The Holiday Siege Update comes out next Tuesday, so let’s take a look into the update and at the past year of development. (If you want to see it in action, tune in to our Holiday Siege Devstream tomorrow at 3PM EST at twitch.tv/trendyent !)
Colin Fisher, Assistant Producer (Elandrian)
I thought this Dev Log should be bits of what Dev Logs have been before and a little bit of looking back over the year of development.
This is my first Dev Log debut, but here’s a little introduction for anyone that doesn’t already know me from the forums/Twitch/community/etc.This past year, I’ve gone from end-game player, Dungeon Defenders II Twitch streamer, Production Intern at Trendy, to a full Assistant Producer helping out with more aspects of development than I can count.
The past year of development for Dungeon Defenders II has been filled with updates (58 at the last count @_@) and the team here at Trendy has been diligently working on game systems, content, and trying to keep development on two platforms up to speed with each other. Did I also mention that we had over 950 bug fixes? (We counted.)
We’ve also had some huge moments for the game happen over the past year:
Releasing the first new hero, the Abyss Lord
Hot-swapping in combat between heroes
Finding games via the Game Browser
We revamped the campaign experience, providing more story and quicker progression to get into the end-game.
Hero Deck Overhaul - Remember when you could only build with the four heroes in your deck? Remember when we fixed it so that you can build with all your heroes!? (I ‘member.)
Community Bug Reporting Site - Vote for the bugs that bother you the most and we review it on a regular basis!
Getting the opportunity to work with Re-Logic and the Terraria on an amazing crossover.
We wanted to pack the game with content over the year, and we really achieved that with boatloads of new maps, incursions, weapons, and heroes.
Looking back at a feature-packed year, I’m beyond hyped for the next year working on Dungeon Defenders II. Stay tuned for our January blog where we’ll put together a comprehensive retrospective and future plans for DD2.
I guess it’s time to delve into the details about the Holiday Siege Update! This patch is definitely one of our smaller updates, but it’s still one of our more meaningful ones. We’ve been talking about adding new enemies into the normal enemy schedules on maps for a while now and are continuing to work on adding more, but we’re delivering on that now with this update. As someone who is in a “player-first” mentality (since I still actively play and interact with players), I’m pumped for any/all new enemies.
The Siege Roller is really going to shake up a lot of the popular builds right now. On the recent Trendy Friday Fun Twitch stream, a couple of community members and I decimated the Forest Biome with a Volcano tower spam build. I tried to replicate that scenario using Volcanoes against the new Siege Rollers and the struggle was REAL. My Volcanoes did a good job of destroying the normal mob waves, but the Siege Roller blasted right through my walls and defenses and dumpstered my core. It was AWESOME!!!
In addition to the Siege Roller, we’re adding in some fun Holiday content as well. Our artists really go above and beyond when it comes to decorating our social areas for the holidays. The Heroes Marketplace and Private Tavern have been decked out with holiday decorations, and remember to head over to the Holiday Tree for a chance to get a present each day that contains some random consumables! (Maybe, it’ll even give you some Souls of Night!)
In the spirit of the season, the art team came together and pumped out seasonal Ice-themed costumes for every hero currently in our game. (I’m partial to the Lavamancer because he’s in a perpetual state of confusion … Is he lava? ... Is he ice? Who knows anymore!)
This next year is going to be chock-full of improvements to the core game experience with the next couple months primarily focused on end-game, and I can’t wait for everyone to try it out.
Daniel Haddad, Design Director (Blacksmith)
I’m going to bust out some crazy stats, too! This year, we wrote 1.93 Gigabytes of Design Documentation. We created 995 (we’ll probably hit 1k) design files that are all contained within 212 folders because we like to stay organized. The design team thudded on their desks in frustration a grand total of 288 times, Brett was thanked for last night roughly 210 times this year, 33% of our design team was punched at least once in the eyeball, and we managed to get by this year with only one heinous act of unprofessionalism…
In all seriousness though, I’m happy at what we all managed to accomplish in 2016, and I’m super proud of the phenomenal people I get to work with every day. At the start of this year, we hadn’t made a new hero in about 3ish years. It was an intimidating and terrifying task. The year is over, and we launched 6 new heroes, and designed about 9 of them. We learned a lot with each release and then started a grand push towards getting the game out of early access. We also got the chance to work with the awesome team at Re-Logic on our Terraria crossover which was probably one of the more involved crossovers between two companies I’ve seen so far.
As we wrap up 2016, I hope you all are looking forward to what 2017 will look like. We have massive, maassssssivvvee changes coming to DD2 that aim to revitalize its end game. While we can’t talk about much yet, we hope that by the end of 2017, the game will look substantially different. Making games and working on a live game, specifically, is never easy, and the road ahead is long and potentially tricky, but with such an awesome community backing us, I’m confident we can work it out.
Speaking of our community, we also hired Colin Fisher this year. He is a huge fan of DD2, is part of our Caster’s Guild, eventually came onboard as an assistant producer, and is doing a bangup job spreading the cheer and memes around the office. We also hired Eric Petrie, another dedicated DD2 player, semi pro Overwatch player, and a phenomenal QA tester. Are there more of you out there? Maybe… let’s see what happens in 2017.
John Muscarella, Digital Puppet Master (Muskie4242)
It’s been a long but fun year here at Trendy. Lots of changes and more than a few late nights and weekends. Here are a some of my favorite pieces from the last 365.
Wait a minute, who is this guy?
Must be some character the community never voted for....
Steven Collins, Level Design (Esorath)
Working on creating some updated enemies to add new threats and mechanics. We’ve seen some threads floating around about mechanics that already exist in the game that you would like to see on enemies. Taking these and some internal ideas we’ve got some serious threats coming out.
Jesus Diaz, World Builder (N3odoc)
These last weeks, I've been working on a new tileset for what might be our next level. That means I've been creating new meshes, textures, and materials mostly, but I've also been fixing some world building/collisions related bugs.
Finally, I'd like to share with you a pic of the level we worked on. As you can see this level focused on the barbarian aesthetic.
Daniel Diaz, World Builder (DanielKaMi)
I've been working on multiple task last weeks, from bug fixing (most of them related to collision problems) to an art test for future levels. We're trying to improve our painting skills and that means a lot of fun!.
Here's some stuff I did for the art test level.
Tim Shannon, PS4 and Live Producer (TimmyTrashTier)
I am working on a secret project which I can neither confirm or deny.