates as "monster girl") take place in a fantasy setting, or a modern-day city? (If it's a modern-day city, my bet would be that it's not exactly super-powered comics so much as "high school dating sim," just knowing Japan's proclivities when it comes to such genres.)
From looking at a few images of it, and if I know my classifications right, it looks to be more of the harem type.

Yeah, that is not the genre of CoT. While I won't tell people they're not allowed to design things from/for that genre in the game, it won't be directly nor deliberately supported, certainly not at the expense of other more super-powered-comics-flavored development items.

Which is only to say, here, that even if it is popular enough to bring in players, it is unlikely that players drawn in expecting a harem anime game would want to stick around when they realized that that's not what CoT was.

[color=#ff0000]Business Manager[/color]

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

blacke4dawn
blacke4dawn's picture
Offline
Last seen: 1 year 1 month ago
Joined: 03/28/2015 - 03:02
Segev wrote:
Segev wrote:
blacke4dawn wrote:

Personally I am really really hoping that CoT will have many non-humanoid body options like non-legged, four-legged, six-legged, eight-legged (both taur/lamia form and normal animal form), properly implemented support for four arms and so on but I just don't see it as realistic to even think of them until several years after launch, primarily due to the huge amount of work in making them (which I admit increases the longer they wait) and the increased amount of work in making some new aesthetic power options afterwards. The hard reality is that almost all of the time it just isn't financially viable.

The truth is that it doesn't actually get harder the longer we wait. Each time we add a new one, there will be more work involved in all future additions to the game as they must now accommodate all the limb-arrangements available.
It makes little difference whether "naga-body" is added before or after the "Capoeira" power set (no promises on either; I'm just making up examples off the top of my head); if it's added first, then Capoeira now needs to have a whole extra set of animations developed for its powers. If it's added after, "naga-body" has to be able to accommodate every extant power set, including Capoeira, which requires new animations.
If you have naga, centaur, arachtaur, merfolk, and "Ursela from the little mermaid" as body types, that's 6 (including the original biped form) animations you have to make for every power in every new power suite.

Pretty much what I said, though I may have expressed myself poorly.

The longer one waits to implement other body types the more animations you will have to port/adapt for the new body type. That is what I meant by "increases the longer you wait" since at least I expect all existing animation choices (as far as applicable) to be available when other body types launch, not that it gets harder. Even something as "simple" as harpies (exchanging arms for wings) will require a fairly large amount of work in regards to animations since you would have to adapt or even replace every animation that "uses" the arms.

Segev
Segev's picture
Offline
Last seen: 7 years 7 months ago
Developer11th Anniversary Badge
Joined: 12/04/2012 - 15:35
blacke4dawn wrote:
blacke4dawn wrote:

Pretty much what I said, though I may have expressed myself poorly.
The longer one waits to implement other body types the more animations you will have to port/adapt for the new body type. That is what I meant by "increases the longer you wait" since at least I expect all existing animation choices (as far as applicable) to be available when other body types launch, not that it gets harder. Even something as "simple" as harpies (exchanging arms for wings) will require a fairly large amount of work in regards to animations since you would have to adapt or even replace every animation that "uses" the arms.

Yeah. I was more trying to express that the sooner we do it, the harder it is to make additional power sets. So the problem exists either way. Make harpies late, and the umpteen power suites for which they need new animations developed makes developing harpies harder. Make harpies early, and sure, you only have to make 5 unique animations for them...but now each time you add a new power, you need a biped animation and a harpy animation, doubling your work on animating the powers. Add merfolk, and you've tripled it.

So it's a compounding problem either way.

[color=#ff0000]Business Manager[/color]

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

Radiac
Radiac's picture
Offline
Last seen: 4 months 4 weeks ago
kickstarter11th Anniversary Badge
Joined: 10/19/2013 - 15:12
I agree with Segev on the

I agree with Segev on the point that you want to attract players, but not by false advertising of what the game is supposed to be about. For example, you don't want people to think it's an FPS game only to go away quickly when they discover it's really an MMO. I just recently took a look at the demo on the Overwatch game site. As soon as I realized it was FPS, I was like "Okay, not a superhero MMO, so not for me.". Beyond that, let's not make people think it's a game that's all about DnD stuff when it's really not. How many different centaurs have ever appeared in comicbooks? In my opinion, definitely not enough to warrant their inclusion early on, or like, at all, especially given the amount of work it would take and the amount of payoff you get for it. This is not a world designed for centaurs to live in it, so they present a lot of problems, maybe some of which are unsolvable or so hard you shouldn't bother to try for all the good it does you.

