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iamisom

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Greetings, Defenders!

Welcome back to Influence, where you help us make decisions about Dungeon Defenders II!

Our next patch, Loot & Survive, is coming soon™. It contains pretty much everything you could want while defending Etheria -- a new leveling/progression curve, level cap increase to 50, rewards & Skill Sphere choices as you level up, a completely new loot/stat system, Onslaught Mode, Nightmare mode, an economy balance to make gold more meaningful, and oh so much more.

Because of the scope of these changes, we must wipe some of the profile data for the game. This data will simply not exist anymore after the update. However, we’ve received feedback from many of you that a full wipe (reset) would be preferred to a partial wipe. So, we’d like to put this decision up to you -- the players most invested in Dungeon Defenders II.

For the full details of the upcoming wipe and to make your voice heard, head to the Influence voting page!

I_PASS_BUTTER

Our next patch, Loot & Survive, is coming soon™. It contains pretty much everything you could want while defending Etheria -- a new leveling/progression curve, level cap increase to 50, rewards & Skill Sphere choices as you level up, a completely new loot/stat system, Onslaught Mode, Nightmare mode, an economy balance to make gold more meaningful, and oh so much more.


It will also include a wipe of your heroes and some of your other progress. Since we’re going to miss your heroes too (nooo Portario56235!), we decided to go the extra mile and put together some EXCLUSIVE items for your hard work:


Corrupted Welp

Everyone who has leveled up at least one hero to level 25 will be awarded a unique, custom pet. To obtain this award, you must complete this challenge by 5 PM EDT, July 26th.

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4 Survivor Hero Costumes [updated 7/18]

Everyone who has leveled up at least one of each hero class to level 25 will get a unique hero costume for that class. To obtain these awards, you must complete this challenge by 5 PM EDT, July 26th.


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We hope these make up for this heroic sacrifice ever-so-slightly more than a colorized icon. We appreciate all of your hard work helping us build Dungeon Defenders II-- together we are going to make the best Action Tower Defense game there is.


Wyvern Token Rewards [updated 7/18]

Finally, for the past week, all of you have been using your Influence points on which kind of wipe you’d like to see -- a Full Wipe or Partial Wipe. As of the writing of this post, Full Wipe is 7000 points ahead -- but, we recognize this could change at any moment.

We’ve received a ton of feedback from the Partial Wipe camp, asking us to create a reward for the hard-earned Wyvern Tokens they’ve obtained. Well look no further! IF the Full Wipe wins, we will be awarding the following amount of gems based on the amount of Wyvern Tokens you’ve earned by 5 PM EDT, July 26th:


Wyvern Tokens Earned

Gems Rewarded

20 - 39

150

40 - 79

300

80 - 119

500

120 +

1200


Come back Monday for an Influence Vote on the exact details of the wipe


P.S. It’d look something like this if we transferred your hero data over. Also, we’re fully aware of going a bit overboard on the rewards for this wipe. But what can you say, we all got excited about these costumes (thanks Dan!).




I_PASS_BUTTER

Danny Araya, Creative Director (DannyAraya)

Working on character portraits for the NPC dialog balloons!

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Jeffrey Bickel, Technical Level Designer (TE_Jeff)

Got the skeleton of our New User Experience in for our first map, will be fleshing that out as a few systems come online. I’m now working on setting up the different difficulties in Onslaught and Incursions, as well as rolling in some balance changes from our playtesting. After all this goes in, it’ll be testing, iteration, bugfixing, and balance until the end of times.


Jay Twining, Senior Game Designer (TrendyJayT)

I'm working on maths and economy. More exciting announcements next week!


Steven Collins, Level Designer (Esorath)

Updated all the “rule sets” for each difficulty over the weekend. So now each difficulty will be different not just with the enemy rollouts, which is super exciting. Working with a strike team to get some visual differences in the map for when you play Nightmare. (Won’t say what those differences are, because secrets.) Also from here on out, it’s balance, test, balance, test, repeat forever.


Abraham Abdala, Lead Tech Animator (Broham)

We are working on new character skins, here is just one of them!

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Chris Flores, QA Lead (likethatwhenigothere)

We got our hands on some of the new game balance stuffs this week, so we’re pounding away on balance and game play for the campaign maps. In addition to that, our pets now have nice fun abilities to tinker with!


James Reid, Software Programmer (Driscan)

Nose to the grindstone on all kinds of UI things. Like for example this beauty…

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That’s final art BTW too! (j/k but isn’t it lovely?) This is the beginnings of our new matchmaking flow and I'm already liking it so much better. It will eventually look something like this

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I’ve also kicked off the implementation task on this guy right here...

