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Update: City of Titans to use Unreal Engine 4!

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Illusionss
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No, that's why I took care to

No, that's why I took care to post a disclaimer that I didn't want the whole game looking like that. That's not appropriate for a game with as diverse of a player-base as we have.

I have to say that having viewed these Unreal demo videos, including the one posted on Facebook, that I just have no idea what.... this is going to make CoX look like something the Flintstones would have played. I can hardly imagine. But I am having fun trying! The devs threw us a nice juicy bone with this news, there's a lot to chew over with this announcement. I almost want to cry tears of joy.

[Link for those who don't FB: http://www.mmoculture.com/2014/03/city-of-titans-superhero-online-game-powered-by-unreal-engine-4/ ]

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There's some fairly spiffy

There's some fairly spiffy [url=https://robertsspaceindustries.com/comm-link/transmission/12967-Evolving-Terra]concept art[/url] of a city from another game. That right there is some fairly serious city.

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Illusionss wrote:
Illusionss wrote:

Lothic wrote:
As far as the "cruel world outside these forums" go I think it would be a desperate mistake to overload CoT with too many "modern bells and whistles" in an attempt to make it appeal to everybody playing bleeding-edge MMOs in 2014-5. CoH needs to be a "spiritual successor" to CoH, not some kind of silver bullet that'll kill WoW, TERA, Wildstar or any other game you can mention. It needs to be successful enough to meet its goals, and no bigger.
When I hear people say "MWM needs to make profit at any cost above and beyond any other concern" it truly scares me.

I don't think anyone has said that this game needs to be "some kind of silver bullet that kills WoW, TERA, Wildstar or any other game." this is not a realistic goal. I frankly do not give a damn about those games. I want a game that we will like and if other people like it - well that's great.
But to say "it needs to be successful enough to meet its goals, but no bigger" seems to me to deny the developers the fruits of success. These people went out of their way, they took time out of their busy lives to make us a game to take the place of what we lost. It seems churlish to say, "I don't want them to be too successful." No. I want this endeavor to be worth their while. They deserve the rewards of success.
I have not seen anyone say "profit at any cost." We are their most important consumers, but they deserve to be rewarded for their hard work. The developers for CoX certainly got paid for THIER work, and no one was horrified by that.
If this game makes it to launch, this will be an industry first - correct me if I am wrong. This endeavor is important stuff. This could change the industry. And I say, SPEED THE PLOW. It needs changing.

As Cinnder mentioned there have been other people in these forums who seem to think MWM's only reason for becoming a game company in the first place was to make as much profit as quickly as possible. For them CoT is somehow simply a useful tool for MWM to amass wealth instead of it being entire point for MWM's existence.

I have absolutely no desire to "deny the developers the fruits of success". I have said at least four or five times throughout various posts in these forums that [color=green]I wish MWM every success in the world and I hope they make a gazillion dollars in profits[/color]. But let's not lose sight of the REAL goal to all this: a well maintained game that stays live and thriving on its servers for as long as possible: that's the cake. If they can do that and ALSO make a huge profit while doing it then that'd be wonderful icing on the cake. Let me be clear in saying earning that huge profit should be goal NUMBER 2 for them, not goal NUMBER 1.

If for any reason MWM loses sight of their primary purpose and simply becomes a money-grab that fizzles six months after launch because they only concentrated on taking our money instead of making a long-lasting game then they'll deserve their well earned failure. If they decide being a "BIG" game company is more important to them than being a "GOOD" game company then the dream is lost. This is why I said (in effect) they should concentrate on meeting the goal of making a good game instead of fostering a profitable business. If it's a good game then the long term profits will follow eventually.

CoH player from April 25, 2004 to November 30, 2012
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Honestly? Besides the

Honestly? Besides the Overlord pictures I showed, if the graphical style was effectively the same as in DCUO I'd be VERY HAPPY. I still think it's the best looking any superhero MMO has ever been, even though the chat restrictions and lack of customization (in all regards) ruin the rest of it.

