Digital artbook available now

Hey everyone, we have an update on the Digital artbook reward– if you backed for the digital artbook tier ($30 and up), you should now be able to find it in your Humble reward page! It is a PDF file, and best viewed in a side-by-side 2-page view or 1 page at a time. Bill spent a fair amount of effort putting it together, trying to be comprehensive but relatively concise. We hope you like it!

 Speaking of, Bill is trying to determine if there is some interest in a small physical print run of the book. The specs would be an 8.5×11 inch, full color, hardback version (127 pages) for $25 (before whatever tax/shipping that may apply). Some photos of it were in the previous update (https://www.kickstarter.com/projects/1596638143/cosmic-star-heroine-sci-fi-spy-rpg-for-pc-mac-ps4/posts/2004504). You can leave a comment here, or email him (bill.zeboyd@gmail.com) or ping him on twitter if you’re interested. This would be sort of an informal show of hands, not an exact count. (Those who backed the physical artbook tier would get some kind of additional bonus).

We are also hoping to potentially include the artbook as part of a special edition of the physical run of the game with Limited Run Games (in addition to the regular game-only version). The LRG release will occur after we get the Vita version of the game released digitally, of course.

Speaking of the Vita:

Robert has done a lot of work reworking some of the code to prevent memory crashes on the Vita. Initially testing is promising so hopefully we will have some good results to share soon.

Lastly, on a few more Physical Rewards and shipping:

Bill hasn’t heard back from everyone who backed for physical rewards to confirm their address, BUT! If you have responded to confirm, he has shipped rewards to backers in North America. International shipping is taking a bit longer because he is having to go through a few more steps, but if you confirmed your international address, those rewards will be sent to you shortly.

Thanks everyone!!

WORKWORKWORK!

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Meet the Titan: Gerard Michael ‘Witchikin’ Tupaz

 

 How did you get involved with Missing Worlds Media?

Well, I was reading an article on the internet about a spiritual successor of CoH/CoV, and with the skills of “Google-fu” I found the forums. And when I read that they needed Concept Artists, BAM, I jumped into it.

You’ve played super-powered MMOs in the past. Which ones and who were your main heroes/villains?
 

I played CoH, and I believe my character’s name was Vanguard. And in Champions online, I was Crovenus.

 What part of City of Titans do you work on?
 

I work on Concept Art, currently working on Character designs and some of the early costume designs.

 

If you could choose one goofy or unusual thing to be put into City of Titans what would it be?
 

I would probably choose to sneak in my own character somewhere in the game, doing something silly like goofing up magic spells or on a poster somewhere.

 

What is your background when it comes to your position in Missing Worlds Media.
 

I graduated with a Diploma in Entertainment Design, as well as freelance illustration on the side

 

What is your inspiration for wanting to be part of Missing Worlds Media and City of Titans?
 

I LOVE superheroes and supervillains. And I have always dreamed of being part of anything related to it. Being part of CoT was nothing short of a dream come true.

Without asking, would the rest of the Missing Worlds Media staff consider you a hero or a villain?
 

Hmm, I think I would be considered a goody-two-shoes.

 

What are the essential tools of your trade?
 

Photoshop, Wacom tablet and Pinterest for references.

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Michael’s steady top notch delivery has been a big help in the development of City of Titans. We’re also grateful he took the time to write this out for us.

Discuss Here:

Support City of Titans at our Patreon and read a fun webcomic

Update #83- October

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Update #82- Weird Autumn

This post is for backers only. Please visit Kickstarter.com and log in to read.

Developer’s Workshop: Animation Blending

So there’s this nifty feature Unreal Engine 4 has called animation blending. It allows automatic, live blending of one animation into the next, and allows us to put all kinds of things together without having to customize the animations to flow into each other.

This obviously works wonders for how good just about anything you do in-game looks. In the gifs to come, the character in simple spandex – we’ll call him Simple Spandex Man from here on – represents how smooth the animation blending works, when it works. That part is being played by Simple Spandex Man because what we’re really testing in these shots, is being able to use animation blending on characters in cutscenes. So they match up to the game performance. Simple Spandex Man is using standard skeletal meshes.

 That mean looking guy is an NPC named Rottweiler, a vigilante of Titan City. In this case, he also represents a character blueprint in action (all attacks you see are real attack animations for in-game use). The character blueprint contains all the skeletal meshes at work in the character. Comparing his movements to the simple spandex character lets us see if the skeleton meshes bundled into the character blueprint are blending as well as the defaults. Admittedly, the dev decided he may as well make it look fun.

 

   The answer, at first, was no. For whatever reason, our animation blueprints were bugging out on it. But we fixed it, and now it looks like this.

 

 It’s always something in development. 

Till next time Titans.

Note: sequence of animations being blended here is run, jump, flip, fly. 

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Discuss this update here: 

Thanks to: Charles Logan, GeeksGoneBad, Shadow Elusive, and everyone who’s gotten us this far. 

And remember, support City of Titans at our Patreon and read a fun webcomic! 

https://www.patreon.com/HiJinx