My bet is that we get humanoid male and female bodies at roll-out, and that's all. I'm going to be happy with that. If you can make the humanoid body big enough to look like "hulking" from CoX, so much the better. If they get like a million people to buy the game when it comes out and can devote a whole team of people to just making different body types, with animations and all, okay. Even then, I wouldn't bank on Centaur or Dryder coming out within the first two or three waves of new bodies, or maybe ever. I would probably expect quadrupeds before that, because you can do dogs, cats, bears, bulls, robotic voltron-lions and a lot of other stuff with it. MAYBE birds, because you get bats, dragons, etc with that, probably. Centaur, as a body type, does just one thing: centaurs. And it could be REALLY challenging to get it right. I'm not willing to undertake that initiative, personally.

R.S.O. of Phoenix Rising

Halae
Halae's picture
Offline
Last seen: 3 years 9 months ago
11th Anniversary Badge
Joined: 09/17/2014 - 09:37
Regarding quadrupeds, Radiac,

Regarding quadrupeds, Radiac, I'm willing to be those would likely be reserved for minion or summon type critters, so they probably wouldn't be in the game for a while. Still, looking forward to that.

But yeah, nonhumanoid lower bodies are HARD. Even normal humanoids are hard, but nonhumanoids are much worse from an animating standpoint.

An infinite number of tries doesn't mean that any one of those tries will succeed. I could flip an infinite number of pennies an infinite number of times and, barring genuine randomness, they will never come up "Waffles".

Radiac
Radiac's picture
Offline
Last seen: 4 months 4 weeks ago
kickstarter11th Anniversary Badge
Joined: 10/19/2013 - 15:12
On a different note, it seems

On a different note, it seems like it should be possible to add in different weapons as their own power sets without having to rewrite everything else. So like, if you have a sword, your attacks with it would be all specific to the sword animations. But out of combat, you're just a humanoid with a sword slung across his or her back, so no real need for added movements and so forth, right?

If that is the case, your different weapon-based power sets would need an animation for deploying and stowing the weapon, to be done immediately before attacking for the first time, and immediately after you start to do anything else, fly, etc. You could even have one power in the set that is described as "draw your weapon and attack with it" which rewards you for making that the first attack in the chain, and gives you a bonus of reduced activation time when done as your first attack as opposed to using some other attack and waiting for the "draw weapon" animation to happen first.

I suppose you probably still need a "walking around with weapon drawn" motion though.

But of course, the quadruped would have to have it's own set of "sword" animations separate form the biped humanoid ones, that much is clear.

What I'm trying to say is, adding weapons doesn't increase your "Coefficient of motion problems" multiplier the way adding body types does, right?

R.S.O. of Phoenix Rising

Halae
Halae's picture
Offline
Last seen: 3 years 9 months ago
11th Anniversary Badge
Joined: 09/17/2014 - 09:37
Radiac wrote:
Radiac wrote:

What I'm trying to say is, adding weapons doesn't increase your "Coefficient of motion problems" multiplier the way adding body types does, right?

Correct. you're still working on the same animation skeleton, you're just adding a new piece to it that triggers a particular set of animation changes.

think of the animation rigging as a skeleton. In fact, they're often referred to as skeletons. Now, consider what would be easier - taking off the legs and attaching, say, a snake tail in their place, or simply putting a baseball bat in its hand. That's what we're dealing with here. It's also why digitigrade feet tend to look unfortunate in games like this, as technically they're still working on the plantigrade skeleton.

The animation rig is invisible, the skeleton isn't seen. What we see in game are two other things - mesh (the shape which a piece takes) and Textures (Which are the colors, shinemaps, and skins). So someone with, say, hooves instead of feet? It looks weird because their hooves are going through the same motions normal feet would be taking, since the mesh and textures are merely following the skeleton. but this makes tauric body types such as a naga or centaur INCREDIBLY difficult to work with, much less design clothing and armor for.