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This is barebones wireframe, layout getting, trying to see how things will look stuff right here. Our UX/UI artist will now make it look all pretty. In the meantime I’ll start blocking out the basics and will start polishing it up once the final concept comes in. Just as a caveat, things might change from this point to implementation in the game so don’t jump down my throat if a piece of data is missing once this thing is complete. ;-) 

I’m also working with our PS4 team on incorporating controller button legend for our various UIs (we’re still quite a ways off of having controller support on PC).


Jesus Diaz, World Builder (N3oDoc)

Working on the special level, all I can say is that this is not the kind of level you're accustomed to see.


Daniel Diaz, World Builder (DanielKaMi)

I've been polishing the new level we have in the works. I think it's coming out really nice and artists are working now on new fantastic assets for the level. Still a lot of work to do!


Dani Moore, Remote QA Manager (Dani)

Working on some level balances, some new pet things and looking forward to seeing the new loot values and getting them cleaned up and ready for prime time.


Josh Isom, Community Manager (iamisom)

Did you watch The Social Tavern? This was the first episode of a new DD2 talk show from The Casters Guild. Our team loved the feedback and conversation, and we can’t wait to see more episodes!

My favorite threads this week:

  • Where’s the Beef: Gothraga wants a survival mode right now, which led to people talking about their desire for any kind of new content. Good news: New content and things to keep you playing more is our number one priority with this new update! 

 Bonus:  

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nightblade46 found a Legendary Chest! Sadly, it was on Dragonfall Sewers campaign, so what popped out wasn’t particularly useful. Have you seen a Legendary Chest? There are some who say you may start finding them more often with the new update...


I_PASS_BUTTER

The final Beastmaster contest of the season is upon us, Defenders. Flickerwicks! The players with the highest DPS Flickerwicks will win an in game Beastmaster title! Bring us all of your cute little Creepers! Post a screenshot of it in the comments below with a link to your Steam account. Remember, only entries with screenshots and Steam accounts will be eligible to win. The deadline for entries is July 16th, 11:59 PM EDT. 

Now that the final contest has begun, allow me to introduce the Purrpeller Beastmasters:

Congratulations, Beastmasters! Thank you all for your participation! Keep an eye on your PMs for your prizes!

I_PASS_BUTTER

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.

  

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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!

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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.

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By @Adamizer23


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By MoleyEyes


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By Gigazelle


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!



I_PASS_BUTTER

Daniel Haddad, Creative Director (Blacksmith)

Working primarily on a large revamp to the Daily Mission system and continuing with our stats and loot revamp. Helping other teams and efforts as well on their efforts making sure it all goes as smoothly as possible.


Jay Twining, Senior Game Designer (TrendyJayT)

I’m working on Pet Rerolls and Matchmaking this week. It’s pretty gratifying to work on a system that allows you guys to customize your pets. I think you guys will be super satisfied with the solution we came up with. Can’t wait to show you and get your feedback.

Also, I’m continuing War Table, Quick Match, and Private Session improvements. I’m currently working on defining the queueing buckets. The effort is in the interest of making Quick Match something entertaining, desireable and customizable. A key challenge is to minimize the disparate buckets available so that players can find each other while still allowing players to play what they want. Don’t worry, private session is going to exist and I think you guys will really like the new War Table when combined with the new Party System (already in your hands).

In other related news, we’re fixing map introduction. We’re going to roll out Map Completion instead of level requirement for progressing through the campaign. This just makes the most sense and allows other really cool systems, like map scoring, map specific rewards, and other fun gamey game stuff. lol.

Inside Out is the best movie of the year IMO. There’s been some REALLY great cinema this summer season; however, Pixar showed that emotional resonance, amazing scripts and a well executed Hero’s Journey a great movie make. 


Danny Araya, Creative Director (DannyAraya)

New User Experience stuff! 


Jeffrey Bickel, Technical Level Designer (TE_Jeff)

This week, I’ll be doing some Onslaught polish, doing some work on the difficulties, and working on our New User Experience - should be a good week!

Last week I was away in Texas for a vacation. Timed it perfectly with Tropical Storm Bill, so there was a lot of rain on my trip. I played a good amount of Fallout Shelter and watched about a dozen hours of Street Fighter V. 


Steven Collins, Level Designer (Esorath)

I am (still) generating the new difficulties for each map. Making sure each map is functional this week is the goal. 

Winding down from the Steam Summer Sale - got Shovel Knight, Gauntlet and Tomb Raider: Osiris. 


Javier Barreto, Lead Software Programmer (javo)

This week started like the week before, scoping out features and figuring out what do the designers features actually require. I’ll be working on pets in between this scoping sessions. I have hopes we’ll be able to materialize all the designers wishes; mmm that sounds like a gameplay programmer prerogative … or THE prerogative for game programmers.