[B]Revenge is motivation enough. At least it's honest...[/B]

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Very exciting. And oddly, I'm

Very exciting. And oddly, I'm most looking forward to seeing what we might get out of water effects. Wading across the bays in CoH was always a disappointment.

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Lothic wrote:
Lothic wrote:

If for any reason MWM loses sight of their primary purpose and simply becomes a money-grab that fizzles six months after launch because they only concentrated on taking our money instead of making a long-lasting game then they'll deserve their well earned failure. If they decide being a "BIG" game company is more important to them than being a "GOOD" game company then the dream is lost. This is why I said (in effect) they should concentrate on meeting the goal of making a good game instead of fostering a profitable business. If it's a good game then the long term profits will follow eventually.

This to me sums up my hopes on how the company is going forward. I hope they make a lot of money. I also hope (and strongly believe) they'll keep a very strong focus on delivering a good game over a cash grab - and on keeping the game's original promise of a spiritual successor (and evolution) of City of Heroes (VIllains) - and a worthy new entry into the super hero genre of MMO's.

But so far, I haven't seen anything from the people developing the game to give me any worries that at all.

Longtime City of Heroes player, longtime writer. :) Working in Nebraska.
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Thought I'd something too!

Thought I'd show something too! http://m.youtube.com/watch?v=5WjwBPuL27I
I really hope the devs add alot of particle effects.

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Believe me, we drool over

Believe me, we drool over particles like those.

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VDG wrote:
VDG wrote:

Believe me, we drool over particles like those.

So you're saying you're combining water effects with particle effects? :-)

Spurn all ye kindle.

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Cinnder wrote:
Cinnder wrote:

VDG wrote:
Believe me, we drool over particles like those.

So you're saying you're combining water effects with particle effects? :-)

Particle Man, Particle Man
doin' the things a particle can
What's he like? It's not important
Particle Man
Is he a dot, or is he a speck?
When he's underwater does he get wet,
or does the water get him instead?
Nobody knows.
Particle Man

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+1 to Radiac for TMBG!

+1 to Radiac for TMBG!

But can the UE4 handle Universe Man's graphics?

Foradain, Mage of Phoenix Rising.
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Graphics perhaps.... but the

Graphics perhaps.... but the power balance way out he would be so NERFed by the first patch. And who want's a Nerf universe man?

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I think Triangle Man would

I think Triangle Man would get nerfed also. He wins every fight he gets into.

Spurn all ye kindle.

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As i read the article from

As i read the article from Rae & Warcabbit on this big joyful news, i wonder...
On the kickstarter it says that "950 000$, Tails ! we'll add several accessory tails" but Warcabbit said on his news "Animated tails are just the beginning. […]Thanks to Epic and Unreal Engine 4, we can do it all. And we can do it faster and better"

I want to ask : do, some levels of the kickstarter, be done before than what you plan and do the other will be done earlier ? :)

NB : sorry i'm not understandable ^^

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tinyspit wrote:
tinyspit wrote:

As i read the article from Rae & Warcabbit on this big joyful news, i wonder...
On the kickstarter it says that "950 000$, Tails ! we'll add several accessory tails" but Warcabbit said on his news "Animated tails are just the beginning. […]Thanks to Epic and Unreal Engine 4, we can do it all. And we can do it faster and better"
I want to ask : do, some levels of the kickstarter, be done before than what you plan and do the other will be done earlier ? :)
NB : sorry i'm not understandable ^^

It's pretty hard for any software development team to know (with 100% exact certainty) which features will or won't exist in a huge software application (i.e. MMO game) several years in advance. Basically I would never hold them to the exact listing of features that were given in the Kickstarter, especially for minor details like specific costume items.

Now it's probably fairly certain that we'll have a good, functional game in general. But whether that means it'll come with specific numbers or types of "animated tails" I'm sure there's no exact idea yet. Obviously getting to use the Unreal Engine 4 is great news for us so maybe that'll mean many of the things that were "unreached stretch goals" in the Kickstarter will be doable for launch. But then again maybe not - there's no real guarantee until we see what happens.

