Welcome to 'What you know about”, an experimental new series of Lore posts intended to deliver straightforward and spoiler-free information on various Factions, NPCs and Locations in Titan City. This is in response to various feedback we've been getting recently on what you'd like to see, so please be sure to let us know if this is the right idea, and if not, why.
Our first feature is on the organization known as CAP, created by Staff Writer Olantern.
We know all of you are sitting waiting to see something shiny and new from the MWM team. Well, prepare to be disappointed, because this update does, indeed contain nothing new at all. Instead of new, what we are about to do is show you what we already have before. No new systems, no new technology, just things we have shown all of you before today.
This is a continuation of a series of Lore posts containing both an overarching story and many glimpses of planned in-game factions, zones, and NPCs. The previous installments can be found under Tales from the Underworld (the parts from a villain's point of view) and Tales of the TCPD (the parts from the police point of view) title headings.
Howdy, folks. This is your ever-lovin’ Warcabbit coming at you a little early this week, with a really short note.
Why? Because there’s some stuff you don’t want to miss. First, tomorrow, the 28th, MassivelyOP are going to run a little editorial I wrote about making your own fun when you play a game. One of our staff at Missing Worlds Media backed their kickstarter out of their own, personal, day-job money, and gave me the editorial to write.
For Release, 1/4/2015, Missing Worlds Media, Inc announces immediate handover of their forthcoming MMORPG, titled “City of Titans” to the creative mind of Richard Gariott and the fine folks at Portalarium. Missing Worlds Media Founder David MacKay, giving a brief statement to the media from an undisclosed Caribbean location, was reported to be "extremely pleased" with the severance package given to each surviving founder of Missing Worlds Media.
When we made our current test map, one of the first things we noticed was that while it looked good, its performance was far below what we were expecting. Even on our high end machines, it could have the frames per second drop in to the single digits. Not something acceptable, so we went over it with a fine toothed comb to identify, isolate, and repair the problem.
Greetings from the Art team! Today's Art comes from pretty much everybody and we think you're gonna like it. The 3D department has come forward to show off our our first test-hood map where our models are placed, studied, developed and improved for the next version. Models and textures for buildings and roads and stoplights and all sorts of things come here to be worked on. Because everything looks better in context.