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Q2 Update is live. See what we've been up to.

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Tales from the Underworld: Hideout (Lore)

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Castilucci had holed up in some pretty terrible dives over the years, but this cheap room in the Highpoint Corner Savpoint Inn was one of the worst. Discolored stains marred the cracked plaster of the walls. Some kind of goop oozed from a corner of the ceiling; Castilucci hadn’t wanted to examine it too closely. The dirty carpet was worn down to nothing in a half-dozen places. The exposed pipes rattled whenever someone in an adjoining room used the water. Flyspecks dotted the single lamp, and rips in the stuffing of the cheap chairs exposed the upholstery.

[color=#ff0000]Project Lead[/color]

Pieces of a Game (Videos)

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Recently, we showed a video of our mission system working. It’s right here, if you want to watch it again or missed it.

Now by and large, everybody loved it. Everyone likes to see progress on screen. And of course, there was the usual range of other reactions, most of them expected. But there was a reaction we didn’t expect from it. “Why is the combat so slow?”

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[center][color=#ff0000]Interior Map Lead and UI Designer[/color][/center]

What You Know About: The Deadly 7

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[b]Name: [/b]The Deadly 7

[b]Cape Chaser Summary:[/b] Proclaimed the seven deadliest villains in Titan City by Liege himself, The Deadly 7 spread chaos and woe in their wake. All succumb to the sins of the city.

[b]Legal Status:[/b] The Deadly 7 are a group of villains, all of whom have taken at least one life. The individual members are under suspicion of murder, or are accused of such. As a group, they have no legal status.

[b]Notable Members: [/b]

Liege, charismatic leader, mental manipulator.

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[center][color=#ff0000]Interior Map Lead and UI Designer[/color][/center]

Should You Choose to Accept it (Prototype Mission, Video)

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Every so often, we begin to put things together. You’ve seen parts here and there, in passing, but today, we’re putting a lot of it together for the first time.

A secret data drop, a covert rendezvous in an underground parking garage, called into the police chiefs office, a hidden tip in a classified ad, an overheard comment, a stolen purse - a call to action comes in many ways and forms.

What follows is the heart and soul of the game.

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[center][color=#ff0000]Interior Map Lead and UI Designer[/color][/center]

Never Let Them See You Sweat (Inside the Kickstarter)

Shadow Elusive's picture

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It has now been a bit over two years since our Kickstarter, and while progress has not always been as fast or as smooth as I would have liked it, it has been going steadily in the right direction. But, it is time to confess a little secret about some of the rougher patches, and how they came about due, primarily, to the mistakes we made all the way back in the Kickstarter itself.

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[center][color=#ff0000]Interior Map Lead and UI Designer[/color][/center]

Business Update: Local Flavor

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One of the most critical assumptions I personally have relied on in my administrating the business affairs of Missing Worlds Media is that anything can be a source of nourishment for the mind’s desire to play. There are many reasons for this, but most of them ultimately boil down to the odd quality that is joy. Social and cultural cues may vary, but the basic emotional content of certain gestures are a constant – laughter and happiness sounds the same in any language.

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[center][color=#ff0000]Interior Map Lead and UI Designer[/color][/center]

Tales from the TCPD: Armor

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The enormous freight elevator rattled as it descended into the depths of the TCPD’s Preszewski Center headquarters. A sudden bang echoed through the shaft. Lenny Alvarez flinched.

Kathleen Aurelia turned to him and smiled. “Jumpy, Lenny?”

Lenny grinned. “Me? Never.” The elevator clattered to a halt. “Ah, who’m I kidding? The shop down here gives me the creeps.” He pulled the door open and led the way down a wide, concrete hallway lit by dingy fluorescent bulbs.

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[center][color=#ff0000]Interior Map Lead and UI Designer[/color][/center]

Prototype: Character Creator and Packaged Executable

Shadow Elusive's picture

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We’ve finished a very, very big step forward for City of Titans.
We made our first packaged executable that we can call ‘the game’. We’ve done them before for demos, we’ve made beat-em-ups, but we didn’t have a structured login-auth-lobby-game process running.

What you’re going to see is the recorded video of the first packaged build of the game. The User Interface isn’t finished, but it’s a functional first pass - all the buttons work.

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[center][color=#ff0000]Interior Map Lead and UI Designer[/color][/center]

The 12, Subjects 1-4

Shadow Elusive's picture

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Today is a very special lore update with a bit of art attached. We’ve been focusing on the code and tech side of the game pretty hard recently, and things are moving along.

Quite literally - we’ve got people riding things like subways and blimps right now. I can’t wait till we can show it to you, it’s one of those classic setpieces everyone’s wanted.

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[center][color=#ff0000]Interior Map Lead and UI Designer[/color][/center]

Landscaping the Lore (Lore)

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In the past few months, we’ve had the chance to explore some of the amazing work the Tech team has put into physically building Titan City. I wanted to add onto that and give everyone a glimpse into the way we built the concept for Titan City and its diverse areas through words. Some games let players down when it comes to the setting -- it’s partly my job to make sure that doesn’t happen to you guys!

[color=#ff0000]Project Lead[/color]

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