CoH player from April 25, 2004 to November 30, 2012
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Sailboat wrote:
Sailboat wrote:

Question, although this may be too specific for this thread: will the Unreal Engine 4 permit true looping flight (pitch control through 360 degrees) and banking (roll control while turning)? See this topic: http://cityoftitans.com/forum/flight-controls-i-have-always-wanted#comment-48061

There is actually nothing in most game engines that prevents it. So far I haven't seen *anything* in UE4 that prevents it, at a technical level. And certainly an option for "advanced flight controls" (pitch/yaw/roll rather than point-and-fly) is on my personal wishlist. At the *very* least, I can think of pretty much zero reason we shouldn't be able to at least provide the necessary binding points so that you could hook it up yourself, even if for some strange reason it proves to be impractical in the core UI stuff -- doing that is literally a couple lines of code.

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DeathSheepFromHell
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Lothic wrote:
Lothic wrote:

tinyspit wrote:
As i read the article from Rae & Warcabbit on this big joyful news, i wonder...
On the kickstarter it says that "950 000$, Tails ! we'll add several accessory tails" but Warcabbit said on his news "Animated tails are just the beginning. […]Thanks to Epic and Unreal Engine 4, we can do it all. And we can do it faster and better"
I want to ask : do, some levels of the kickstarter, be done before than what you plan and do the other will be done earlier ? :)
NB : sorry i'm not understandable ^^

It's pretty hard for any software development team to know (with 100% exact certainty) which features will or won't exist in a huge software application (i.e. MMO game) several years in advance. Basically I would never hold them to the exact listing of features that were given in the Kickstarter, especially for minor details like specific costume items.
Now it's probably fairly certain that we'll have a good, functional game in general. But whether that means it'll come with specific numbers or types of "animated tails" I'm sure there's no exact idea yet. Obviously getting to use the Unreal Engine 4 is great news for us so maybe that'll mean many of the things that were "unreached stretch goals" in the Kickstarter will be doable for launch. But then again maybe not - there's no real guarantee until we see what happens.

This is basically the situation, yes.

Stuff on the KickStarter stretch goals list is a hard obligation; we *have* to meet those promises. That doesn't mean that you'll see things only appear "in order", especially things where we might need to do early prototyping in order to ensure that they behave right for things like physics... but those prototypes may or may not advance a lot beyond that point until we've gotten further on the actual obligations.

Case in point: a very basic tail of some sort is *likely* to show up relatively early, although it may or may not actually be listed in the Avatar Builder at that point -- not because we want to tease you, but because "basic" may well mean "just enough animation to make sure it interacts right with capes and long coats and such" rather than "animation we are comfortable calling good enough to 'publish'". Or it might turn out that we can do one or two of good quality but not the number that would have been guaranteed as available by hitting the $950k mark, in the early releases.

UE4 mostly makes things easier, but not all of those things are "created equal", either in terms of the original complexity or in terms of how much easier they get. It also may incur a few spots where we have to re-order our original plans because, say, during some given month Epic is in the middle of ripping out and replacing an entire subsystem with something far better, but that month happened to be when we were planning on doing thing X that needs that system to be functioning and stable. In fact, this has already happened at least once, and we've only been working on it for a handful of months now. That said, Epic is pretty good about not leaving stuff "up in the air" like that for very long, and about giving at least a short "road ahead" view so we know what to watch out for.

