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Game Tech, Questions and Design

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nucleon
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Game Tech, Questions and Design

hi everyone, names Nucleon, and i have been following the kickstart and i was quite pleased you guys get as far as you did.

But i have a few questions about the game and stuff and i hope i can get answers so i have a better understanding about what you guys are planning to do.

- Since you guys are going to be using Houdini, as well as maya and max are you going to be using like FumeFX and Krakatoa for particles and effects since they are a plug in for both maya and max anyways?

- Are you going to be making a carbon copy of COH itself or do you plan to do your own thing? (like freeform or at least being able to put several ranged powers in a melee powerset)?

- Are you going to be planning to add a nemesis system like what champions online has? (personally i hope you are because that was the best part of that game to me) even though in champions it was so poorly done.

- Are you going to have instances with fully destructible environments with DMM? (since maya has a DMM plugin anyways)

- will there be open world pvp in certain zones?

- will there be a physics system?

- will superstrong guys be able to pick up cars, buses tanks etc and throw them or use them as clubs?

those are the main questions i have about the game, and i hope that at least some of them you have planned already

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RottenLuck
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Hey Nucleon, Rotten Luck here

Hey Nucleon, Rotten Luck here and I'm not on any DEV team, just been following things from the beginning. I try to answer your questions as best as I could. Much of these questions been answered elsewhere thought I think they are scattered through the forums. Note everything so far still in the planning/design stage and could change or be removed.

1. I don't have any info on the tech being used so can't answer your first question.

2. No copy of COH beyond just the IP issues involved. MWM is aiming to make City of Titans a new generation Superhero game. Learning from the growing pains of City of Heroes and expanding the ideas. They be using an Archetype system, one that's more complex then CoH so it would have more choices and abilities.

3. Yes a Nemesis system has been talked about often. One of the ideas is if you go after a NPC Villain more then once that villain would be added to your Rogue Gallery so He/She will start to come after you. I also think there talk of the custom made Nemesis as well.

4. Interactive environments have been talked about. Again it depends on what the tech can do and do reasonably. A given tech could do something, but for an MMO it might not be logical. No real idea how far they will take it, one of the ideas is you could say push a bookshelf on a foe. Or activate that crane on the docks.

5. PVP has been talked about using Instances where a player can go from the PVE to the PVP and even a RP instant at will.

6. Don't know about the tech being planned. I do know one of the problems people have with other games is that they don't feel SUPER. A good Physics system would help over come that.

7. I do believe that also planned with the interactive environment.

How much they can do is up to two things. Cost and speed. Not only do they want to get this done they don't have a big publisher to cover cost so finding means and plug ins to reduce cost is one of the goals. They also want to get something playable by the end of 2015 so if a feature is wanted but might not be at launch a prime example is the Master Minds AT that one would need more work then the others so is a feature that will come later.

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Lin Chiao Feng
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Also, regarding RottenLuck

Also, regarding anything RottenLuck may not have covered, the current status of nearly all game features and mechanics is "set in mud" (to use the devs' phrase). So any answer you got at this point could well be invalid inside of three months.

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Hopestar
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1) As far as I know, this is

1) As far as I know, this is going to be using the Unreal Engine, and as such, the particles will be handled by the game renderer and not an outside source such as FumeFX and Krakatoa, not to mention UE3 has nice enough particles that an expense for either program would be most likely detrimental more than beneficial.

6) Again, AFAIK, UE3 can be used to make a very nice and super-feeling physics world.

Now if they end up using CryEngine (though I'm pretty sure the tech is already paid-for) I defintely would expect a super-feeling physics engine.

Gangrel
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Hopestar wrote:
Hopestar wrote:

1) As far as I know, this is going to be using the Unreal Engine, and as such, the particles will be handled by the game renderer and not an outside source such as FumeFX and Krakatoa, not to mention UE3 has nice enough particles that an expense for either program would be most likely detrimental more than beneficial.
6) Again, AFAIK, UE3 can be used to make a very nice and super-feeling physics world.
Now if they end up using CryEngine (though I'm pretty sure the tech is already paid-for) I defintely would expect a super-feeling physics engine.

If i remember correctly, they were originally planning to use CryEngine, however the developers of that took their time getting stuff sorted out (licensing for the new engine I believe), so MWM decided to go with Unreal 3 using the "25% of all revenues go towards Epic" licensing route.

