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Visual Style?

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Izzy
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Visual Style?

Came across a post elsewhere and just thought to myself, THIS! THIS is what I envision certain areas/zones in CoT should be like.

[youtube=854x480]pk_D2NSdOvA[/youtube]

Anyone else looking for something like THIS? or am i alone? :(

Lothic
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It sort of had a weird mix of

This vid sort of had a weird mix of Tomb Raider and Fallout going on. And people who want whips in CoT would probably love this vid too. :)

I could see having elements of this in maybe an "alternate reality" trial or other dimensional place but obviously this wouldn't work for the main city zone areas.

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Halae
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I could see the sewer area

I could see the sewer area being the sort of place you see in the sewers under the main Titan City; the lighting in particular was excellent, getting that claustrophobic feeling of darkness and tight spaces without actually limiting the character's movements and making the path forward always clear. Undercities makes for excellent set pieces if they're done right.

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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When I saw the header I

When I saw the header I thought you meant visual art style for the game itself not just a theme of a zone.

The zone is looks great and would be an interesting apocalyptic setting.

But I gotta say I LOVE the overall subtle cell shaded art style. It is gorgeous and I would be over the moon for that type of look in CoT. I am absolutely dead set against a 'realistic' look for CoT from the world overall right down to the character models.

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This reminds me of zones from

This reminds me of zones from CoH like the Hollows, Eden and The Hive; zones that were once part of Paragon City but became completely ruined and overwhelmed by the actions of the various villain groups. It would have been really cool to explore the ruins in those zones as part of the zone. I hope that there will be a zone like that, and like the one above, in CoT :)

Name: Safehouse
Ranger: Gunner
Primary: Force Blast
Secondary: Atrophic Aura
Tertiary: Kinetic Melee
Travel Power: Parkour
Status: Traveling. Following rumors of a huge city in Massachusetts that is teeming with supers.

Safehouse
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This reminds me of zones from

This reminds me of zones from CoH like the Hollows, Eden and The Hive; zones that were once part of Paragon City but became completely ruined and overwhelmed by the actions of the various villain groups. It would have been really cool to explore the ruins in those zones as part of the zone. I hope that there will be a zone like that, and like the one above, in CoT :)

Name: Safehouse
Ranger: Gunner
Primary: Force Blast
Secondary: Atrophic Aura
Tertiary: Kinetic Melee
Travel Power: Parkour
Status: Traveling. Following rumors of a huge city in Massachusetts that is teeming with supers.

Cobalt Azurean
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Man, I've loved Joe Mad's art

Man, I've loved Joe Mad(ureira)'s art style since Battle Chasers issues were in print, which I'm glad to see is getting it's own game, and I really enjoyed the Darksiders series too because it reminded me of earlier Legacy of Kain games, such as Soul Reaver. I can't say I've liked the appearance of other cel-shaded games as they've been implemented, such as Champions Online, and haven't minded the more realistic appearance with what little I've dabbled in DCUO, as it reminds me more of CoH and CoV. I'm personally glad they're using a more real-world look and feel for CoT, and I also feel it will appeal to more people overall, but this is just my opinion and preference in personal aesthetic.

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It looks good - the lighting

It looks good - the lighting effects are very good in the underground sections and the mundane and fantastic elements blend together well. That said, the rocks and trees at the very beginning, and some of the other objects/surfaces, look almost too "cartoony" - almost like they were painted on. Personally, for CoT I'd like to see a little bit more fidelity in the textures. Not necessarily "eye-bleeding realism (TM)" per se, but a little bit more "realistic".

TitansCity
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I particularely like the

I particularely like the rocks zone :) If only we'll have something like that... That's all i expect ^^

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Everything about that video

Everything about that video is awesome! I caught it a couple of hours ago, and watched it three times. Big fan of the series and the art direction is superb.

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At the very beginning there

At the very beginning there is a bush just in front to her left. The leaves looked like they were painted onto a mesh and that the mesh was "undulating" to make it look like they were in motion.

I like her cartwheels when she was moving from side to side. I would like to see something like that as an optional movement for the Melee characters.

Good animations for the whip.

Loved the lighting and artwork. Very well done.

Izzy
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I haven't been playing allot

I haven't been playing allot of other games, but i kinda liked the idea of changing the options to show the HP Bar at the players feet? And maybe for the foes as well?

ex: [youtube=720x480]MCPx_wXkm4A[/youtube]

Halae
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Eh... displaying HP bars

Eh... displaying HP bars below a target doesn't seem like it'd be a good idea in practice. that sort of thing would easily either get in the way of visuals, or they'd get visually blocked by terrain features and characters.

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".

Lothic
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Halae wrote:
Halae wrote:

Eh... displaying HP bars below a target doesn't seem like it'd be a good idea in practice. that sort of thing would easily either get in the way of visuals, or they'd get visually blocked by terrain features and characters.

I probably wouldn't opt to have HP bars below a MOB either. But there doesn't seem to be anything wrong with that just being one of many optional settings for the GUI of this game. I'm sure there are plenty of things one person might like to see in this game that another person wouldn't (nudge, nudge, wink, wink).

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TitansCity
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Halae wrote:
Halae wrote:

Eh... displaying HP bars below a target doesn't seem like it'd be a good idea in practice. that sort of thing would easily either get in the way of visuals, or they'd get visually blocked by terrain features and characters.

And what if the target was in a UI corner (or UI scalable and movable window), standing like an hologram with informations on it, like HP as an arc beneath its feet, debuff and buffs like flat auras or significants pictures, etc :)

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I would expect that the UI

I would expect that the UI would be moddable. So the sky's the limit when it comes to how we prefer our data to be presented to us. But I do not expect the UI would look anything like that car video.

I'm not saying it can't be done. I just think it would be undesirably complex to have the UI interrogating the 3D world to make sure it is not obstructed by terrain details, etc. I expect the UI elements would be on a layer between the 3D rendered world and us.

While we could design an HP bar to scribe an arc around our character, and while a talented UI creator could also give it the impression of perspective and shadow, it would only be on our UI layer and not on the actual ground or under our character.

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For a car-driving game,

For a car-driving game, putting the bar below is a good idea because the area right above the car (i.e. what you're about to run over) is very important and shouldn't be obscured, and there's only rarely anything between the bar and the camera that obscures the view.

For a mob-fight game, it's troublesome because for most camera angles you can't clearly make out the feet of all the targets; either the bars are obscured by the avatars of others in front of them, or they're drawn on top of everyone and it's hard to match up bars with avatars.

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