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Feel free to discuss this week's update here!
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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.
Yes. So much yes.
Love them! I need that steampunk suit for my main character!
Art Devs, your ambition and drive and creativity really shine here. You should all have big smile on your face.
P.S. Has someone been to jaybezz.com to steal that fro-hawk? I'll allow it. You can steal any old costume from lil ole me you like but be sure to make it look Fierce. I may just show up as a villain in Titan City.
Crowd Control Enthusiast
For the T rating, how sexualized are costumes allowed to be.?I remembered in CoH there being quite a few that pushed the T rating.
Also, anyone know how likely the custom letters on patches and such are to be implemented?
Lastly, how much animation of parts will the engine accept? Perfect flowing hair to match environment ( wind, flying, knock back) and perfect tail movement is too much to expect, but small hair movement and tails following gravity might not be?
Just curious
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[color=red]PR, Forum Moderator[/color]
[url=http://cityoftitans.com/forum/desvipers-creative-impulsivity]My Non-Canon Backstories[/url]
Avatar by MikeNovember
everyone seems really... bulky....
are we still gonna be able to make a Robin, or a Nightcrawler in Titans?
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[i]....Fly me to the moon and let me play among the stars...[/i]
Two words for this update:
Duuuuuuude.
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[font=Pristina][size=18][b]Hail Beard![/b][/size][/font]
Support [url=http://cityoftitans.com/comment/52149#comment-52149]trap clowns[/url] for CoT!
I think you sort of answered your own question here - I suspect they'll be able to go at least as far as they did in CoH. I'm guessing as long as they don't go totally overboard with overt "fetish gear" like ball gags and riding crops that they'll be able to get away with almost anything else. After all they can always blame it on the "comic books" with their "painted on clothing" and the like.
I'd actually guess not very likely. The real problem with this is the chance that too many people would try to abuse this with naughty and/or derogatory symbolism. Now they might allow us to do more of the "user submitted artwork that's approved/implemented by the Devs" method that they introduced with the Kickstarter because they can control what gets into the game that way. But the idea of just allowing us to upload customized symbols without being approved by the Devs probably won't happen.
Even CoH managed to provide simple tail animations for the last few years before it was shutdown so I'd almost expect CoT to be able to launch with something similar. As far as hair animation goes that's obviously a little more complicated.
Overall I would expect that at the very least CoT will have a better chance to give us more animated costume options than CoH did just because the software technology's roughly 10 years newer. I wouldn't expect it to be light-years better, but again I think improvements beyond CoH should almost be expected.
At one point the CoT Devs mentioned that we're going to be able to have more "childlike/androgynous" characters than we could in CoH. I would assume that would imply body shapes that would be relatively thin and/or not-bulky. Could be that these particular art examples just didn't bother to highlight that body type. I guess we'll see how it turns out.
CoH player from April 25, 2004 to November 30, 2012
[IMG=400x225]https://i.imgur.com/NHUthWM.jpeg[/IMG]
Well, the power armor seems very "Metroid." Nice, but not my bag (baby).
[img]https://s3.amazonaws.com/ksr/assets/001/741/979/3b1efdc1f182ab5d43ecb98e5382f47e_large.jpg?1394669948[/img]
I wanted to bring particular attention to the use of (unnecessary?) lacework detail on the female corset/costume here, as well as the excellent detail work of adding a [i]pocket watch and chain[/i] on the male (pinstriped!) waistcoat. Totally gotta have that stuff for proper "Victorian" looks! In this case, the lacework totally "sells" the costume part! Also note the buttoned for tie and open collar on the men's shirt, not to mention the rolled up sleeves option.
Also, mad props on the clothing/spandex/armor previews. My particular favorites of the previews are (top left to bottom right):
Clothing/Power Armor 1
Clothing/Power Armor 2
Gender Neutral Spandex/Clothing/Power Armor 3, 4 and 5
Spandex/Armor/Clothing 6
Spandex/Armor/Clothing 7
Spandex/Clothing 8
Spandex/Clothing 9
Clothing/Spandex 10
Clothing 11 and 12
Clothing? 13
... which now that I look at the list, is very nearly [i]all of them[/i] ...
Speaking of "all of them" ... [b]every single hairstyle[/b] is looking fabulous!