“I make your design wishes come true!” It would be fun to see that on a resume. =P

I haven’t been playing a lot of games lately. I hope to get back to that at some point. I’m looking for a “Final Fantasy Tactics” clone or remake. Something I can play on my own, at my own pace, that is not open world, not a sandbox, has a beginning, a middle and an end, and has turn based combat mechanics -- with some exceptional cases in which combat changes to a different mode -- and it doesn’t take 60 hours to complete! I think I’m asking too much, but if such a thing exists, let me know. (A friend of mine recommended Chrono Trigger. I’m working on it … it’s kinda long; fun but long.)

There are a whole lot new users from the Steam sale… please be nice to the newbs. They were once like you are now! =P

Have fun!


Abraham Abdala, Lead Tech Animator (Broham)

Pets, pets, pets! Lots of rigging and animation reviews for these lil creatures.


Joshua Javaheri, Lead Tech Artist (javahawk)

Working on scoping a few things with our Tech Art team from Influence Week. Our VFX team is working on designing a lot more elemental variations for legendary weapons. (I know, it’s about time!) It’s funny, but I’ve always wondered what Throne Room looked like before it was destroyed and pouring out? Hmm.


Jason Yu, Associate Producer (urfyness)

We released a maintenance patch that included some metrics fixes so that we can better identify what is and what isn’t working. Not super exciting stuff for our fans, but it helps us make the game better. Another really cool thing we’re doing in the studio is shifting over to strike teams. This means that everyone involved in a feature will come together daily to update each other on their progress. It may mean more work upfront while we figure things out, but in the end, the goal is to increase communication, and in the end, develop faster and better.

On my off time, I’ve been trying to play… I mean research all the games I picked up during the Summer Sale. RIP wallet. It’s been challenging trying to get in a lot of game time because I’m packing up my things to move over the weekend. My new place will be MUCH closer to work which means less travel time! Woot!


James Reid, Software Programmer (Driscan)

Starting the week out with tons and tons of meetings. Getting ready to make some changes to the matchmaking flow UI as well as more updates to the Pet UIs. In between times I’m hitting up quick bugs and minor improvements where I can.

I took Friday off to recharge a little bit and man was it great. I also finally finished the single player campaign in Splinter Cell Blacklist...I always enjoy the Splinter Cell games. Not sure what I’m going to tackle next. I never played any of the BioShock games, so I’m thinking of starting there.


Adam Stow, Associate Producer (TE_Stow)

After spending an entire weekend preparing for a move, I have all the more respect for the team that handled our company’s move across town. This stuff sucks.

I CANNOT get into Final Fantasy Type-0 for the life of me. It’s not a bad game per se, but damn their introduction of new systems is terrible. Just awful. Downright. Awful.    


Jesus Diaz, World Builder (N3oDoc)

Doing some deco work on the background for the secret level. You'll see plenty of things but you'd better not get distracted too much if you don't want to be smashed by a horde of mobs...


Dani Moore, Remote QA Manager (Dani)

Interviewed another RQA recruit. Still looking for more folks (over 18) that want to help out! If you want to help us test new updates, please send me an email: dani.moore[at]trendyent.com.

Had a fantastic 3 day weekend catching up with friends at a local nerd con. Diving into FF14 for the first time. Already missing Game of Thrones.


Josh Isom, Community Manager (iamisom)

Working with the marketing team and Duxter on some big changes to the website! You should see the fruits of that labor soon.

I’m super excited for the next DD2 update. The best part of this job is downloading the latest dev builds and watching features come to life. There’s still a ton of work left to do on the update, but man, I might take the day off when it comes out and do a marathon session. Or maybe I can play it during work and call it “community building.” Hmmmmmm.

My favorite forum threads this week:

  • First Impression: With the Steam Summer Sale, we’re seeing an influx of new players sharing their feedback on the forums. Fenatix shared a nice feedback summary for the game. If you have any feedback you’d like to share, head to our General Discussion forum and start a thread with your feedback! (And welcome to the forums, Fenatix!)
  • Does Anyone Else Feel Like There’s a Lack of Content: I see this topic mentioned in several threads and Steam reviews, so I was excited for feedback when I saw this thread from CT37 popup. Do you feel like there’s a lack of content in the current version of the game? If so, why do you feel that way?


iamisom

Dungeon Defenders II Early Access and Collector’s Edition are on sale! Head to the Steam page to grab your copy. Sale ends Saturday at 12:59PM EDT!

To celebrate our sale, let's make a [[4394,hashtags]]! Retweet this tweet to add more ingredients to the shake. Then on Friday at 5PM EDT, Multimedia Specialist Alex “Iron Stomach” Polefko is going to drink your mystery shake live on Twitch!

