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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.

Discuss: Happy 4th of July!

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warcabbit
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Discuss: Happy 4th of July!

Happy 4th, everyone. Hope there's enough content in this update to keep you happy...
http://cityoftitans.com/forum/happy-4th-julyand-lot-more

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Kiyori Anoyui
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A-maze-ing update, you guys

A-maze-ing update, you guys are the best. Keep up the great work, and Happy Fourth, I also hope to spend the next 4th with you all! :D

The Carnival of Light in the Phoenix Rising
"We never lose our demons, we only learn to live above them." - The Ancient One

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I really like the update.

I really like the update. The graphics are getting gorgeous, especially the landscapes, and the animations look top-notch.

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Holy crap, y'all!

Holy crap, y'all!

I'm clearly seeing the acceleration in development in what you can actually show that you said was coming.

And I really like Hijinks! Definitely will support and look forward to that..

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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I approve this message. Great

I approve this message. Great job. 365 days and counting. /em salute

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I first saw the Facebook post

I first saw the Facebook post, so I got the video without the benefit of the additional under-the-hood information. Once I'd read that I appreciated the video a great deal more, and I continue to have a great deal of faith in MWM for their continue attention to laying a solid foundation. As they write in the update, this foundation will not only allow them to make improvements to the game, it will allow them to do so more easily.

I definitely like the concept of a hero who stops the bad guys by playing practical jokes on them. It's definitely a nice subversion of the more common Joker approach. Alas, my inner editor is doing a Jean-Luc Picard. "Pressents"?

- - - - -
Hail Beard!

Support trap clowns for CoT!

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The game's getting better

The game's getting better looking all the time. Great update.

R.S.O. of Phoenix Rising

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Nice fireworks. I would

Nice fireworks. I would ooooh and ahhhh at them, but I'm to busy trying to count all the emotes I'm seeing. Sitting! Slouching! Clapping! Gestures while talking!

And while I know that wasn't a promise, still I raise a soda in a toast: Next year, in Titan City!

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Looking good, but not

Looking good, but not obnoxiously so ;) I've always found graphics overrated...maybe I'm just poor.

I'm glad to see you're taking the slow route on the Avatar Builder: making sure all the pieces work before adding more. And it's good that there'll be more boot lengths than knee high!


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Ohhh, really nice update. So

Ohhh, really nice update. So nice to know that most basic systems are in such a ready-state that you can show off more of them, and the world at large. It's also nice to be reminded that you have thought about and worked on the foundation so that future expansions of capabilities will be as easy as you can make them.

And here's to celebrating 4th next year in-game (even though I'm not US so don't actually celebrate it).

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Nicely, nicely. Happy

Nicely, nicely. Happy holidays, and keep on keeping on...

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I'll admit I don't know

I'll admit I don't know enough about the mechanics to fully understand there is progress being made. But those who do seem excited so that's good enough for me!

blacke4dawn wrote:

And here's to celebrating 4th next year in-game (even though I'm not US so don't actually celebrate it).

Maybe CoT will give you a reason to celebrate the 4th of July. :D

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Amazing job guys! Keep up the

Amazing job guys! Keep up the good work! Every new post makes me more and more excited! :D

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Happy fourth to all you

Happy fourth to all you 'mericans out there. And nice update.

Puny Heroes.

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All I was expecting was an

All I was expecting was an outfit update...

Well, I got it. Great progress, even though I don't know the technicals, glad you explain.

RAN Ink

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"Rooftops like we bringing 88

"Rooftops like we bringing 88 back"

Nice rooftop party - lounge theme. I also like how the bot actually walked on the steps. Many games glitch at that point, usually causing hovering.
This stage looks vivid compared to completed games on the market.

RAN Ink

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Silent Sillo wrote:
Silent Sillo wrote:

"Rooftops like we bringing 88 back"
Nice rooftop party - lounge theme. I also like how the bot actually walked on the steps. Many games glitch at that point, usually causing hovering.
This stage looks vivid compared to completed games on the market.

My go-to comparison for MMO appearance quality is Neverwinter; it's solid in terms of appearance without being really graphically notable. Pretty if you turn up the settings, but still fairly light on the computer.