EDIT: decided to move the animation and digitigrade rigging idea to a new thread. It deserves its own.

An infinite number of tries doesn't mean that any one of those tries will succeed. I could flip an infinite number of pennies an infinite number of times and, barring genuine randomness, they will never come up "Waffles".

Tannim222
Tannim222's picture
Offline
Last seen: 5 days 13 hours ago
Developer11th Anniversary Badge
Joined: 01/16/2013 - 12:47
To expand upon what Segev

To expand upon what Segev said; part of including new animations of each new body type isn't limited to attacks, but all animations. This means travel powers, basic movement, every emote, idle animations, defeat animations. Basically if the action calls for an animation, it has to be applied to every single body type available.

Now if / when we add those types of skeletons to the game for NPCs doesn't automatically translate into making them available for player characters. The NPC application is easier because we will have a limit on the number of possible animations applied. Now some may say, "That's fine, give me the limited animations so long as I can use that model." But it isn't so easy because of all the possible animations related to movement. If say we make a centaur animation, but give it a basic run animation, this doesn't necessarily set it up for a super speed animation, flying, wall crawling, and so on. So to provide this special body type of limited animations also forces a lock out of all the travel powers that the animation isn't immediately set up for. Which means we have to go through all the possible animations players have access to and determine which ones work and which ones don't work with these new body types. This takes development time.

Development time for anything new being added to the game has to have its cost calculated against the return of investment of that cost in comparison with what else could be provided and those costs and return of investment.

And anything that is being included for the game should be kept at a certain standard of quality. That is, we don't like to do something unless its done right. Which is another way of saying, I don't think we'd add a new body type unless we could make sure it is as versatile as possible with as many animations as possible while looking good. Hence, stuff like this ends up getting put off to 'later' for games that allow customization akin to ours, and why so often they never make the cut to get added to the game. That is not to say we don't want to do this type of stuff or that it will never happen, only that for now, we know we aren't even close to looking into it.

[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]

Izzy
Izzy's picture
Offline
Last seen: 6 years 5 months ago
kickstarter11th Anniversary Badge
Joined: 10/09/2013 - 11:09
Radiac wrote:
Radiac wrote:

..., your different weapon-based power sets would need an animation for deploying and stowing the weapon,...

you mean.. powersets that are called `Brawling` (knives, boxer, kick boxer, etc..), single or dual `Wielding` (swords, bats, etc..), and so forth. ;)

Fireheart
Fireheart's picture
Offline
Last seen: 3 months 1 week ago
11th Anniversary Badge
Joined: 10/05/2013 - 13:45
Izzy wrote:
Izzy wrote:

Radiac wrote:
..., your different weapon-based power sets would need an animation for deploying and stowing the weapon,...
you mean.. powersets that are called `Brawling` (knives, boxer, kick boxer, etc..), single or dual `Wielding` (swords, bats, etc..), and so forth. ;)

What we players often don't notice, is that there is some sort of 'footwork' involved in all of these 'simple' upper-body animations. If they didn't have foot-work, they'd look ridiculous. Factor in a Centaur-oid body and now you need twice as much foot-work, which requires a whole new set of animations, beyond those that might be portable between bipedal humanoid body-models.

That's completely beyond such issues as pathing and movement, since a quadruped, or a nil-ped snake, requires More Room to get around.

Be Well!
Fireheart

blacke4dawn
blacke4dawn's picture
Offline
Last seen: 1 year 1 month ago
Joined: 03/28/2015 - 03:02
Fireheart wrote:
Fireheart wrote:

Izzy wrote:
Radiac wrote:
..., your different weapon-based power sets would need an animation for deploying and stowing the weapon,...
you mean.. powersets that are called `Brawling` (knives, boxer, kick boxer, etc..), single or dual `Wielding` (swords, bats, etc..), and so forth. ;)
What we players often don't notice, is that there is some sort of 'footwork' involved in all of these 'simple' upper-body animations. If they didn't have foot-work, they'd look ridiculous. Factor in a Centaur-oid body and now you need twice as much foot-work, which requires a whole new set of animations, beyond those that might be portable between bipedal humanoid body-models.
That's completely beyond such issues as pathing and movement, since a quadruped, or a nil-ped snake, requires More Room to get around.
Be Well!
Fireheart

Pretty sure that Radiac's point was that when introducing new weapon types you don't need to go through any existing animations to see if they fit (you might do for convenience sake) and it "leave" an extremely low, if any, permanent increase in amount in work needed to make more animations for weapons in general (though that depends more on where the line is drawn between weapon types) but introducing new playable body types makes it a necessity to go through each and every existing animation that moves the body before you can even make it look passable and it "leaves" a high permanent increase in work for new body animations.