I'm also quite certain there will be some (good!) surprises we don't announce ahead of time. Either deliberately, or because someone has an inspiration and it ends up being a surprise to us as well. :)

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DeathSheepFromHell wrote:
DeathSheepFromHell wrote:

Lothic wrote:
tinyspit wrote:
As i read the article from Rae & Warcabbit on this big joyful news, i wonder...
On the kickstarter it says that "950 000$, Tails ! we'll add several accessory tails" but Warcabbit said on his news "Animated tails are just the beginning. […]Thanks to Epic and Unreal Engine 4, we can do it all. And we can do it faster and better"
I want to ask : do, some levels of the kickstarter, be done before than what you plan and do the other will be done earlier ? :)
NB : sorry i'm not understandable ^^

It's pretty hard for any software development team to know (with 100% exact certainty) which features will or won't exist in a huge software application (i.e. MMO game) several years in advance. Basically I would never hold them to the exact listing of features that were given in the Kickstarter, especially for minor details like specific costume items.
Now it's probably fairly certain that we'll have a good, functional game in general. But whether that means it'll come with specific numbers or types of "animated tails" I'm sure there's no exact idea yet. Obviously getting to use the Unreal Engine 4 is great news for us so maybe that'll mean many of the things that were "unreached stretch goals" in the Kickstarter will be doable for launch. But then again maybe not - there's no real guarantee until we see what happens.

This is basically the situation, yes.
Stuff on the KickStarter stretch goals list is a hard obligation; we *have* to meet those promises. That doesn't mean that you'll see things only appear "in order", especially things where we might need to do early prototyping in order to ensure that they behave right for things like physics... but those prototypes may or may not advance a lot beyond that point until we've gotten further on the actual obligations.
Case in point: a very basic tail of some sort is *likely* to show up relatively early, although it may or may not actually be listed in the Avatar Builder at that point -- not because we want to tease you, but because "basic" may well mean "just enough animation to make sure it interacts right with capes and long coats and such" rather than "animation we are comfortable calling good enough to 'publish'". Or it might turn out that we can do one or two of good quality but not the number that would have been guaranteed as available by hitting the $950k mark, in the early releases.
UE4 mostly makes things easier, but not all of those things are "created equal", either in terms of the original complexity or in terms of how much easier they get. It also may incur a few spots where we have to re-order our original plans because, say, during some given month Epic is in the middle of ripping out and replacing an entire subsystem with something far better, but that month happened to be when we were planning on doing thing X that needs that system to be functioning and stable. In fact, this has already happened at least once, and we've only been working on it for a handful of months now. That said, Epic is pretty good about not leaving stuff "up in the air" like that for very long, and about giving at least a short "road ahead" view so we know what to watch out for.
I'm also quite certain there will be some (good!) surprises we don't announce ahead of time. Either deliberately, or because someone has an inspiration and it ends up being a surprise to us as well. :)

This is tangential to the thread but I'm going to use what you've been talking about, DeathSheep, as an excuse to mention one of the things that I always thought was genius about Paragon Studios--their "Scottie approach."

Did you ever see that Star Trek Next Generation episode where they found Scottie "frozen" in a teleporter in an old ship and brought him back? He gave Geordi lesson on "how to make them think you're a miracle worker", where he asked Geordi how long a certain repair would take, and then, with a conspiratorial smile and glint in his eye, asked Geordi "now... how long did you TELL them it would take?"

Scottie was always all like "We're na goin ta mek it Captain!" or "Two hours, that's impossible!", and then he'd do it, making him a miracle worker and everyone's hero.

I remember many instances of getting things earlier than we were told by surprise and a few times when things we were categorically told not to hold our breaths for were announced unexpectedly in an upcoming issue (like, for example, the pool power customization that we were about to get--that's hard to say without a sob, I wanted that SOOOOO bad.)

I am a small business owner and I have taken to using this tactic in my business, and it works like a charm. You set people's expectations to the worst case scenario, and then anything you do above and beyond that makes you a frikkin god! AND, from experience, the people who pass you by for those who promise them the moon will often become dissapointed with the moon-promisers constant over promising and under delivering and come back to you.