The video we saw here isn't up to par with what we'd see in Neverwinter, but that's mostly because the areas are fairly empty. Once there's some clutter around, I imagine it'll be easier to see the beauty of things; for instance, the suburban test neighborhood I feel looked much better than what we got here. that mostly had to do with the detail, though. At the same time, though, it'd be capable of running better on low end computers due to fewer particle effects being in the environment. That's a thing of beauty, and exactly what I want.

As to the character creator: yay! So looking forward to that. So so much.

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".

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I still think the bot is

I still think the bot is moving faster than the animation travels, but that's adjustable. Walking is tricky. Running is much easier.

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Halae wrote:
Halae wrote:

Silent Sillo wrote:
"Rooftops like we bringing 88 back"
Nice rooftop party - lounge theme. I also like how the bot actually walked on the steps. Many games glitch at that point, usually causing hovering.
This stage looks vivid compared to completed games on the market.
My go-to comparison for MMO appearance quality is Neverwinter; it's solid in terms of appearance without being really graphically notable. Pretty if you turn up the settings, but still fairly light on the computer.
The video we saw here isn't up to par with what we'd see in Neverwinter, but that's mostly because the areas are fairly empty. Once there's some clutter around, I imagine it'll be easier to see the beauty of things; for instance, the suburban test neighborhood I feel looked much better than what we got here. that mostly had to do with the detail, though. At the same time, though, it'd be capable of running better on low end computers due to fewer particle effects being in the environment. That's a thing of beauty, and exactly what I want.
As to the character creator: yay! So looking forward to that. So so much.

Never Winter had cool detail, fun gameplay. Just limited to phantasy realm and outfits though. The hero elements in COT should fit perfect with those type of graphics

RAN Ink

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So, what do you guys think of

So, what do you guys think of the proposed comic? You get a comic, and you fund MWM at the same time. Think it's a good idea?

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great update and so glad to

great update and so glad to hear of all the progress.
i think the comic is a great idea and i'll definitely be happy to support it as long as the pricing is reasonable, and so far all the various prices were spot on so i'm not worried there.
looking forward to seeing all those things mentioned in this update.
keep up the amazing work, you just made this day awesome for me.

just one quesion here:
the web comic, will there be links to it here or on the mwm site?
and if here, where exactly, unless you didn't decide that yet ;)

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We're not quite ready to

We're not quite ready to launch, but we're gonna link it all sorts of places.

Oh, did you guys get the all-hands e-mail I sent? Did you like it?

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I'll jump to throw money at

I'll jump to throw money at CoT! Webcomics aren't so much my thing :p


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Silent Sillo wrote:
Silent Sillo wrote:

"Rooftops like we bringing 88 back"
Nice rooftop party - lounge theme. I also like how the bot actually walked on the steps. Many games glitch at that point, usually causing hovering.
This stage looks vivid compared to completed games on the market.

Fairly sure that it's a design decision (or more likely lack of one) since my understanding is that stair are more commonly done as a flat angled plane, like a ramp, with a "stairs texture" underneath it. A.k.a it's built like the actual stairs are underneath a thin sheet of glass. Or at least the clipping plane is set in that way.
I think it has been done so because hardly anyone has routines to automatically step up over low "barriers", hence why one could get stuck on such small things like pebbles or even edges between otherwise flat objects.

warcabbit wrote:

So, what do you guys think of the proposed comic? You get a comic, and you fund MWM at the same time. Think it's a good idea?

Ohh yeah, almost completely forgot about that. I'm game with a comic, especially if it'll bring in funds for you. And if you do it through Patreon, as was suggested, then those who can afford to pay more can choose to do so.

warcabbit wrote:

Oh, did you guys get the all-hands e-mail I sent? Did you like it?

I haven't, though it's not unusual that I get mass-mails a day or two late. Btw, what "mailing list" did you use, this site, kick starter or some else?

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warcabbit wrote:
warcabbit wrote:

We're not quite ready to launch, but we're gonna link it all sorts of places.

Yes, once it's ready I'll be reading it. What funding model are you planning to use?

