Monday, March 25, 2013

The Phoenix Project Update: Monday, March 25, 2013

The Phoenix Project Update: Monday, March 25, 2013
By: Cameron 'Segev Stormlord' Johnson, Studio Director

As many of you by now already know, the Phoenix Project is going to release its components as they get ready. The big releases are planned to be:

  • The Avatar Builder
  • The Base Builder
  • Open Beta
  • Issue 0

There will be additional smaller releases, updates to the above, and other ancillary products coming out between those.

The general structure of a character as it will be represented in game mechanics - a sort of virtual "blank character sheet," for those of you familiar with pen and paper RPGs - is nearing completion at the time of this writing, and may well be in the hands of our technical gurus to translate it into code by the time you're reading this. The focus is on maximum flexibility and robustness for future creative expansions, allowing a wide variety of powers to be designed. The next thing on the docket from that team is "combat flow," which, despite the catchy name, is actually a dry and technical examination of the algorithmic steps that are required to resolve a given attack or other action when somebody activates a power and attacks another character (player- or computer-controlled).

The creative team continues to work on concept art and translation of our enormous body of potential setting Lore into specific usable pieces, while our mission-writing team begins work on developing story-focused narratives with PCs at the center, drawing upon that Lore. We've been working from an outside-in perspective, and we're now going to reverse that to let the stories we tell organically pull together the jagged edges of the background history and details about NPCs and their factions. Much like a good story doesn't give you the world-setting bible, but instead introduces you to pieces of its setting through events and the eyes of characters, the mission snippets and the clues dropped to lead to them will be your, the player's, window into the lore of the setting. Ideally, it will be possible to play the game as a total newbie and get the rich, fleshed out world out of playing the game, much as one learned about the worlds of comic books through reading those selfsame comics.

All of that being a fancy way of saying, "We've done a ton of work up through now, but have mountains left to go." 
 
Meanwhile, one of the districts - the one containing Phoenix Plaza - is being worked on in rough layout using stock assets. Beyond the stock assets that came with Unreal Engine, Doctor Tyche has been (among myriad other things) importing custom rough-draft assets into the engine for this zone work. It won't be the final work-up, but the layout is at least semi-final, and we should have a functional zone to run demobot around in before too much longer.

Here's a 2D concept drawing of the Phoenix Plaza itself:
Phoenix_Plaza.jpg


Our coding gurus have been busy, as well; a lot of the little projects they've been working on are coming together. The authentication and sign-in work mentioned last week is nearing completion, and load testing continues on the chat engine.

Additionally, the Phoenix Project is proud to invite anybody interested to NorWesCon, where Doctor Tyche and Segev Stormlord (the Technical Director and Studio Director, respectively) will be holding a panel at 4:00 pm this coming Friday (March 29th) in Cascade 7 to discuss how this project got started, what its goals are, and where it stands. 
 
If you're in the Seattle area next weekend, come by and see us!

Monday, March 18, 2013

Monday update!

 In a dramatic twist, we've decided to move our updates to Mondays. (Because, you know. Who doesn't need something to brighten up a Monday?)



So without further ado, I'm handing you over to our lord and master, Studio Director Cameron 'Segev' Johnson for this week's offering. Don't worry, he'll be gentle.

-Lauren 'Rae' O'Neill
Again.
--
Missing Worlds Media Presents
The Phoenix Project: Update
Monday, March 18, 2013

In light of the success of our recent celebration for hitting 1000 Facebook friends, and because so much has been happening under the surface, we've decided to upgrade our regular Thursday Facebook updates into a slightly more formal Monday Update, which you will be able to find on our forums, our Facebook page, and on the Titan Network forums! The intent is to give some "under the hood" glimpses to you, our community, of where we stand technically and creatively. So, without further ado...