The reason I'm mentioning this is I recently read the GREAT advice that Matt "Positron" Miller gave you guys (http://www.fanboysanonymous.com/2013/10/missing-worlds-media-launches-city-of.html#.Uz1rt_ldVIp)--and'HE'S a hero who helped save CoH from the original path it was on as far as I'm concerned--and it made me remember Paragon Studio's Scottie approach to constantly wowing people and how effective it was.

Back to the forum topic--I've been doing some research about game engines just out of curiosity, and it has made me even MORE exited that we're going with Unreal 4!

All other comparisons aside--and it stands up just fine to the other engines out there--the ease of use to allow non-programmers some access and to allow programmers to work faster and easier makes CoT just seem all that much more doable. AND it's broad system-playability will fit in with our not-necessarily-gamer-rigged-out playerbase.

I am a patient person in general, but, man, I just can't wait. I'm losin it! WAIT A YEAR, THAT'S IMPOSSIBLE! I'M NOT GOIN TA MEK IT, CAPTAIN!

But, no, seriously, I'll make it. Just hurry :P.

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

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So during my normal boredom

So during my normal boredom during some work downtime I went trolling through press coverage of City of Titans and found some comments back during the kickstarter that the debs planned to write their own networking backend to fit the unreal 3 engine...regardless if that was true or false, I'm curious what sort of networking support the UE4 has. Can any light be shed on that yet or are the debs still NDA on the matter?

[i]“The story so far: In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.” -Douglas Adams[/i]

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summer-heat wrote:
summer-heat wrote:

... I'm curious what sort of networking support the UE4 has. Can any light be shed ...

Don't quote me, but I think they are going with the UE4's default Networking system. I imagine they will wrap a majority of it with their own classes and its all in C++. I stopped learning how to use UDK as i was peeved with having to Quit the IDE every time i made a tiny change in the UnrealScripts and launch it each time. Now im using Unity3D, which isnt perfect, but at least i dont have to quit the IDE for any code change. :) I hear the UE4 IDE made some improvements in that regard, but requires you restart the IDE for certain code changes still. :P

If you're the type to follow a Spec from start to finish then you wont get bogged down by the production flow of UDK. But i dont like being so rigid. I like to add a feature and playtest and modify parameters on the fly to see how they change the gameplay... so Unity3D is more suitable for me in that regard.

At one point early on, i was going to suggest CoT use Unity3D, as it would make porting things like the Avatar Builder (for mobile, Linux, etc..) much faster, but i didnt like the Shaders that Unity used. Its too late now, and Unity version 5 hasnt come out yet, which could have solved the Shaders problem.. (as well as true asset streaming) and would have allowed me to recommend it as the ideal 3D Engine for us. :/ But timing is everything. Ehhh. :/

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It's hardly a complete answer

It's hardly a complete answer, but there is a quote from The Beard:

Doctor Tyche wrote:

If you'd recall in our update on the server technology, we said we were using Unreal's inherent server as our foundation. Those who think about it would realize that the server for Unreal is the client, running in a special headless mode.

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Support [url=http://cityoftitans.com/comment/52149#comment-52149]trap clowns[/url] for CoT!

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Izzy wrote:
Izzy wrote:

summer-heat wrote:
... I'm curious what sort of networking support the UE4 has. Can any light be shed ...
Don't quote me, but I think they are going with the UE4's default Networking system. I imagine they will wrap a majority of it with their own classes and its all in C++. I stopped learning how to use UDK as i was peeved with having to Quit the IDE every time i made a tiny change in the UnrealScripts and launch it each time. Now im using Unity3D, which isnt perfect, but at least i dont have to quit the IDE for any code change. :) I hear the UE4 IDE made some improvements in that regard, but requires you restart the IDE for certain code changes still. :P
If you're the type to follow a Spec from start to finish then you wont get bogged down by the production flow of UDK. But i dont like being so rigid. I like to add a feature and playtest and modify parameters on the fly to see how they change the gameplay... so Unity3D is more suitable for me in that regard.
At one point early on, i was going to suggest CoT use Unity3D, as it would make porting things like the Avatar Builder (for mobile, Linux, etc..) much faster, but i didnt like the Shaders that Unity used. Its too late now, and Unity version 5 hasnt come out yet, which could have solved the Shaders problem.. (as well as true asset streaming) and would have allowed me to recommend it as the ideal 3D Engine for us. :/ But timing is everything. Ehhh. :/

We tested Unity.