MikaMerrow
MikaMerrow's picture
Offline
Last seen: 2 weeks 2 days ago
Joined: 11/17/2015 - 11:02
Segev wrote:
Segev wrote:

Consider the genre of the game, too. While super-powered comics can include monsters, they are not the focus. Certainly not as main characters. It might be something that is better considered for other games.
Does this "monster musume" (which I believe translates as "monster girl") take place in a fantasy setting, or a modern-day city? (If it's a modern-day city, my bet would be that it's not exactly super-powered comics so much as "high school dating sim," just knowing Japan's proclivities when it comes to such genres.)

There are groups that focus on the "monster" element as heroes. The issue is that too many MMOs, fantasy or otherwise, have stuck to the ol' "human and human-like" races, and make the "non-humans" bad guys, with very few variants. As for superheroes, the history of some of the myths (especially centaurs) are they are less a group of barbarians, and more likely to fight side-by-side with humans.

You are correct on the Monster Musume, and it is modern day, in a world where monsters are alive and well, and trying to adapt to society. A lot of fan service yes, but if you read it there are a lot of moments based off modern day (such as the time they ran into a "lover's motel," and the people around them found it disgusting et al).

Radiac
Radiac's picture
Offline
Last seen: 4 months 4 weeks ago
kickstarter11th Anniversary Badge
Joined: 10/19/2013 - 15:12
It's just easier to make, for

It's just easier to make, for example, a dragon, if you only have to animate that dragon in it's own liar and with it's onw separate set of movements and animations. If you have to make the dragon body able to do everything that a player-controlled body does, that's a lot more work. Not only does the addition of a new body type mean that EVERY animation and movement in the game has to be ported over to "dragon", but every new thing you make after the dragon body is rolled out has to include a version of the new funny walk or dance move or whatever for dragons now.

it's like

(Work you have to do) = (number of body types)x(number of animations that apply to those types)

If you keep the new body types to non-player-controlled NPCs and environment mobs, then the number of animations can be kept low, since the dragon isn't going to have to do the dance emotes, three different types of "Run" animation, etc. It just has to do what a dragon does, which is a lot less stuff.

R.S.O. of Phoenix Rising

Impulse King
Offline
Last seen: 2 years 4 months ago
11th Anniversary Badge
Joined: 10/05/2013 - 18:55
MikaMerrow wrote:
MikaMerrow wrote:

Segev wrote:
Consider the genre of the game, too. While super-powered comics can include monsters, they are not the focus. Certainly not as main characters. It might be something that is better considered for other games.
Does this "monster musume" (which I believe translates as "monster girl") take place in a fantasy setting, or a modern-day city? (If it's a modern-day city, my bet would be that it's not exactly super-powered comics so much as "high school dating sim," just knowing Japan's proclivities when it comes to such genres.)
There are groups that focus on the "monster" element as heroes. The issue is that too many MMOs, fantasy or otherwise, have stuck to the ol' "human and human-like" races, and make the "non-humans" bad guys, with very few variants. As for superheroes, the history of some of the myths (especially centaurs) are they are less a group of barbarians, and more likely to fight side-by-side with humans.

Ok a fellow anime fan here and I'm familiar with Monster Musume. What folks here are trying to say is that most of the main girls in that ecchi harem show require entirely different character models and animations. It's far from a trivial amount of work. VERY far in fact. But while having them as playable characters is likely WAY to much to expect, there could be hope for something to appear in an enemy group. CoV had the Snakes which aren't a far cry from nagas, but the Snakes didn't need a full range of emotes or travel powers or every possible attack animation the way a PC does.

Quote:

You are correct on the Monster Musume, and it is modern day, in a world where monsters are alive and well, and trying to adapt to society. A lot of fan service yes, but if you read it there are a lot of moments based off modern day (such as the time they ran into a "lover's motel," and the people around them found it disgusting et al).

