If you’re just joining us, the Dev Log is our attempt to give you a closer look at our development team -- both what we’re working on and who we are as real human beings. Some players mention they’d like to see pictures and hear more details about what we’re working on in the Dev Log. Sounds like a plan! If you like this new approach, please let us know in the comments below!
Jay Twining, Senior Game Designer (TrendyJayT)
With Map Selection improvements passed on to programming and UI, it was time to shift gears towards another task. This is fairly normal that while other disciplines are working on certain kinds of design work, specifically system heavy UI stuff, design can move unto designing and data implementation for another feature while another is being implemented.
I’ve transitioned over to Pet Implementation. This means setting up new pets. (They’re coming!) Setting up stat packages and specifically the reroll system. Each pet has a set of pet specific stats, Pet Attack and Pet Attack Rate. Each pet also has a set of empowerment stats. You guys already know all of this. Below you’ll find a handful of visual design for the Pet Reroll UI.
Something to remember is that we don’t provide specific details when looking at a UI. We provide details on the interactions and placeholder names. The intent is to validate how something will Look and Feel. I realize I haven’t gone into too many details on how rerolls work, at least in text. I’ll leave it up to your capable imaginations to fill in the blanks.
Thanks, Defenders. Chat with you guys soon!
Daniel Haddad, Creative Director (Blacksmith)
Working on Loot & Stat revamp execution & reward cadence.
Danny Araya, Creative Director (DannyAraya)
Working on concepting the King of Dragonfall and working on the New User Experience.
Jeffrey Bickel, Technical Level Designer (TE_Jeff)
This week, I’m working on our New User Experience in the Gates of Dragonfall map. This should give new players a way to understand what DD2 is all about from the first time they load into the game, making it a lot easier to get into!
Steven Collins, Level Designer (Esorath)
Huzzah! Difficulties are now set up across the board. Can’t wait ‘til I can share the new difficulty details with you guys, but for now I can say there is updated enemy rollouts - updated resistances - updated enemy introductions. Now it’s time to terrify the studio playtests with Nightmare Mode. (It’s gunna be so hard you guys, you don’t even know.)
Javier Barreto, Lead Software Programmer (javo)
Interviewing candidates is not trivial, takes time and can be exhausting. Lucky for me, our Technical Director does most of them. Working non-stop to make stuff happen while not neglecting my support tasks. Sorry for the lack of detail this week … it’s super busy out here.
P.S. We are looking for apt game developers! Check our our job posting! =P
Abraham Abdala, Lead Tech Animator (Broham)
All the pets!
Joshua Javaheri, Lead Tech Artist (javahawk)
Working on a new HUD and various other UI/UX improvements.
Chris Flores, QA Lead (likethatwhenigothere)
The new content for the milestone is slowly starting to trickle down into our anxious little hands. Should keep us busy for a bit.
Jason Yu, Associate Producer (urfyness)
Some of the major features that I’m involved with are the New User Experience, matchmaking revamp, additional difficulties, pets and rebalancing loot.
For our early game experience, we’re including a questline that gives out meaningful rewards while players are progressing through the campaign. These quests and missions will be accessed through our new Daily Missions flow. These quests will help introduce several of our features such as the item enhancement wheel, Skill Spheres, etc. Additionally, there’s a lot of work that’s been done to how stats are generated on items. It’s too early to tell if this will work or not, but we’re trying to get it in a testable state this week.
As for the mid- to late-game improvements, we’re currently discussing increasing the level cap. I don’t have too many details yet, but we’re working through it to see if it’s feasible. We’re also including Onslaught, which is an endless game mode, similar to Survival in DD1.
Other works in progress: the new matchmaking UI looks great and should be in a testable state by the end of this week. We’re replacing the launcher with a new one, which will hopefully resolve a lot of the missing Play button issues that’s affecting certain users. And pets! More pets!
There’s still a good amount of work to be done, but we’re making some good progress. Can’t wait to show you all the cool stuff.
James Reid, Software Programmer (Driscan)
Ended last week and starting this week with exploring some HUD change options. This week I’m laser focused on getting our new matchmaking UI up and running -- the one presented in the latest Dev Stream. I’ve also been discussing and plotting out how our new summary screen is going to look/work. Then of course there's the always persistent case of meeting-palooza.
To get me in the programming zone, I’ve been listening to Melodies of Hyrule: Music from “The Legend of Zelda” by Taylor Davis. Super awesome stuff and helps get me focused.
Adam Stow, Associate Producer (TE_Stow)
No one wants to see screenshots of production, trust me.
As we charge forward making more rewards and polish for the 1-25 experience and end-game experience, I ask you guys what makes for a good reward in that range? When you’re about to level up and obsolete your gear, what gets you excited even with that in mind?
Jesus Diaz, World Builder (N3oDoc)
I've been doing some changes to the tavern War Table area, adding some nice VFX to the secret level, and while I'm writing these lines, I'm making some blockouts that will be used in another level -- a very special one.
Daniel Diaz, World Builder (DanielKaMi)
I've been doing some blockout meshes for a new level, not the kind of level you're used to… :D
Dani Moore, Remote QA Manager (Dani)
Been wading through numerous builds, due to the current status of development a lot of the playlists aren’t functioning, so we’re using console commands to initiate games. Thankfully, there is light at the end of this tunnel - the new matchmaking system makes sense and should really kick ass. Seeing the new HUD in the game was a real pleasure, even in the incomplete stage. Testing the new balances and changes made to levels never gets old.
Philip Asher, Marketing Director (pmasher)
Still in the process of figuring out how to execute on as many of the Influence Week winners as possible. More details soon. We keep a 3 month rolling marketing calendar in our department, but actually have the year planned out through December. Currently I’m finalizing all the details for the next two big patches, now that we have a fairly accurate picture of what they’ll look like (it’s awesome). Up until this past patch we were doing releases every milestone, so it feels weird having a build of DD2 in the office that is starting to be so drastically different than what’s live. [[2676,hashtags]]
Side Note: Literally have been so busy with work, moving, and wedding planning that I’ve missed every major movie this summer so far (except Avengers). Can’t wait for things to let up so I can finally catch up with Mad Max, Jurassic World, and more. :/
Josh Isom, Community Manager (iamisom)
Working on the new Website revamp. Helping I_PASS_BUTTER take on more community tasks. There won’t be a Devstream this week, so I’m working with The Casters Guild on a cool idea for a stream to take its place this week.
This week, I’d like to show off some of my favorite Defender Designs! This is a collection of some of my favorite recent Fan Art and Fan Creations.
Have a Defender Design you’d like to show off? Share it with us on our Fan Art page!
And if you’re an American, enjoy the fireworks this weekend!