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We present City of Titans, a spiritual successor for the superhero MMORPG City of Heroes, being developed by Missing Worlds Media.
5,003 backers pledged $678,189 to help bring this project to life.

Run. Jump. Fly. Port. Cling? (Tech)

Posted by Missing Worlds Media (Creator)

In a game like we're making, how you get around is as important as how good you look doing it. 

Travel powers are a core of the game, and City of Titans is going to make sure you can find something that fits your character's concept, from walking down the street, to leaping from ledge to ledge, to running faster than sound, to flying like a bird, to telling reality to get knotted and simply popping from place to place. 

They're still prototypes. The animation's not finished yet, but they're getting better week by week. Here's what things looked like last week.

That's right, we've gone and done some things that people always wanted. Among other things, it means that once things are perfected, we just hook the two together and we get running up walls. 

Here's what things look like this week.

There's a few presents in there beyond the obvious. For one thing, this is the first time we've ever shown more than one player at a time. We've had it for a while, but there never seemed a reason for it. 

What else can you find? 

And what will tomorrow bring? 

Now, some of you will ask why we're working on travel powers now. It's a good question. The simple answer is that they're not attached to the combat system, but they have almost every complex requirement a combat system attack has, from animations to world interaction. Using them to answer the tricky questions means that, as we transition towards implementing holds and sleeps and knockback and all the wonderful things you remember, we've got all the answers we need to get them done. 

Of course, there's things like smoother animation loops (You see it in superjump - the animation resets) and particle FX, and integration, and a number of other things - but each of those powers you see is an iceberg of solutions, and more keep coming. Welcome to what things look like inside of a development system. It's not always pretty, but it is always good. 

Of course, now we can hit 50 MPH, that neighborhood is looking pretty small. We should do something about it. 


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    1. Milan Dare on

      I like the autumn leaves travel power (after the steady-hips wall climbing). Haven't seen that before.

    2. Missing avatar

      Jon Buran on

      It looks good, but you need to make the running speed go up to 88 MPH. (who cares if it's only "50", have a speedometer that displays speed up to 88 mph.) That's how you do some homage.

    3. Missing avatar

      Joel Aelwyn on

      Standard UE4 engine setup for jumping supports a full multi-stage animation blend setup: launch, rising, peak, falling, near-impact, and impact, unless I'm remembering incorrectly. Just a matter of getting animations for it that work together, etc.

    4. Missing avatar

      mrinku on

      Realise it's a work in progress, but the leaping animation still needs a bit of work. Currently it just looks like they've been picked up and repositioned by a giant hand (which could be a travel power in its own right, or at least a special effect...)

      Best implementation of superspeed (and flight) I've seen is DCUO. Champions Online did a pretty good superleap animation, though. You want that crouch-spring-impact effect with extra added kinetic "Oomph!!!". And pavement cracks/cratering as appropriate :)

    5. Cybin Monde on

      I'm so excited that i don't know what to say except that you guys had me giggling with glee. :)

    6. Missing avatar

      Ronald Absalom Harrison III on

      Super-leap was always a very cool power. Excluding CoT, I've seen three parties try to replicate that power from our golden age... only to end up with a power one would never pick.

      Super-leap was a beloved power because it was fast, and because the forward arc was two or three times the upward arc... and the upward movement was not inconsiderable. If the upward movement is allowed to be dominant while running, the power ends up dysfunctional.

      Of course, from a clip I can't tell if things are headed that way or not, and things aren't in their final form in any event. But I don't think it could hurt to make mention of an error I've seen others make.

      As always, Thanks for your awesome volunteer efforts to restore what was lost. I know sometimes people get negative, but I want you to know that each and every one of you are my heroes. I wish more people said as much.

    7. Missing avatar

      Marty D. on

      I share your opinion, Michael: Super Speed definitely needs a different animation than the default run. Or at least an option for one, because I am sure there are people who may prefer to simply move through the world at a faster pace, without looking like The Flash or Quicksilver.

    8. Michael Davenport on

      Remember the difference between a jog and a high-speed sprint