Announcements

Join the ongoing conversation on Discord: https://discord.gg/w6Tpkp2

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.

What's left?

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ooglymoogly
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What's left?

Question for the devs - are there any game play mechanics / rules / resources / etc that remain substantially unfinished or in a state of contention that the community can help with at present given the window is closing as you progress towards final commits and release?

also - reserves & momentum: we received an update a couple years back on momentum but i was unable to find one on reserves, though there was a good deal of related-thread discussion about it from Tannim et al. Was this ever finalized and, if so, might there be a forthcoming update? ; )

Empyrean
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I'll also add the question of

I'll also add the question of which areas of game-building need the most work to get the game released. If we knew, maybe we could hunt down some more volunteers for you. I know you said 3D modeling is a big one right now. I tried to get a buddy of mine with some skills involved a couple of years ago, but his life blew up right when y'all tried to contact him :(. But maybe others have access to needed skills that will pan out better than my attempt did.

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

Tannim222
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The combat mechanics are

The combat mechanics are going through iteration - some is in prototype, others the underlying math is being updated to more current design pholosophies we've adopted. The "rules" or. Or more accurately, preproduction design has long since been finished. Now as we test things out, we have changed some of those "rules", and I'm sure others will change as well.

As far as contentious aspects of combat related mechanics, contentious is too strong a word. Just a few things I have my eye on which I currently find irksome, but further extensive testing is required before my concerns are either validated or alleviated.

There are some game play rules which have been shelved until we get the combat mechanics fully prototyped. These relate to our Noncombat Powers system. Some of the which has beem a topic of discussion on these forums in the past.

From time to time in the near future we may want to gauge the pulse of our supporters with regards to certain design aspects. But things are rapidly progressing where pieces are coming together.

Reserves is something I've mentioned as needing an update (among a few others). If / when that happens is another matter. My personal preference here is to show it in action rather than explaining it further ;).

I know we need more 3d artists and animators,

[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]

Dark Ether
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I'm not the artsy type, but I

I'm not the artsy type, but I do have time, being retired as a Civil Engineer. If there's some mindless tasks needing doing - placing buildings, bridges, terrain, whatever - that doesn't require prior experience with a certain specific software, I may be able to help out. I doubt some cadd experience will help, but if there's any sort of stuff that doesn't require Poser or drawing human or animal shapes or whatever, let me know and maybe I can help with some stuff that wouldn't take me too long to get up to speed.

(insert pithy comment here)

ooglymoogly
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that was a damn encouraging

that was a damn encouraging (and thorough) answer, Tannim. Thank you. I'll see about helping with 3d artists / animators I know a few folk in the industry so perhaps there are some interested in the work MWM is up to.

Cobalt Azurean
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I also know a 3d artist, but

I also know a 3d artist, but he's currently involved in some indie development house and I don't know if he's got the time to commit. I might throw out some feelers though and point him in this direction if he's interested.

Tannim222 wrote:

I know we need more 3d artists and animators,

Is there a /careers section or how would he go about contacting you guys? Facebook?

Empyrean
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Tannim222 wrote:
Tannim222 wrote:

The combat mechanics are going through iteration - some is in prototype, others the underlying math is being updated to more current design pholosophies we've adopted. The "rules" or. Or more accurately, preproduction design has long since been finished. Now as we test things out, we have changed some of those "rules", and I'm sure others will change as well.
As far as contentious aspects of combat related mechanics, contentious is too strong a word. Just a few things I have my eye on which I currently find irksome, but further extensive testing is required before my concerns are either validated or alleviated.
There are some game play rules which have been shelved until we get the combat mechanics fully prototyped. These relate to our Noncombat Powers system. Some of the which has beem a topic of discussion on these forums in the past.
From time to time in the near future we may want to gauge the pulse of our supporters with regards to certain design aspects. But things are rapidly progressing where pieces are coming together.
Reserves is something I've mentioned as needing an update (among a few others). If / when that happens is another matter. My personal preference here is to show it in action rather than explaining it further ;).
I know we need more 3d artists and animators,

I mean, this almost sounds like very early closed Alpha, right? Artists and Animators, while very important, are the final touch of making things look pretty.