It managed to completely blow up with our test character model, failing to manage even simple vertex morphing. Looked like a porcupine.

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Doctor Tyche wrote:
Doctor Tyche wrote:

We tested Unity.
It managed to completely blow up with our test character model, failing to manage even simple vertex morphing. Looked like a porcupine.

Oh gosh.. I cant argue with that. ;D
Its happened to me too with models exported from Blender... but that was my fault. I didnt follow the right procedure to create and export the FBX for Unity. ;)

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Izzy wrote:
Izzy wrote:

Doctor Tyche wrote:
We tested Unity.
It managed to completely blow up with our test character model, failing to manage even simple vertex morphing. Looked like a porcupine.

Oh gosh.. I cant argue with that. ;D
Its happened to me too with models exported from Blender... but that was my fault. I didnt follow the right procedure to create and export the FBX for Unity. ;)

Our model was made in Maya, so not that issue. Unity just cannot handle the level we need for the model.

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Morphing in Unity was broken.

Morphing in Unity was broken. Only recently did they actually fix it. :P

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Izzy wrote:
Izzy wrote:

Morphing in Unity was broken. Only recently did they actually fix it. :P

I've seen the fix, it still could not handle the level we're doing.

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Doctor Tyche wrote:
Doctor Tyche wrote:

I've seen the fix, it still could not handle the level we're doing.

hehe... might i ask, what level are you trying to achieve? Not that i've ever used Maya btw. Just wondering. :)

edit: exporting to FBX 2010 or 2011 seems like the recommendation by others. link: http://forum.unity3d.com/threads/210412-Using-Blend-Shapes-in-4-3/page3
(dont know why, but from the discussions it seems the Maya FBX exporter has a few bugs probably?!?)

What about Houdini? Did the same thing happen? Err.. im not even sure Houdini can do Blend Shapes. :/
(googled it.. [url=http://www.sidefx.com/docs/houdini13.0/nodes/sop/blendshapes]Houdini can do it[/url])

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Izzy wrote:
Izzy wrote:

Doctor Tyche wrote:
I've seen the fix, it still could not handle the level we're doing.

hehe... might i ask, what level are you trying to achieve? Not that i've ever used Maya btw. Just wondering. :)
What about Houdini? Did the same thing happen? Err.. im not even sure Houdini can do Blend Shapes. :/
(googled it.. Houdini can do it)

Houdini is an incredible tool.

And you'll find out what we are aiming for soon enough.

Technical Director

Read enough Facebook and you have to make Sanity Checks. I guess FB is the Great Old One of the interent these days... - Beamrider

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Doctor Tyche wrote:
Doctor Tyche wrote:

It managed to completely blow up with our test character model, failing to manage even simple vertex morphing. Looked like a porcupine.

You sure you weren't playing your Captain Porcupine character, or his sidekick, the Hedgehog Kid? Just checking.

Spurn all ye kindle.

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Maya is an incredible program

Maya is an incredible program....I took a beginner course in Maya way back in 2006....I sucked at it.
I'm actually glad to hear you are using maya for character models....

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Here is a video of some folks

[url=http://www.youtube.com/watch?v=z8Nlz7XonCs]Here is a video[/url] of some folks from Epic talking about the new Unreal Tournament and showing off a level they built in Unreal Engine 4.

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Support [url=http://cityoftitans.com/comment/52149#comment-52149]trap clowns[/url] for CoT!

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Looks awesome. If CoT ends up

Looks awesome. If CoT ends up looking as detailed and realistic as that, it will look a quantum leap better than CoX did.

R.S.O. of Phoenix Rising

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Some more cool stuff from UE4

Some more cool stuff from UE4. This is the custom gravity plugin.