Quote:

Oh, did you guys get the all-hands e-mail I sent? Did you like it?

If you're referring to the "City of Titans, and The Mystery of the Vanishing Emails", marks 1 and 2, then, yes I got them, and if I weren't the type who checks this site daily (or more often ^_^ ), I'd find it to be very useful information. I hadn't noticed until I got them that I hadn't gotten an email for update #168, The Deadly 7.

If you're not referring to the "City of Titans, and The Mystery of the Vanishing Emails", marks 1 and 2, then, no, I have no clue where the all-hands email went. Which would be odd, since the address Kickstarter has is the same one I used to register here...

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It is indeed that mail, and

It is indeed that mail, and it was the Kickstarter list.

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warcabbit wrote:
warcabbit wrote:

We're not quite ready to launch, but we're gonna link it all sorts of places.
Oh, did you guys get the all-hands e-mail I sent? Did you like it?

No I did not get your email. I changed my email and just updated the mail here last night.

as to the update: Magnificent! Now this is an update!
Video: Looking good...but what stands out are the EMOTES! Thank you! Thank you! Thank you!
The first zone is looking sweet. But my eyes were riveted by the animations.

The costume update is a welcome site. after COH, we are all spoiled. You are doing this right!

This update gets an A+. A round of applause goes to the entire MWM team!

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On the costume note:

On the costume note:

How's the decal scaling coming: being able to rotate, translate, and scale decals across the whole body?

I know I ask this every costume mention :p


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Right now we are working on

Right now we are working on control of number and placement of textures, ie best way to be able to put one thing on one hand, another on the other arm but NOT over the glove, etc.

--------------------------

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Nice to see development

Nice to see development continues to percolate along at the foundational level. That boardwalk area reminded me a bit of parts of some old redside islands (which is not a bad thing to me -- I liked redside as well as blue). It was a bit hard to appreciate some of the detail considering the low resolution of the video. Do you folks have a higher-res version we could see?

Darth Fez wrote:

Alas, my inner editor is doing a Jean-Luc Picard. "Pressents"?

Ah, good catch, Darth. On that note, I can't help but wonder if only one female helped to preserve our freedom amongst all the males commemorated in the video at Deer Fall Park.

Liking the art style in the web comic. Good classic comic book look. Looking forward to seeing more of the game art style on the character model.

Anyway, keep up the good work MWM!

Spurn all ye kindle.

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Shadow Elusive wrote:
Shadow Elusive wrote:

Right now we are working on control of number and placement of textures, ie best way to be able to put one thing on one hand, another on the other arm but NOT over the glove, etc.

Good to hear! So it's not scrapped then :p

I suppose it could be troublesome to allow such variety of placement in a way that's user-friendly


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Great update , getting more

Great update , getting more and more excited about the game!

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And performance friendly,

And performance friendly, that's another biggie.

--------------------------

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Shadow Elusive wrote:
Shadow Elusive wrote:

Right now we are working on control of number and placement of textures, ie best way to be able to put one thing on one hand, another on the other arm but NOT over the glove, etc.

Whatever the case might be, Seams are needed. The Devs probably need to figure out a way to UV Map the parts, so it looks seamless. :p

I wonder, do the Devs use layers for the avatar?
Anything at the skin level, gets to be level Zero.

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Great Update! Here's to

Great Update! Here's to celebrating the 4th in the City next year. Also I did not get the All Hands email.

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Izzy wrote:
Izzy wrote:

Shadow Elusive wrote:
Right now we are working on control of number and placement of textures, ie best way to be able to put one thing on one hand, another on the other arm but NOT over the glove, etc.
Whatever the case might be, Seams are needed. The Devs probably need to figure out a way to UV Map the parts, so it looks seamless. :p
I wonder, do the Devs use layers for the avatar?
Anything at the skin level, gets to be level Zero.

Anything skin-level is just a tattoo though, which would still be great!


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Cyclops wrote:
Cyclops wrote:

warcabbit wrote:
We're not quite ready to launch, but we're gonna link it all sorts of places.
Oh, did you guys get the all-hands e-mail I sent? Did you like it?
No I did not get your email. I changed my email and just updated the mail here last night.