Yeah the setting is meant to be slice of life in modern urban Japan. The series subtitle is "Everyday Life with Monster Girls."

Now while the main cast is essentially unrealistic for PCs, there are a number of supporting characters that are easily done like cyclops, ogres, zombies, kobolds, and orcs. (That's just from what was in a season of the anime. There's more in the manga it's based on.)

DesViper
DesViper's picture
Offline
Last seen: 2 years 4 months ago
Developer11th Anniversary Badge
Joined: 03/10/2014 - 00:55
Segev wrote:
Segev wrote:

MikaMerrow wrote:
Foradain wrote:
The centaur and the naga are not likely to be available at launch (Devs: Please surprise me on this one ^_^), but may be available later. CO has digitigrade feet, but they aren't animated well IMHO. Butterfly or Pixie wings I have high confidence in, as they seem to me to be a stepping stone to Firefairy's wings.
They have -always- been "left out for later," and never come. One thing I am tired of is mythicals being left out in the dirt in ANY MMO. I say, do it.

The hard truth is that it gets "left out for later" because it is a very hard problem to solve, unless you just want your character to be a sprite that has little interaction with the actions his powers take on. It is something that we'd love to get working, but it will NOT be in the initial release, and we cannot make promises about it. At a minimum, such inhuman frames require entirely unique sets of animations for every single power that uses the replaced humanoid bodyparts.
Just imagine a "martial arts" power set's animations. Just one power set. Picture, say, Jet Li or Keanu Reeves fighting. Now swap the two of them for each other. Now swap in Xena in their places. Sure, Xena may not fight like that in the show, but you can picture her doing exactly the same moves. Now put a centaur in their place. Would a centaur really look right flipping about that way? Kicking like that? Using his forelegs only (as a simple approximation), with his rump clipping through the floor and surroundings as it whips about, or with it being left stationary and detached (or attached like a slinky dog-backside)?
No. you'd have to make up and implement an entire new set of animations for each power in such a set in order to make a centauroid look right using it. That's a lot of time and creativity, and that's one power set. Multiply this by all the power sets that are more than "hold up a hand and magic happens" type effects. Consider flight animations, and dodge animations, and athletic animations.
Fantasy body-types are not critical to the "superhero/supervillain" story archetype. Therefore, delaying the entire game still longer to ensure that those body types were fully functional with all animations would be irresponsible. So we can't make promises. Now, I'm not on the art or powers or program-the-animations teams, so I cannot speak for them. But these are the issues as I understand them, and why I suspect so many MMOs have never gotten around to the options.

Definitely the case for fighting-type moves. But I feel like many sets would work fine for any humanoid torso model. Would a centaur's fire blast be so much harder than a humanoids? So, any non-melee wouldn't be brutal I don't think.

For melee, the hard way could be to mostly keep upper body and give an upper-only alternative to any kicking animation (in CoH, there were hand-only alternates for some Martial Arts moves). The easy way could be to just prohibit martial arts type sets for very non-humanoid bodies.

[hr]
[color=red]PR, Forum Moderator[/color]
[url=http://cityoftitans.com/forum/desvipers-creative-impulsivity]My Non-Canon Backstories[/url]
Avatar by MikeNovember

Radiac
Radiac's picture
Offline
Last seen: 4 months 4 weeks ago
kickstarter11th Anniversary Badge
Joined: 10/19/2013 - 15:12
Regardless of how easy or

Regardless of how easy or hard each animation for the centaur body might be, based on the fact that it's more or less a humanoid with a second pair of legs added to the backside, you'd still have to actually DO all of those animations, they aren't really portable from one frame to another, as I understand it. So the ones that are pretty close to human still have the be written into the code that the centaur uses, and in all cases, I think, the back legs and tail need to be doing something. It would look bad if you were just a human dragging a motionless, fake looking centaur butt around everywhere you go. Part of getting it right and making it look good means NOT taking the sort of shortcuts I think you're alluding to here, or at the very least only using them as a starting point and having to make modifications to them on a move by move, possibly frame by frame basis. So I think it's still a lot of work for the amount of payoff you get.

Also, as has been mentioned, there are a lot of other "monstrous humanoid" types from DnS that you CAN do by adding a texture onto the already-there humanoid frames.

R.S.O. of Phoenix Rising