Having settled on Unreal Engine 3 as our client-side engine, we've already caught up to and in some ways surpassed any progress we'd made on CryENGINE. Screen shots from a few simple tests with stock environment assets and the UDK's included "demobot" have been promising; we anticipate equal graphical quality with the new engine, and superior customer support.
We are ahead of schedule in conforming the control system to the developed model. It's now down to tweaks, rather than implementation. Due to this advanced state, we have begun work on the inventory storage system a week ahead of schedule. Camera controls are also now finished!

With these control systems in place, we can begin conforming test levels to fully exploit them.

Additionally, UI design development is kicking into gear. Our team of artists specifically set to the task is assaulting the challenge with fervor and enthusiasm. Our chosen UI colors are Blue/Silver for heroside and Black/Gold for villainside. In 3D modeling and implementation, we've decided that we'll be using bones for scaling models and costume pieces.

Speaking of costume pieces and character models, a text-based "blueprint" for the avatar builder (and character creator) is undergoing refinement to nail down what elements all need be present for the establishment of a refined design. The goal is, as ever, to retain familiarity for those coming in with some super-powered character creation experience from other MMOs while making the process as friendly and convenient as possible.

Server-side, a "watchdog" system is being developed. Three stages are currently planned: data collection, launch, and shutdown. The first stage is currently under development; once all three stages are finished, the server will be ready for live testing.

A chat server has been implemented and successfully tested on small group loads. Large group testing will be performed over the next few weeks. Integration of the client chat system with the chat server is well underway. Once completed, we will be able to actually participate in group chats within the game itself.

Finally, because of the success of the Livestream event, we're planning on hosting more in the future. We're still discussing and debating how often to host them and what in particular to show during future events, whether as a semi-regular thing or as further benchmark-celebrations (such as reaching 2,500 facebook friends, 5,000, etc., as well as milestones of great worth in the Project's development).

Thank you all for your support, and stay tuned for these and other updates on our twitter feed (@mworldsmedia). You can also find us on Google+ as Missing Worlds Media, and look for videos of teasers and demos on our youtube channel!

Saturday, March 9, 2013

Moar costumes!

I may have mentioned tomorrow's Livestream event where you'll get the chance to watch our Art Director in action, and hang out with a few of our devs, team leaders, volunteers and probably a few of our friends and family to help make up the numbers.

And hopefully me. You know. Just in case you have any questions about Facebook, or something ;)

So in the run-up to said Livestream event, here's a little more artwork, released for your viewing pleasure by our unbelievably talented art-team.

These pieces are all from the 'cosmic warrior' genre, and they are all intended as player costumes, for those of you who have a hankering for something otherworldly.



If you get the chance to come along to our Livestream event tomorrow, between 4pm and 10pm EDT, you'll get to see Jessica working on a piece for our project mascots, and hopefully working with our 1,000th Facebook friend, Donna Day, who'll she be diligently turning into an NPC for use in the game.

We've also selected some of the best superhero tunes we could find (with help from our Twitter followers), so in theory it should be a jolly spiffing event and we're all thoroughly looking forward to hanging out with you.

Sharp-eyed readers MAY have noticed there were two community questions that I've diligently not answered. We haven't forgotten them, and they will be answered.

Soon (tm.)

Lauren 'Rae' O'Neill
Blogger extraordinaire
The Phoenix Project

P. S Did I mention our Livestream event?


Friday, March 8, 2013

Costume concept


Good morning, Phoenixes.

..actually, we need a name. There's Browncoats, Twihards and Potterites, but the good people at TPP don't have an official term yet.

MWMers? ..no, that just sounds silly.

Phoenixers? Erm.. maybe not. Answers on a postcard, please. How should I address you?

Anyway. With our Livestream event racing ever closer, and our developers brushing up on their best handwriting and favourite tunes in anticipation of meeting you all, it seems a good time to release some more artwork.

Front view
These pieces were created by our incredibly talented art team.

Although, as you can probably tell, the piece is currently in black and white, the plan is for the belt, gloves, boots and headband to be finished in a two-tone high-gloss or matte metallic finish. 


Side view
Rear view.