This is damned exciting to hear.

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

Halae
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Empyrean wrote:
Empyrean wrote:

I mean, this almost sounds like very early closed Alpha, right? Artists and Animators, while very important, are the final touch of making things look pretty.

This is damned exciting to hear.

I do believe you're correct, Empyrean. Once you have all the mechanics in place, you go about making them look good. Then the final set of steps involve putting them all together to make scenarios that are both fun and good looking (since you can't determine what looks good until the final polish passes are in place.)

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".

Tannim222
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Empyrean wrote:
Empyrean wrote:

Tannim222 wrote:
The combat mechanics are going through iteration - some is in prototype, others the underlying math is being updated to more current design pholosophies we've adopted. The "rules" or. Or more accurately, preproduction design has long since been finished. Now as we test things out, we have changed some of those "rules", and I'm sure others will change as well.
As far as contentious aspects of combat related mechanics, contentious is too strong a word. Just a few things I have my eye on which I currently find irksome, but further extensive testing is required before my concerns are either validated or alleviated.
There are some game play rules which have been shelved until we get the combat mechanics fully prototyped. These relate to our Noncombat Powers system. Some of the which has beem a topic of discussion on these forums in the past.
From time to time in the near future we may want to gauge the pulse of our supporters with regards to certain design aspects. But things are rapidly progressing where pieces are coming together.
Reserves is something I've mentioned as needing an update (among a few others). If / when that happens is another matter. My personal preference here is to show it in action rather than explaining it further ;).
I know we need more 3d artists and animators,
I mean, this almost sounds like very early closed Alpha, right? Artists and Animators, while very important, are the final touch of making things look pretty.
This is damned exciting to hear.

In the strictest since, no. For combat we're still prototyping. The traditional case of Alpha is that all your systems are in place, post-prototyped, and you're now refining and hunting down major bugs. Now, the terminilogy is all over the map with how game makers have been giving people early access - some calling it "pre-alpha", some "early alpha" and so on. In many cases I would say these games are giving people access to a "dressed up"'prototype (post gray box) .

When your're still addding systems prior to beta, you're not in allpha - but, I'm rather old school when it comes to this so I might be doing the equivalant of "back in my day..."

Also keep in mind there are different teams working on separate systems. It is when those systems are done prototyping and are hooked together we'll be in more of a true alpha.

[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]

Empyrean
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Tannim222 wrote:
Tannim222 wrote:

In the strictest since, no. For combat we're still prototyping. The traditional case of Alpha is that all your systems are in place, post-prototyped, and you're now refining and hunting down major bugs. Now, the terminilogy is all over the map with how game makers have been giving people early access - some calling it "pre-alpha", some "early alpha" and so on. In many cases I would say these games are giving people access to a "dressed up"'prototype (post gray box) .
When your're still addding systems prior to beta, you're not in allpha - but, I'm rather old school when it comes to this so I might be doing the equivalant of "back in my day..."
Also keep in mind there are different teams working on separate systems. It is when those systems are done prototyping and are hooked together we'll be in more of a true alpha.

Gotcha. I like keeping it old school. So technically not Alpha yet in the old sense, but still exciting to hear about, because it's such substantial progress and obviously edging up on eventual release.

Still damn exciting :D

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

Grimfox
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Quote:
Quote:

we could hunt down some more volunteers

Ehhhh... Hunted volunteers are probably not volunteers...

Second Chance: https://store.missingworldsmedia.com/CityOfTitans/SecondChance/
Dev Tracker: http://cityoftitans.com/forum/fixing-dev-digest
Dev Comments: https://cityoftitans.com/forum/dev-comments

doctor tyche
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Ok, gave some thought:

Ok, gave some thought:

Missions, we need a coder for them. We have the design down, have a plugin for the main engine, but the work of handling the loading and UI for it we just are too stretched thin.

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