The Intrepid Informer
Contents
- 1 Overview
- 2 Issue 1: The Animal Pack
- 3 Issue 2: The Floating Fortress Art Process Part 1
- 4 Issue 3: The Floating Fortress Art Process Part 2
- 5 Issue 4: Destiny Slot: The Power of Defensive Nukes
- 6 Issue 5: Visual Effects
- 7 Issue 6: Steampunk Pack
- 8 Issue 7: Mission Design Part I
- 9 Special Issue: Galaxy's Last Stand
- 10 Special Issue: Power Set Proliferation 3.0
- 11 Issue 8: Mission Design Part II
- 12 Issue 9: Introduction to Time Manipulation
- 13 Issue 10: Introduction to Beam Rifle
- 14 Issue 11: Rocketing in the Future
- 15 Issue 12: The Conception of "Who Will Die"
- 16 Issue 13: Street Justice
- 17 Issue 14: Introduction & Halloween Event
- 18 Issue 15: New Incarnate Abilities
- 19 Issue 16: Titan Weapons
- 20 Issue 17: The Death of a Statesman
- 21 Issue 18: Darkness Control
- 22 Issue 19: Beast Mastery
- 23 Issue 20: Staff Fighting
- 24 Issue 21: Retro Sci-Fi Costume Set
- 25 Issue 22: Summer Blockbuster Event
- 26 Issue 23: Water Blast
- 27 Issue 24: Nature Affinity
Overview
The Intrepid Informer was a series of developer-written features, usually about new content that was soon to be added to the game. This article summarizes each issue and provides links to their original news or forum posts.
Issue 1: The Animal Pack
Originally posted on February 8, 2011, Producer Eric Johnsen introduced the Intrepid Informer feature and described the conceptualization, research, and implementation that went into producing the Animal Pack.
Issue 2: The Floating Fortress Art Process Part 1
Originally posted on February 28, 2011, Art Lead Gilbert Martinez introduced himself and detailed the designing, rendering, and implementing of the external views of the Floating Fortress that appears in the Admiral Sutter Task Force, coming in Issue 20.
Issue 3: The Floating Fortress Art Process Part 2
Originally posted on March 17, 2011, Art Lead Gilbert Martinez continued his discussion of the Floating Fortress that appears in the Admiral Sutter Task Force, this time focusing on the phases the interior ship map went through to become final art.
Issue 4: Destiny Slot: The Power of Defensive Nukes
Originally posted on April 4, 2011, Powers Developer Tim "Black Scorpion" Sweeney talked more about the new Incarnate powers coming in Issue 20, specifically the planning decisions behind and potential uses for the Destiny Slot.
Issue 5: Visual Effects
Originally posted on May 5, 2011, VFX Artist Keetsie "Tunnel Rat" Braz da Cunha introduced herself and gave some background on her experiences as a visual effects designer and how she would soon be interacting with the community.
Issue 6: Steampunk Pack
Originally posted on May 17, 2011, Character Artist Cheryl Austin introduced herself and gave a review of the new Steampunk Pack, including the inspiration, comparisons, and new techniques reflected in the individual set pieces.
Issue 7: Mission Design Part I
Originally posted on June 17, 2011, Lead Mission Designer John "Protean" Hegner gave insight into the process used to determine what stories got told in City of Heroes and how their development fits into the rest of the production schedule.
Special Issue: Galaxy's Last Stand
Originally posted on June 29, 2011, this issue explained the background and development of the opening of the new tutorial for City of Heroes Freedom.
Special Issue: Power Set Proliferation 3.0
Originally posted on July 6, 2011, Powers Designer Phil "Synapse" Zeleski introduced the next wave of Power Set Proliferation scheduled to be added to the game in Issue 21.
Issue 8: Mission Design Part II
Originally posted on August 8, 2011, Lead Designer Matt "Positron" Miller gave more insight into the process used to design missions and Story Arcs, including: Who, What, Where, When, Why, and How.
Issue 9: Introduction to Time Manipulation
Originally posted on August 9, 2011, Powers Designer Phil "Synapse" Zeleski introduced the Time Manipulation power set for Controllers, Corruptors, Defenders, and Masterminds, including details about each power and tips and tricks for their use.
Issue 10: Introduction to Beam Rifle
Originally posted on August 24, 2011, Powers Designer Phil "Synapse" Zeleski introduced the Beam Rifle power set for Blasters, Corruptors, and Defenders, including details about each power and tips and tricks for their use.
Issue 11: Rocketing in the Future
Originally posted on September 12, 2011, Senior Animator Colin Brown introduced the concept behind the Rocket Board travel power, and several of the decisions that went into its development.
Issue 12: The Conception of "Who Will Die"
Originally posted on September 21, 2011, Mission Designer Sean "Dr. Aeon" McCann detailed the conception and development of the Who Will Die Signature Story Arc.
Issue 13: Street Justice
Originally posted on October 5, 2011, Powers Designer Phil "Synapse" Zeleski introduced the Street Justice power set for Brutes, Scrappers, Stalkers, and Tankers, including details about each power and tips and tricks for their use.
Issue 14: Introduction & Halloween Event
Originally posted on October 20, 2011, World Designer Cord "Think_Tank" Carney introduced himself and also discussed some of the decisions that went into developing Dr. Kane's House of Horror for the Halloween Event 2011.
Issue 15: New Incarnate Abilities
Originally posted on November 9, 2011, Systems Designer Jeff "Arbiter Hawk" Hamilton introduced the expanded Alpha, Destiny, Interface, and Judgement slot abilities released with Issue 21.5.
Issue 16: Titan Weapons
Originally posted on November 30, 2011, Powers Designer Phil "Synapse" Zeleski introduced the Titan Weapons power set for Brutes, Scrappers, and Tankers, including details about each power and tips and tricks for their use.
Issue 17: The Death of a Statesman
Originally posted on January 16, 2012, Lead Designer Matt "Positron" Miller discussed the idea of killing off Statesman, as well as the difficult decisions about removing the character and all references to him from the game.
Issue 18: Darkness Control
Originally posted on February 15, 2012, Powers Designer Phil "Synapse" Zeleski introduced the Darkness Control power set for Controllers and Dominators, including details about each power and tips and tricks for their use.
Issue 19: Beast Mastery
Originally posted on March 7, 2012, Powers Designer Phil "Synapse" Zeleski introduced the Beast Mastery power set for Masterminds, including details about each power and tips and tricks for their use.
Issue 20: Staff Fighting
Originally posted on April 11, 2012, Powers Designer Phil "Synapse" Zeleski introduced the Staff Fighting power set for Brutes, Scrappers, Stalkers, and Tankers, including details about each power and tips and tricks for their use.
Issue 21: Retro Sci-Fi Costume Set
Originally posted on June 5, 2012, Community Manager Andy "Zwillinger" Belford spoke about the collaboration between the Community and Development team to hash out what eventually became the Retro Sci-Fi Costume Set.
Issue 22: Summer Blockbuster Event
Originally posted on June 26, 2012, World Designer Cord "ThinkTank" Carney introduced the new Summer Blockbuster Double Feature, including "Casino Heist" and "Time Gladiator."
Issue 23: Water Blast
Originally posted on July 4, 2012, Powers Designer Phil "Synapse" Zeleski introduced the Water Blast power set for Blasters, Corruptors, and Defenders, including details about each power and tips and tricks for their use.
Issue 24: Nature Affinity
Originally posted on August 8, 2012, Powers Designer Phil "Synapse" Zeleski introduced the Nature Affinity power set for Controllers, Corruptors, Defenders, and Masterminds, including details about each power and tips and tricks for their use.