The big oval gems would be available in a few different options - including a steady glow, pulsating glow, no-glow and metallic finish to match the rest of the belt.


The sleeves and leggings are optional, and although this version of the costume is unisex, there are plans for a more feminine variant, with a halter top and miniskirt.


This costume probably looks best with some sort of cape, which I left off for clarity. There will, of course, be weapons accessories to follow.

It turns out the art team are feeling generous, so I'm thinking tomorrow, if you ask really nicely, I'll share some more with you.

Lauren 'Rae' O'Neill
---
PR, Press and.. gah, you probably know by now.
The Phoenix Project

Thursday, March 7, 2013

Community Questions - Part 7


Well, this is the last of the questions (well..almost..) we had from you guys.

Thank you all so much for putting them forward, and we hope we've answered them to your satisfaction, but if you'd like more information, why not swing by our Livestream event on Sunday? Throughout the day we'll have our volunteers, team leaders and developers on hand to keep an eye on our art lead, Jessica, as she gets to work doing what she does best and to chat with you all.

The event kicks off at 4pm EDT and runs until 10pm, so there's no excuses not to be there. Well, unless you're working. Or.. there's some some sort of emergency or..

OK, so there's a few reasons you might not be able to do it, but if you can, you should.


Anyway, without further ado or fanfare - the (almost) last of your questions. Until you send me more.

Lauren 'Rae' O'Neill
Official chick with questions coming out of her ears and answers coming out of her...
The Phoenix Project

--




1. Will all the powers we know from CoH be returning, and if so, how much different should we expect then to be?

Tom Filiaggi, Game Architecture Lead:  "Currently, our Power Framework is much more flexible and variable than that of CoH.

"Our goal was to ensure we could reproduce the powers from CoH (if we so desired), but at the same time allow for new and rather interesting powers and effects. Much of this is at the "idea" stage, figuring out how all of these myriad pieces will fit together. Once we are comfortable with the Power Framework as a whole, then we will see what technical limitations may exist that would preclude some of that framework, and adjust the framework as needed. Remember - our goal is to retain the "feel" of CoH, so even though we will be introducing new game mechanics, powers, and effects, we still want this game to "feel" like CoH."


That's Ms Liberty, thank-you-very-much. I reject the outdated endemic in a society that correlates a woman’s worth with a ring - or lack thereof - on her finger.
 2. Will we be using trainers like Miss Liberty or self-train/self slots of powers like in DCUO? Any teaser character movement to view before beta?

Nathaniel Downes, Technical Director:  "Part of the design we are looking into is enabling you to pre-build your character, select what powers and slots you take as you level up, at a trainer.

"In CoH terms, consider that you build your character in Mids, then could import it to the game proper for auto-levelling as you go. You would still need to hit a trainer for loading, or changing, your build, but being able to pre-build yourself as you level, for the advanced player, is something we've long wanted. This would be the biggest advantage to those who sidekick.

"Now, you can still level up the old fashioned way as well, selecting powers/slots as you level, and for new players not familiar with the tools this is what we expect will happen. And do expect teaser footage of all sorts before beta."

2b. Will we have to find a hero like miss liberty to level up and choose power slots?

Kaylan Lyndell-Lees, Lore Lead: "The current plan is to allow dynamic leveling rather than having to go to a trainer. You would need to speak with a trainer or other NPC in order to respec, change your power customization, boosts, or other character power alterations."

Tom Filiaggi, Game Architecture Lead:  "However, we are aware how certain areas in CoH became social hubs, and trainers were often part of the reason.  We want to retain social hubs, and ensure various quality-of-life issues are easy to manage there. This could still potentially include trainers (it has not been ruled out). So, as Kaylan said, it is true we want leveling to be easy, but there may be special components of leveling that require a visit to some sort of contact."


Jumping, or flying?

2. Travel powers. How many? I sure miss super jump.

Kaylan Lyndell-Lees, Lore Lead: "Superspeed, and Teleportation are all planned as travel powers. We are hoping to have other travel powers available if the technology allows us to do so."