Everyone go to Kickstarter, log in, and update your email there.

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warcabbit wrote:
warcabbit wrote:

So, what do you guys think of the proposed comic? You get a comic, and you fund MWM at the same time. Think it's a good idea?

Great idea and concept. It will definitely help with designing the landscape. Overall a fun read.
I was in a supergroup that made their own sub-comic on their forum. They would use screenshots from COH gameplay. So, to see you with original work is interesting.

I can see it going much further. I want to talk to the team more about the comic. Contact me here

I didn't get you're email, i don't think you had it. Feel free to update me there

Cheers!

RAN Ink

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We can't update your email on

We can't update your email on kickstarter.com, only you can.

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Dang it! I hate that I

Dang it! I hate that I missed the dag-blasted Kickstarter.

I want to get a super-secret Kickstarter email D:

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Nothing that secret. "Hey,

Nothing that secret. "Hey, Backers. Kickstarter's not sending updates to everyone. Go check our kickstarter, our web page, our youtube, our twitter, and wait for the 4th, we have something special for that."

If you're watching the forum, you get it all anyhow.

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Ok, feel better :P. Was

Ok, feel better :P. Was mostly whining to be silly anyway.

Though I am glad I have a chance to help out with the web comic. Actually have a little cash on hand these days, so good timing.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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All I can say is when we go

All I can say is when we go live with it, promote the heck out of it. The more people that sign up, the more pages we can deliver.

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Word.

Word.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Inquiry.

Inquiry.

That lighthouse you showed.

I looked at that structural design and the first thing that came to mind was that it would be really cool if the light beams from the rotating lamp inside the structure could illuminate the "arms" of the lighthouse on either side as they sweep around ... and ... if those portions of the "arms" of the lighthouse were covered in a highly reflective material. Angle the "arms" in such a way as to make them SHINE with the illumination from the rotating lamp and you could get a very distinctive and nifty looking (secondary?) strobe effect of light on those structural elements.

I'm thinking that something relatively simple light this (reflected light) would be somewhat trivial to do with UE4, but you have to build for it if you want to do it.

Just an opportunity that probably shouldn't get passed over.


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Redlynne wrote:
Redlynne wrote:

Inquiry.
That lighthouse you showed.
I looked at that structural design and the first thing that came to mind was that it would be really cool if the light beams from the rotating lamp inside the structure could illuminate the "arms" of the lighthouse on either side as they sweep around ... and ... if those portions of the "arms" of the lighthouse were covered in a highly reflective material. Angle the "arms" in such a way as to make them SHINE with the illumination from the rotating lamp and you could get a very distinctive and nifty looking (secondary?) strobe effect of light on those structural elements.
I'm thinking that something relatively simple light this (reflected light) would be somewhat trivial to do with UE4, but you have to build for it if you want to do it.
Just an opportunity that probably shouldn't get passed over.

Yep, i was pondering that too, but decided to skipped to comment, because i'd wind up drawing it. :]

DANG IT.

ex: more like this...

So even the reflective portions looks as if its a Wing section, if they go the layers route. ;)

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Could also do fiber-optics

Could also do fiber-optics throughout the wing, to transfer the light hitting the side and/or bent front across the whole wing. Or even along the rim.


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Assuming the light rotates,

Assuming the light rotates, it would always hit the one wing and not the other (from whatever POV you want to use).

R.S.O. of Phoenix Rising

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the texture on the lighthouse

The texture on the lighthouse appeared to be a brick and that texture appeared to be over every inch of the house. I figured that the wings at least would be metal. But based on the above having the wings made of glass or act as a reflector would be really cool. Radiac had a good start, but having the wings angled and shaped to reflect or diffuse the light through their entire surface area would be quite spectacular from out to sea. You would of course need to have a dual beam light inside to have both wings light up simultaneously. I have some other ideas about the illumination of the lighthouse but it may depend on the light houses history. One thing that did disappoint me was that the lighthouse is basically a lighthouse with giant wings painted yellow, it's a bit too utilitarian. You gave it the wings, go full Art Deco with it. Make the light coopula a phoenix head, give the lower tower a bit of form and detail (ideally clad in polished metal) so that it looks like the body of the phoenix. Combined with the reflecting wings the lighthouse would truly be a sight, a destination, a wonder of the eastern seaboard.