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SavageFist
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Now that you can talk more

Now that you can talk more after your release from the NDA on UE4 engine, can we expect to see something along the lines of this [url=https://www.youtube.com/watch?v=-kn8xwa50O8]video[/url]? Does this game, that now lies in limbo due to lack of funding, show anything close to your vision? I believe it was done with UE3 but seeing the gun firing and taking chunks out of a barrier was exciting to see. Since you are using the updated engine and Phosphor dev team at one point mentioned some inspiration was from City of Heroes, it looks like this is the closest thing we can view that shows a [i]possible[/i] outcome until we get some tech demos from MWM. I know you mentioned some great physics options with UE4 and I can't wait to see how that plays out as the game develops. Hopefully it is not something that is so network intensive its scope has to be limited.

Looking forward to the first superhero game that lets me throw a superpunch and knock a villain through a wall.

[b][color=red]Reward tactics as well as damage dealing.[/color][/b]

Cinnder
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Man, if that was UE3, I can't

Man, if that was UE3, I can't wait to see what MWM can do with UE4!

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JayBezz
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lol I love when he created

lol I love when he created physical objects.. POINK (lol I love you Goldballs!)

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Pengy
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JayBezz wrote:
JayBezz wrote:

lol I love when he created physical objects.. POINK (lol I love you Goldballs!)

Charcoal Projection/Storm Summoning?

JayBezz
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Pengy wrote:
Pengy wrote:

Charcoal Projection/Storm Summoning?

Never question Goldballs!

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SavageFist
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Pengy wrote:
Pengy wrote:

JayBezz wrote:
lol I love when he created physical objects.. POINK (lol I love you Goldballs!)
Charcoal Projection/Storm Summoning?

There is also another video with the 'charcoal projection' and then lighting it on fire. I also loved the fence or water + electricity demo. While I want the game asap, I also want MWM to take their time so the many new mechanics we all want will be easier to add-on later down the line or just possible because they took the time to architect for a strong base with many hooks. I want this game to be the new EVE Online where sub numbers increase as time goes on instead of the usual flood then lose half your subscribers.

[b][color=red]Reward tactics as well as damage dealing.[/color][/b]

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The video SavageFist posted

The video SavageFist posted made me think that, if CoT does have destructible environments, things like walls and cars will eventually go boom before enemies are defeated. I figure that, at the latest, once the characters and NPCs are in the middling level range, that is to the say the mid-20s to level 30, one can expect them to have enough defense or toughness to be hardier than the average car or wall.

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doctor tyche
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SavageFist wrote:
SavageFist wrote:

Now that you can talk more after your release from the NDA on UE4 engine, can we expect to see something along the lines of this video? Does this game, that now lies in limbo due to lack of funding, show anything close to your vision? I believe it was done with UE3 but seeing the gun firing and taking chunks out of a barrier was exciting to see. Since you are using the updated engine and Phosphor dev team at one point mentioned some inspiration was from City of Heroes, it looks like this is the closest thing we can view that shows a possible outcome until we get some tech demos from MWM. I know you mentioned some great physics options with UE4 and I can't wait to see how that plays out as the game develops. Hopefully it is not something that is so network intensive its scope has to be limited.
Looking forward to the first superhero game that lets me throw a superpunch and knock a villain through a wall.

It may surprise you to hear but we actually had many of the same pieces from that video, just presented differently. Or were you meaning the presentation itself?

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SavageFist
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Doctor Tyche wrote:
Doctor Tyche wrote:

SavageFist wrote:
Now that you can talk more after your release from the NDA on UE4 engine, can we expect to see something along the lines of this video? Does this game, that now lies in limbo due to lack of funding, show anything close to your vision? I believe it was done with UE3 but seeing the gun firing and taking chunks out of a barrier was exciting to see. Since you are using the updated engine and Phosphor dev team at one point mentioned some inspiration was from City of Heroes, it looks like this is the closest thing we can view that shows a possible outcome until we get some tech demos from MWM. I know you mentioned some great physics options with UE4 and I can't wait to see how that plays out as the game develops. Hopefully it is not something that is so network intensive its scope has to be limited.
Looking forward to the first superhero game that lets me throw a superpunch and knock a villain through a wall.

It may surprise you to hear but we actually had many of the same pieces from that video, just presented differently. Or were you meaning the presentation itself?

The overall presentation. I know that video was nowhere close to done, I liked the look but it reminded me too much of Secret World, at least as far as character design was concerned. That is not a bad thing but I definitely want CoT to have its own flavor and despite it being way too early, I was just curious if that presentation was something you envisioned as a possible outcome or if you think you have a different path in mind. It definitely showcased some cool environments, particle effects and game mechanics.

[b][color=red]Reward tactics as well as damage dealing.[/color][/b]