Nathaniel Downes, Technical Director: "We've already verified that superjump, flight, superspeed and teleport will work. But we are working on expanding this list some, other games have some interesting ideas which we are exploring as well."

Tom Filiaggi, Game Architecture Lead: "We want to expand on the list of travel powers that CoH provided. There are a couple other super MMOs out there that have done that, to varying degrees of success.

"We are aiming to encompass those travel powers as well. Our approach also considers animation to be a simple component of each travel power as well. Free flight and rocket pack flight will both be flight, but with different animations. Ice slide and earth avalanche? Same underlying travel power, different animation."

Wednesday, March 6, 2013

Community questions - Part 6

Here's the next batch of answers to the questions you sent us - can you believe there's still more to come? Who'd have thought you'd have so many? (Probably not the devs, when they promised to answer them ;) ) 

I can, at least, see the bottle of the pile now, so you don't have to endure our waffling for much longer.


Somehow, we seem to have been a bit more sensible this time around.

Anyway, as I don't have anything particularly witty or intelligent to say today, here's the next batch of answers for you, freshly baked.

Lauren 'Rae' O'Neill
Yes, I'm still here.
The Phoenix Project

 ---

1. Has the team reached out to any mainstream studios or we'll known game designers for assistance? Can we expect the game to more resemble an I2 or I20 build. For example things like ED, Def, and, Acc will portray what time frame of the game? Assuming you use a system like this.
 
Nathaniel Downes, Technical Director:  "It will be closer to I24 than I2. The specifics of Defense, Accuracy, or ED are still nothing I would talk about yet, only play-test will settle them. It is not identical to what we had in CoH, but a refined version based on the experience we all had in CoH."


Tentative clip-art alert!

2. When does the first expansion go live? :-p

Kaylan Lyndell-Lees, Lore Lead: "We can't really say when we'll have our first expansion when we haven't even reached the point of alpha testing, much less launch. Hopefully we'll be able to have two expansions a year, but that is extremely tentative."

Cameron Johnson, Studio Director:  "Taking what Kaylan said, however, I can assure you that the Lore and Story team have a lot of content "building blocks" ready to go, so the expansions, when they come, will be very satisfying.

"Two a year is, as she said, our current goal, so probably anticipate one every six to eight months after the game is launched. Again, no promises; until we get to pre-alpha, timetables on post-release stuff really can't be more than guessed at. Albeit a somewhat educated guess."





3. Mission Maps anyone? I think a map that looks like a gianttoy box would be epic.. and classic comic book (Mysterio, Toy Man... etc). There was a lot of design repetition in City of Heroes, and understandably so, but I always appreciated running into a unique mission map now and again. Even when it was a variation on a common map, transformed into something new. I hope MWM can adress the issue of map doors taking you into illogical locations... like an office door that takes you into a cave.. or a cave door that takes you to an office... etc.
 
Kaylan Lyndell-Lees, Lore Lead: "We intend to have a large variety of maps, and we plan on having the floor layouts of those mission maps make sense for the buildings that they're in.

"We are definitely planning to have office doors take you into offices, cave entrances take you into caves, and so on."

Nathaniel Downes, Technical Director:  "One of the things we are doing is the dual-purposing of tools. Instead of having a handful of fixed maps, we are building a map builder, which would also double as the base builder. As we enhance the tool for map making, our base tool would be improved along the way. As a result, making more interesting and unique maps will be easier."

Jessica Weaver (Yoko), Art Director:  "That has been something on the forefront of our minds when considering the world, how the player interacts with it and how to address instance maps. We hope that each map and mission will be a unique experience and help the player feel more immersed in our world"




4. there are older gamers who appreciate comics in the DC Vertigo vein and would like to see that represented in a game. I imagined having to provide proof of age, then being able to access either a Mature server or Mature zones, where the limits on what can be said/shown are more relaxed. So, the question would be, is that possible at all and is it something you guys would even consider?