Second note. The windows on the side of the buildings didn't line up with the windows on the front of the building. They were about half a floor off. If only a single window were like that I could see that being the stairwell but it was the entire level of windows. /alpha tester

I did like the video and the comic looks like it will be fun. I'm not super thrilled with having to sign up for another site and hand over CC information. I think patreon is a recurring payment too. which is great for the artists and I've been pushing my art major sister to set up there (but she's stubborn) but not ideal for patrons. Maybe that's just my bills speaking. I've been unlucky lately.

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Let's just say the wings aren

Let's just say the wings aren't cosmetic, and they're not done.

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I like what I am seeing in

I like what I am seeing in regards to customization and architecture (also the first zone looks nice). And I do also like the idea of a comic.....

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desviper wrote:
desviper wrote:

Could also do fiber-optics throughout the wing, to transfer the light hitting the side and/or bent front across the whole wing. Or even along the rim.

Ehh ... I suppose you could, in terms of "build it in the computer" ... but Lore-wise, I'd have a hard time justifying such a thing. First of all, fiber-optics didn't really become a "cheap" technology until the 90s, so such a feature really wouldn't "make sense" unless the lighthouse got (historically) refurbished some time after 2000, which for a building is really narrow time frame for installing such a feature, and even then it would be a retrofit.

Now, in terms of razz-matazz, I'll readily admit that installing "light pipes" into the edge of the wing pointing at the building and then "routing" that light to show up as "stars" that light up in the darkened (because the beam of light doesn't illuminate everything) portions of the wing, that would be VISUALLY impressive! Totally a retro art-deco effort though.


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Redlynne wrote:
Redlynne wrote:

desviper wrote:
Could also do fiber-optics throughout the wing, to transfer the light hitting the side and/or bent front across the whole wing. Or even along the rim.
Ehh ... I suppose you could, in terms of "build it in the computer" ... but Lore-wise, I'd have a hard time justifying such a thing. First of all, fiber-optics didn't really become a "cheap" technology until the 90s, so such a feature really wouldn't "make sense" unless the lighthouse got (historically) refurbished some time after 2000, which for a building is really narrow time frame for installing such a feature, and even then it would be a retrofit.
Now, in terms of razz-matazz, I'll readily admit that installing "light pipes" into the edge of the wing pointing at the building and then "routing" that light to show up as "stars" that light up in the darkened (because the beam of light doesn't illuminate everything) portions of the wing, that would be VISUALLY impressive! Totally a retro art-deco effort though.

Didn't a huge hurricane hit Titan City in 1998? I'd think that'd be a good enough event to justify a refurb.


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Yes, a nasty supervillain

Yes, a nasty supervillain controlled the hurricane and directed it at Titan City which devastated it pretty much. This gave rise to the Atlas 33, a ragtag team of heroes and villains fighting until the end. This is also the incident that killed American Star I think.

Before that hurricane incident Titan City's worst issue in the 90s was a bunch of violent vigilantes showing up

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I wonder what kind of shore

I wonder what kind of shore defenses a super-city might build against hurricanes, and where they would put them.

You know, from one perspective, that lighthouse looks like a giant tuning fork. Or antenna. Or... well.

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Now you've gone and let the

Now you've gone and let the rabbit out of the hat. You spoiler you.

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Most people never realized

Most people never realized that the reason superspeed had a bright aura around your feet was to provide a visual interruption so it wasn't obvious that they were "moonwalking". Sleight of... foot? can cover a great many sins. One of the really nice things about UE4, though, is that you can control the speed of animations, in multiple ways, and making them sync up to how far the feet have moved is actually pretty easy for the simple cases. Still not easy for stuff like climbing stairs, but that's where the engine's and and foot IK anchors come into play. Which means that the animators can focus on getting the overall movement right and not "how can I cope if the ground shifts from flat to a slope without tilting the character early or putting the foot through the ground?" Which I suspect everyone can agree is a better use of time. :)


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More like the tip of an ear.