A request for Cajuncatfish would be ... a Tuxedo. In City of Heroes, pretty much all of my (female) characters used a costume slot for a Tuxedo look, using the [url=http://paragonwiki.com/wiki/Wedding_Pack#Female_Tuxedo]Delux Tuxedo[/url] variant with all the piping and embroidery and hankerchief in the breast pocket. Underneath that, I'd wear [url=http://paragonwiki.com/wiki/Super_Booster_II:_Magic#Upper_Body_2]Witch Leather[/url] upper and bottom using [url=http://paragonwiki.com/wiki/Costume_Piece:_Rocket_Boots]Rocket Boots[/url] on the feet (for lack of anything else that looked remotely suitable). Typically did the whole thing in a dark/light color combination for high contrast, the best of which turned out to be a dark dark purple with white white piping/highlights on it ... although Black and (bright) Red worked too (among others), including Black and vivid Purple (you get the idea).
Not asking for an exact duplicate repeat here ... since the Unreal 3 Engine is capable of a LOT more detail than City of Heroes could ever HOPE to accomplish. But a "tuxedo finery" sort of Clothing costume option would be awesome.
[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]
red, preeety sure that lacework isn't whim of fancy... it reminds me very much of pre-rennesance clothing.
one thing i would like.... is the 'true' version of things.
one thing COX and Champs always seemed to do, was provide some crazily detailed verson of something (like the afformented 'deluxe tux') but the 'normal' version always looked.... off, if it existed at all.
if at all possible, it would be nice to have a complete (as possible) library of real things, real clothes (real tuxes ;P) and THEN have the crazy 'heroed out' versions.
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[i]....Fly me to the moon and let me play among the stars...[/i]
Agreed on the "Butler Tuxedo" in City of Heroes, which just looked ... dull and unfinished. As you said, it looked ... off.
Also agreed on the real/regular clothes and then getting to the "Superific" types of heroed out clothing. It was always a challenge in City of Heroes to make a "normal" looking set of clothes.
[center][img=44x100]https://i.imgur.com/sMUQ928.gif[/img]
[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]
Along with having a complete library of "normal" outfits I'm hoping that when they introduce any type of outfit it'll come "complete" enough that you could choose to make a full head-to-toe outfit using only those pieces.
For example CoH had things like "Tights Shiny" tops and bottoms but failed to provide "Tights Shiny" versions of gloves, boots or bikini bottoms. This meant you could never really make a "complete" Tights Shiny leotard-type outfit because you didn't have all the pieces needed to make that work.
CoH player from April 25, 2004 to November 30, 2012
[IMG=400x225]https://i.imgur.com/NHUthWM.jpeg[/IMG]
One thing I would really like, thinking from a business/economically viable perspective...
basically... have constant and "free" costume additions that are the "plain/generic" versions of costume pieces.... with purchasable "packs" of various super-ized versions.
I know a lot of folks get their hackles up when we talk about monitizing the experience, but I really feel like if the team provided "base" versions free on a regular basis, with the "cool" ones (with the glowy bits, or more alterable colors or 52-ized textural details, whatever) being monitized....
it would go a long way to keeping the base happy, while providing something desirable for purchase (for those players, like me, who really only spend money (microtransactionally speaking) on costume stuff)
And I totally agree with Lothic, about having everything be a "full" suit, at release. (be it a texture issue, like Loth mentioned, or the OBNOXIOUS color difference between tops and bottoms on many sets in Champions (same chosen color on the wheel produced slightly, but noticeably different colors on the model))
or just making sure that there is a head/neck, gloves, belt, and boot to "go with" the torso and leg pieces... (it could be an already existing piece, but it needs to FIT, not just go...)
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[i]....Fly me to the moon and let me play among the stars...[/i]
Some of my worst fears for this game have been put to rest :D thank you devs for this update!
I don't get mad, I restructure the laws of quantum physics and resolve the situation with temporal engineering.
We are planning - key word! - for hair to follow the same physics as capes, though what degree of realism will be performance oriented. We have an expectation that there will be animated costume componants.
These are concepts. No guarantees they will make it into game. They might be changed or merged with other concepts by the time they make it to game. But out artists have been having fun drawing anything and everything they come up with.
There are more I didn't share.. What fun would that be to spoil the surprise? :)
[color=#ff0000]Art Director[/color]
[img]http://missingworldsmedia.com/images/favicon.ico[/img]
Sounds good :D
that said, of course... as long as they've been thrown to the peanut gallery while still in processes, I hope thoughts expressed therein will be taken into consideration.... even if they don't necessarily change anything.