[youtube]oLB28JvEQAg[/youtube]

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That demonstration of Custom

That demonstration of Custom Gravity looks like it would be very nearly ideal for deployment of a "wall crawler" styled movement utility Power. Just impose a crouched/prone style of quadrapedal animation of a human skeleton limitation (with reduced max speed cap) and you're practically "there" for implementation.

[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
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Redlynne wrote:
Redlynne wrote:

That demonstration of Custom Gravity looks like it would be very nearly ideal for deployment of a "wall crawler" styled movement utility Power. Just impose a crouched/prone style of quadrapedal animation of a human skeleton limitation (with reduced max speed cap) and you're practically "there" for implementation.

Unless you have gravity powers, then you should be able to walk on it just like normal.

Honestly though, this would be perfect for if MWM would implement DCUO style super speed and acrobatics. Or even an [url=http://www.arshake.com/wp-content/uploads/2013/11/389-Relativity-1953-Lithographm.jpg]Escher style[/url] room or dimension.

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Assuming these "walk on non

Assuming these "walk on non-horizontal surfaces" abilities can be applied to the person walking and so on (that is, assuming you can turn wallcrawling on and off for different toons based on powers they have) it all looks good to me for the purposes of wallcrawling, gravity control, telekinesis, magnetism control, cool mission maps that have weird physics to them (adds fun to the missions!"), and even to some extent makes traditional "wall scaling" easier to accomplish, I would think. Like ninja-ing your way up a wall with those metal spiked claw thingies they have, etc. The parkour power could probably benefit from it too. not to mention projectiles that actually move like projectiles. you could have a power where you lob a grenade and it makes a parabolic arc on its way tot he target, thus avoiding low obstacles, etc.

So imagine you're standing in front of a 10 foot high wall. You click on a power that works like Teleport did in CoX, i.e. a power that you have to choose a spot on the ground to "place" it. But this power is not TP, it's "lob grenade" and when you click to activate , it gives you the ability to place it on the far side of the wall. So you do that and then your toon lobs a high-arc toss of the grenade over the wall and takes out (or just debuffs maybe) the Outkasts on the other side before they even see you. you'd have to be able to make the wall itself go "transparent" or something just from the POV of the person activating (and choosing a location for) the grenade power though. I hope that's not too difficult.

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We don't need a gravity mod

We don't need a gravity mod for walking on walls...

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Radiac wrote:
Radiac wrote:

Assuming these "walk on non-horizontal surfaces" abilities can be applied to the person walking and so on (that is, assuming you can turn wallcrawling on and off for different toons based on powers they have) it all looks good to me for the purposes of wallcrawling, gravity control, telekinesis, magnetism control, cool mission maps that have weird physics to them (adds fun to the missions!"), and even to some extent makes traditional "wall scaling" easier to accomplish, I would think. Like ninja-ing your way up a wall with those metal spiked claw thingies they have, etc. The parkour power could probably benefit from it too. not to mention projectiles that actually move like projectiles. you could have a power where you lob a grenade and it makes a parabolic arc on its way tot he target, thus avoiding low obstacles, etc.
So imagine you're standing in front of a 10 foot high wall. You click on a power that works like Teleport did in CoX, i.e. a power that you have to choose a spot on the ground to "place" it. But this power is not TP, it's "lob grenade" and when you click to activate , it gives you the ability to place it on the far side of the wall. So you do that and then your toon lobs a high-arc toss of the grenade over the wall and takes out (or just debuffs maybe) the Outkasts on the other side before they even see you. you'd have to be able to make the wall itself go "transparent" or something just from the POV of the person activating (and choosing a location for) the grenade power though. I hope that's not too difficult.

Or you could do it like Gears of War, where you just choose the arc yourself

[img=480x320]http://portforward.com/games/walkthroughs/Gears-of-War-2/Gears-of-War-2-small-0432.jpg[/img]

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