Kaylan Lyndell-Lees, Lore Lead: "During the process of writing the game's lore and history, we've done a bit of research on what's required to maintain a T for Teen rating from the ESRB. Unfortunately, what you're suggesting would prevent a game from having that T for Teen rating.

"We feel that it's important for us to keep the T rating in the game, as many of the COH community played with their families. We want parents to be able to comfortably play with their children, both older and younger, and an M rating would make that much more difficult."





5. May we see any in-game city modeling?
 
Kaylan Lyndell-Lees, Lore Lead:  "We will certainly show you some teasers and previews of models when they are ready for public view."

Jessica Weaver (Yoko), Art Director:  "Since we are an all volunteer force, there are a number of our artists and modelers that are rusty, adjusting to new programs or still in school and therefore not moving at the pace we all would -like- to dedicate to the game.

"We're working to the point of making some content that will end up in the final game for you to see, and when that time comes, we will certainly be sharing it with the community that has been supporting us from day one. In the meantime we ask your patience as we turn our engine into a purring, well-tuned machine ;)" 

Tuesday, March 5, 2013

Community questions - Part 5

Zomg, the questions.

I actually had a dream last night that people were shouting on me on Facebook because I wasn't getting the answers up fast enough.

Before I get the questions up, a huge thank you to everyone who sent them in - and mahooosive thank you to the devs who've been busy answering them and doing their best to keep you updated. It's ace to see that you lot out there are just as excited and interested in this as we are.

Aaanyway - without further ado - your questions, our answers. This time around, it all got a bit silly, I'm afraid. I'm not sure if that's your fault, or ours. Probably yours.

-Lauren 'Rae' O'Neill
Official press and community go-between
The Phoenix Project



1. Can we get you anything? Some coffee? Maybe a cookie?

Lauren O'Neill, Press and PR Lead: "I'll take a cookie. As long as there's no raisins in 'em."

Jessica Weaver (Yoko), Art Director: "Milk and soft gooey cookies sound awesome! I think I may need to leave my work to go make some..."

Cameron Johnson, Studio Director: "A billion dollars would be nice. Make this project a lot easier to pull off. The fewer strings, the easier it'll be--oh. Not what you meant? Um, well, honestly...the rest of my answer is better given to the next question!"

Kaylan Lyndell-Lees, Lore Lead: "I'll take some Thin Mints and a good chai, please."

DC James, President of Missing Worlds Media: "Actually, there is a cook book that I've been neglecting to get published..."


2. I hear that Doctor Tyche guy is a real pain to work with. Is that true?'

Kaylan Lyndell-Lees, Lore Lead: "Well, he's been really late on some of his writing for MY team, but I suppose I'll have to forgive him for it. He's a little bit on the busy side, after all"


Lauren O'Neill, Press and PR Lead: "He's ok. You just have to know how to handle him. Like tickling his belly after giving him bad news."

DC James, President of Missing Worlds Media: "Our resident mad scientist. Just apply the right amount of voltage, and there really won't be any problems."




3. I know TPP is meant to be a separate awesomesauce MMO but will there be non obvious pieces of CoH scattered around Titan City and its surrounding areas? Symbols or items that CoH veterans will find and recognize? A fellow CoHer posted a picture of tile work he saw in a real life hospital lobby. The tiles were placed in the shape of the Oroborous symbol. It made us all smile. so Fun! <><>

Jessica Weaver (Yoko), Art Director: "If we can find a way to bring them in, I don't see why not :3  I for one would love to have a doughnut you can fly through, among other things."


Science beware!



4. If you're driving in a car at the speed of light and turn on your headlights, what happens?

Lauren O'Neill, Press and PR Lead: "I intend to test this, using my 1.2l Vauxhall Corsa. I'll let you know what happens." 




5. How far along is the game production?

Nathaniel Downes, Technical Director: About as far along as you'd expect after 6 months and an engine change.