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[i]....Fly me to the moon and let me play among the stars...[/i]
The lack of a shiny bikini bottom to match the shiny tights top was always a terrible thing
I always wanted a "shorts" version of the leather straps pants... loved that texture.
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[i]....Fly me to the moon and let me play among the stars...[/i]
I may be too old school for you whipper-snappers, but I'm hoping for even more "painted on spandex" patterns than CoH had. That just defines what I grew up with as "Super". SIlver age FTW!
I can see how the clothing and armor drawings show off the greater skills of the 2d artists, and I know the more 3d costume items are popular. Don't get me wrong, I like them to, justlike to know that we have a broad choice of interchangeable "base layer" patterns. ( by interchangeable, I mean there are lots of combinations possible mixing and matching tops to bottoms to legs to sleeves.where the lines flow together and "join" across pieces) CoH had a pretty good assortment and I'd like at least that much choice. My problems with CO and DCUO are that they don't have enough choices there. They've concentrated on the bulky/stupid armor pieces and demon-inspired add-ons.
Give me sleek and athletic, first. Other looks, to me, are more departures and exceptions to the genre than what comprise the main.
I think they've shown examples (in the Kickstarter materials) where they are going to allow for "user shiftable textures". For example you could put a star-shaped texture on your costume then drag it around so that it's either directly on your chest or shifted around your sides or across your back.
Basically that means that top-layer textures aren't necessarily going to be "hardwired" directly into any given costume item (like they were in CoH) giving us far more freedom to use any "base layer" item with any adjustable pattern on top of it. This should allow for a super-huge number of "painted on spandex" type combinations.
CoH player from April 25, 2004 to November 30, 2012
[IMG=400x225]https://i.imgur.com/NHUthWM.jpeg[/IMG]
Still, it is encouraging that, looking at the concepts, I could hear the little voice in the back of my head categorizing which ones would be suitable for reimagining some of my CoH characters, and that I wanted to look at color schemes. It bodes well for the choices that we'll see in the character creator that the concept art feels as if it has the correct 'flavor'.
you're not alone, War.
I, too, am a huge fan of tights.
One of the greatest disservices in Champs and CoX has been the inability to real generate your own tights patterns.
It would have been a simple enough process, honestly... just by giving players the ability to layer tight's patterns (a limit of 2 or 3 layers) and then a host of "individual pieces" (simple geometric shapes and symbols ("V"/"W" shapes and the like)) alongside more complex patterns....
when it comes to "tights," the reality is, it's only ever really a jumpsuit with a pattern on it.... so it's really only the pattern that matters...
So a system to provide multiple layers would also provide exponential customization and uniqueness, each new tight's pattern added to the library would be layer-able with every past design
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[i]....Fly me to the moon and let me play among the stars...[/i]
Agreed! While I consider CO better than DCUO when it comes to tight patterns, for something I would think would be much easier to make than other costume pieces, CO lacks variety in the tight patterns department.
:(
And I want some simple patterns too.
I did the same thing, searching the pix for parts that I could use to help recreate my CoX alts. I was happy to see my villain main's wedge bob in there.... yeah.
One of the greatest disservices in Champs and CoX has been the inability to real generate your own tights patterns.
It would have been a simple enough process, honestly... just by giving players the ability to layer tight's patterns (a limit of 2 or 3 layers) and then a host of "individual pieces" (simple geometric shapes and symbols ("V"/"W" shapes and the like)) alongside more complex patterns....
when it comes to "tights," the reality is, it's only ever really a jumpsuit with a pattern on it.... so it's really only the pattern that matters...
So a system to provide multiple layers would also provide exponential customization and uniqueness, each new tight's pattern added to the library would be layer-able with every past design[/quote]
Know what I'd really like to see? A downloadable app, (with a little tutorial explaining the concepts regarding seperating and matching to various parts), that lets us design complete patterns for "tights/skins." These could be submitted to the Devs as an on-going contest. The winners would get exclusive use for a year, then they are rolled out to the general populace with the regular patch/updates.
The way I see this game is going to be set up, and a lesson that should be taken from CoH, EQ and others, is that user created content can keep things fresh for veterans. Plus, the chance to create something unique will attract the more creative new players, which was always CoH's niche, and the kind of people we want to attract to our new community.
https://s3.amazonaws.com/ksr/assets/001/741/987/566e3eb9200d1604bfe9ba9e848a9e98_large.jpg?1394670052
We don't even have an Avatar Builder yet but we already have TWO catgirls. Eeecellent....
R.S.O. of Phoenix Rising