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Please do not use Photobucket to host your images on this site. They will not appear for other users but instead will give an error image and a directive to go to:
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For these images to show up it would require us to pay a premium account fee of $399.00 USD/year or our users to set up paid accounts of $99/year for this service to view these images.
We will be removing all linked images to that site and we suggest you use https://imgur.com/ or other similar site instead.

Watch this space for important information on planned twitch streams, updates and more

We're on Instagram!

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We're now on Instagram! And to populate it, we bring you never before seen pictures of our in-development science lab and university mission maps (procedural in nature). We'll be tweeting many of the things we put there as well. And probably make the occasional 'up till now' post here for everyone who doesn't want to use either. So here's a link to our Instagram feed, and some of the pictures we're showing there.

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Community Manager

Developer's Workshop: Hair Movement

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Hair moves in real life. So of course, we expect it to move in our games. Unfortunately, that's actually quite a technical challenge. Today we're going to go over the various options available to us, the pros and cons of each, and in the end, which one we're probably going to be using and why. All of these options are native to Unreal Engine 4. Which is to say, none involve 3rd party software.

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Community Manager

Developer's Workshop: Put a Plugin it

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Today's DW, instead of a video, is about an interesting development in the Unreal 4 engine with a disproportionate impact on development.

Those who've been following us a while know that we were seeking to develop various parts of the game separately and in modular form. We went into detail on this in our update Pieces of the Game (link here). Part of it was simply due to the scattered nature of the team, part of it the sheer size of the project involved. Part was also for easier maintenance and discovery and elimination of bugs throughout the life of the game.

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Community Manager

Developer's Workshop: Looking While Running

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In a previous DW we showed animation blending in combat. Here you can see us testing animation blending while running in a blank test environment.

What to Look For: The character can dynamically turn his head to any degree in any direction possible without disrupting his running animation at all. This is live blending and will work at all times automatically. Imagine kiting with this feature.

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Community Manager

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