More like the tip of an ear. Of *one* rabbit.

I strongly suspect that there will end up being little, if *anything*, on the maps that is A) not glaringly generic (row housing, etc) and B) not in some fashion related to story. In fact, some of the seemingly-generic stuff probably won't be as generic as it is made to look. After all, if your base of operations screams "here I am!" then you're inviting trouble of a certain sort. Not *everyone* operates that way. :)

[ Disclaimer: this is absolutely and purely personal opinion, and may bear no resemblance whatsoever to the true internal state of MWM/CoT at this point... but it would be consistent with "things continued roughly the way they had been going." ]


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blacke4dawn wrote:
blacke4dawn wrote:

Silent Sillo wrote:
"Rooftops like we bringing 88 back"
Nice rooftop party - lounge theme. I also like how the bot actually walked on the steps. Many games glitch at that point, usually causing hovering.
This stage looks vivid compared to completed games on the market.
Fairly sure that it's a design decision (or more likely lack of one) since my understanding is that stair are more commonly done as a flat angled plane, like a ramp, with a "stairs texture" underneath it. A.k.a it's built like the actual stairs are underneath a thin sheet of glass. Or at least the clipping plane is set in that way.
I think it has been done so because hardly anyone has routines to automatically step up over low "barriers", hence why one could get stuck on such small things like pebbles or even edges between otherwise flat objects.

And thus it was that stone tanks most powerful adversary was born: the six inch curb.

One of the great things about the advance of technology is that folks find new and creative techniques to do things... and that includes programmers. Such as those at Epic, who -- in either their wisdom, their frustration at the limitations or earlier engines, the bidding of product management, or more than one of the above -- caused UE4 to join the class of "hardly anyone" (and that is not necessarily an inaccurate assessment, even now) that supports stepping up and down onto, well... pretty much anything that is set with the flag that says "you can stand on this". Including height limits that can vary based on a number of factors. It partially ties into the fact that they allow "blending" of animation-driven motion and physics / IK-driven motion; as long as the animation has the foot somewhere remotely reasonable for "stepping up", the engine can fine-tune it to actually line up to the "physical surface" involved. And it also handles some amazing sorts of conditional blending of animations, making it a lot easier to get the foot into that "remotely reasonable" spot in the first place.

Best part? If you can run UE4 at all, you can pretty much run that part of the engine at full speed. It is actually fairly cheap, certainly compared to things like hit detection or particle systems of any non-trivial complexity. Most of the cost is in making sure that the animation rigging is set up to handle it cleanly, and that is generally a "once per skeleton" cost. Large, but paid mostly "up front".


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warcabbit wrote:
warcabbit wrote:

You know, from one perspective, that lighthouse looks like a giant tuning fork. Or antenna. Or... well.

From MY perspective, it looks kinda squat. More like a fortress-tower than a Lighthouse tower.

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DeathSheepFromHell wrote:
DeathSheepFromHell wrote:

One of the great things about the advance of technology is that folks find new and creative techniques to do things... and that includes programmers. Such as those at Epic, who -- in either their wisdom, their frustration at the limitations or earlier engines, the bidding of product management, or more than one of the above -- caused UE4 to join the class of "hardly anyone" (and that is not necessarily an inaccurate assessment, even now) that supports stepping up and down onto, well... pretty much anything that is set with the flag that says "you can stand on this". Including height limits that can vary based on a number of factors. It partially ties into the fact that they allow "blending" of animation-driven motion and physics / IK-driven motion; as long as the animation has the foot somewhere remotely reasonable for "stepping up", the engine can fine-tune it to actually line up to the "physical surface" involved. And it also handles some amazing sorts of conditional blending of animations, making it a lot easier to get the foot into that "remotely reasonable" spot in the first place.

Ohh, this sounds really promising. So I take it that you won't have to actively "smooth out" vertical surfaces so we won't catch on edges between pieces of it?

This though leads me to take it to the next step and wonder how easy it would be to get EQ Next level of parkour into the game as a base part of movement. Mainly the part of automatically "jumping" over chest height obstacles (49 sec mark).