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Discuss: Spotlight on Downtown

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Huckleberry
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Looks good!

Looks good! The land masses in the distance add a nice sense of scale, and then I realize that those are probably going to be play areas as well and my mind is blown.


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
Red Warlock
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Huckleberry wrote:
Huckleberry wrote:

Looks good! The land masses in the distance add a nice sense of scale, and then I realize that those are probably going to be play areas as well and my mind is blown.

We wondered how long it would take people to notice the change! So glad you like what you see - And yes, everything in this pic is playable area already built with Downtown in the foreground and Alexandria in the background…

Environmental Artist, PR Editor

Huckleberry
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Ghost in the Shell just came

Ghost in the Shell just came out with a new season (Netflix) and there is an image, the very first image, that made me immediately think of City of Titans.

The image is at the 1:43 mark of the very first episode.

The reason I am sharing it is because of the look and feel of the different eras of buildings in the single image. There are older stone structures, some more modern glass&steel buildings and a little of everything in between. But what really hit me where the way they portrayed the lit windows in the older buildings helped to make them actually look their age. There is so much good gravy in this image and I hope the city designers of Titan City take some cues from it for how to make a city seem totally real.

We all know Titan City will be one of the main NPCs in the game and I hope it's look and feel will help give it life and a feel of real immersion.

Edit: I also like the light pollution. How the hazy sky right above the buildings is so lit up from the lights of the city below. This helps to add a touch of realism I think is missing from a lot of other computer-generated cityscapes, and this could be one way of camouflaging the limits of render distance. (at night, at least)


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
Red Warlock
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Huckleberry wrote:
Huckleberry wrote:

Ghost in the Shell just came out with a new season (Netflix) and there is an image, the very first image, that made me immediately think of City of Titans.

The image is at the 1:43 mark of the very first episode.

The reason I am sharing it is because of the look and feel of the different eras of buildings in the single image. There are older stone structures, some more modern glass&steel buildings and a little of everything in between. But what really hit me where the way they portrayed the lit windows in the older buildings helped to make them actually look their age. There is so much good gravy in this image and I hope the city designers of Titan City take some cues from it for how to make a city seem totally real.

We all know Titan City will be one of the main NPCs in the game and I hope it's look and feel will help give it life and a feel of real immersion.

Edit: I also like the light pollution. How the hazy sky right above the buildings is so lit up from the lights of the city below. This helps to add a touch of realism I think is missing from a lot of other computer-generated cityscapes, and this could be one way of camouflaging the limits of render distance. (at night, at least)

Hey there - I appreciate your thoughts here. Night lighting is something we are working on right now and this is a great image that captures some of the things we think are important as we are working on the environment. We may get Alexandria out before we get the night lighting exactly to where we want it, because we want to get it into players hands ASAP, but we know this is the kind of ambiance we want to get to eventually as we continue working on the environment.

Thanks for sharing!

Environmental Artist, PR Editor

Huckleberry
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Red Warlock wrote:
Red Warlock wrote:

... Night lighting is something we are working on right now and this is a great image that captures some of the things we think are important as we are working on the environment. We may get Alexandria out before we get the night lighting exactly to where we want it, because we want to get it into players hands ASAP, but we know this is the kind of ambiance we want to get to eventually as we continue working on the environment.

The other thing I think that really gives it that feeling of being a living city is the opposite of ambient occlusion. For those who may be only marginally familiar with the term, Ambient Occlusion is basically the darkening of surfaces that are in close proximity to other surfaces. When you look at this cityscape you see almost the opposite. You see buildings in close proximity to other buildings are actually brighter, whether that is due to streetlights and traffic or due to the lit windows of each building spilling onto each other. I doubt CoT will be treating every window as a light source when it comes to environmental lighting. I suppose they could but that seems very expensive from a client calculations perspective. So in lieu of that, I would expect that certain volumes would have a dedicated ambient light assigned to them. Such volumes would be main thoroughfares with storefronts and sidewalk lighting. I really don't know how it will be done, but that seemingly self-reflected illumination of the buildings would deserves a chef's kiss if we can see it in Titan City.


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
Red Warlock
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Huckleberry wrote:
Huckleberry wrote:
Red Warlock wrote:

... Night lighting is something we are working on right now and this is a great image that captures some of the things we think are important as we are working on the environment. We may get Alexandria out before we get the night lighting exactly to where we want it, because we want to get it into players hands ASAP, but we know this is the kind of ambiance we want to get to eventually as we continue working on the environment.

The other thing I think that really gives it that feeling of being a living city is the opposite of ambient occlusion. For those who may be only marginally familiar with the term, Ambient Occlusion is basically the darkening of surfaces that are in close proximity to other surfaces. When you look at this cityscape you see almost the opposite. You see buildings in close proximity to other buildings are actually brighter, whether that is due to streetlights and traffic or due to the lit windows of each building spilling onto each other. I doubt CoT will be treating every window as a light source when it comes to environmental lighting. I suppose they could but that seems very expensive from a client calculations perspective. So in lieu of that, I would expect that certain volumes would have a dedicated ambient light assigned to them. Such volumes would be main thoroughfares with storefronts and sidewalk lighting. I really don't know how it will be done, but that seemingly self-reflected illumination of the buildings would deserves a chef's kiss if we can see it in Titan City.

Great points. 'Reverse ambient occlusion' is something we want to see as well, with some modification based on the circumstances, so that when players are fighting in the city at night, they can see all the detail and it has a feeling of being a living city. There are actually lighting tools in Unreal that create the light for any area, and that lighting is not restricted to things like building window lights, streetlights, etc. But we will want to also light those things so it appears that ambient lighting is coming from them to light up the area around it.

I'll take these specific notes into consideration as we continue to work on this, and thanks again for sharing.

Environmental Artist, PR Editor

Huckleberry
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Red Warlock wrote:
Red Warlock wrote:

... 'Reverse ambient occlusion' is something we want to see as well, with some modification based on the circumstances, so that when players are fighting in the city at night, they can see all the detail and it has a feeling of being a living city. There are actually lighting tools in Unreal that create the light for any area, and that lighting is not restricted to things like building window lights, streetlights, etc. But we will want to also light those things so it appears that ambient lighting is coming from them to light up the area around it.

I'll take these specific notes into consideration as we continue to work on this, and thanks again for sharing.

I'm really excited to see what you can do! Thanks for adding some octane to my excitement fuel.


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
Redlynne
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Huckleberry wrote:
Huckleberry wrote:

The other thing I think that really gives it that feeling of being a living city is the opposite of ambient occlusion.

It is the heightening of contrasts (bright/dark) that makes proximity spaces and closer confines brighter while empty spaces get darker, rather than the reverse. The result is a very GOTHAM feeling to the lighting, where you want to keep to the lighted places and avoid the shadows (because who knows what might be lurking within them?).


Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.
racedrive
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How long have you been

How long have you been creating this? Looks amazing. I am delighted, I hope you will continue to please me :)

Foradain
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racedrive wrote:
racedrive wrote:

How long have you been creating this? Looks amazing. I am delighted, I hope you will continue to please me :)

I think the Devs as a group have been working on this since the last server for the Previous Game was shut down. All volunteer work, the money collected in the Kickstarter and since then with the Patreon and the Second Chance (see the Shopping tab above) going to the programming licenses and the hardware they'll need to go live.

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