Have a suggestion for the [[4394,hashtags]]? Share it with us in the comments below, and we’ll pick our favorites!

fq9HJv1.jpg

I_PASS_BUTTER

Daniel Haddad, Creative Director (Blacksmith)

Kicking off the design team on the different goals for this sprint and starting work on some of my tasks (continuing loot and stat work). Also working with the design team to onboard a new designer!


Jay Twining, Senior Game Designer (TrendyJayT)

Shifting gears after Influence Week! What an exciting and creative bunch of projects! I’m super jazzed to see and hear what you players vote on. Also getting to work on mechanics that require teamwork is kinda my passion.

Jumping into this milestone, we’re working on Pet Rerolls, rerolling stats, abilities and passives, matchmaking improvements and economy balance. Now I’m off to go heckle Javier about the vortex ability…

ALSO, Abe FINALLY picked up Terraria. Playing lots of Ark with the boys and that little thing called E3. So much to do, so little time :) P.S. Go see Jurassic World. It’s GREAT!


Steven Collins, Level Designer (Esorath)

Fresh off of Influence Week, I’m taking a look at the different difficulties we want to have in the game. Not only what difficulties we need, but how those differentiate from one another. E3 is this week, so excited for all the announcements (Dark Souls 3 tho). Excited to see some gameplay of Battlefront!


Javier Barreto, Lead Software Programmer (javo)

Back to work! Innovation Week was fun and all, but we have a game to work on (maybe I can bring my story proto in … =P)

On this week we start a new milestone. The first few days will be about planning, scoping and kicking features off. After that: back to the keyboard! I can only hope for a nice, smooth coding sprint. We should be winding down on new emergent issues (it’s not that we have solved all of them but there are less new issues appearing); this means less context switching, which translates to higher productivity thus more features and more stability!

I have to confess that knowing about all the possible issues a user can find and not being able to address it (because of time restrictions, new features being developed or simply because uploading a new build every day would negatively affect the end user experience), it's incredibly stressing... (Better keep that one quiet … don't want to stress the rest of the team.)

Thanks for all of your Influence votes!

Javo


Abraham Abdala, Lead Tech Animator (Broham)

Pets and more pets! Some new skins and starting some new animation tools! Oh, and yeah… For Honor.. let me know if you get it. :D


Joshua Javaheri, Lead Tech Artist (javahawk)

I’ve got the presser on in the background. Excited to see backwards compatibility for the Xbone! Finally I can feel less like an idiot for not jumping on the PS4 bandwagon. :) In other news, recovering a bit from Influence Week and gathering my bearings again. The new milestone has kicked off, and we are anxious to begin working on some really meaningful feature updates for you all.


Chris Flores, QA Lead (likethatwhenigothere)

Starting off the new week and new milestone! Got a feeling the first few days this week will be spent running around looking for the info I need to get the QA team up-to-date on the new plans n’stuff. Once that’s done though, will starting making test plans and get the guys in the group their assignments. 

P.S. Am I the only one who still thinks this generation of consoles (PS4, Xbone, etc..) is a failure? Not a single game to get.


Jason Yu, Associate Producer (urfyness)

So Influence Week was a blast! I was a designer for Team Jukebox and wrote up a design doc, set up all the data, and tested it in game -- not something I usually do as a producer. We were overly ambitious and put together a fully functional prototype even though we could’ve just faked it for the video, but maybe that’ll make it easier to get into the game! I was blown away by the stuff that we all came up with for Influence Week. The amount of talent at this studio is just amazing!

This week is the start of a new milestone, and in my opinion, it’s the most ambitious milestone we have to date. There’s a ton of work that we’re trying to cram into a short amount of time, but they’re all good. Can’t wait to show all of our fans what’s in store for them. 


James Reid, Software Programmer (Driscan)

Recovering from Influence Week. Just watched the Microsoft E3 presentation...I want a HoloLens! Also DARK SOULS III ,yay!  

As far as work goes, getting ready to kick off our next Milestone, so I’m not entirely sure what I’m working on yet. Though, there’s a ton load of UI work that needs to get done and polished up...so in the mean time I’ll be working on that. I am in the final stages of updating our lane billboards (the things that tell you what’s coming out of them). Made it not be old and clunky, now it’s new and significantly less clunky and prettier and more readable and...and...just all around better.


Adam Stow, Associate Producer (TE_Stow)

Writing this as of 2PM, so only post Microsoft’s show. I just want you guys to know and understand how much work goes into these trailers. It’s at the very least 5+ people for weeks. AAA trailers like you’re seeing are often times 3-6 months of damn near throwaway work.

So pour one out for your video game developing homies this E3, and next time you see us put out a trailer. :)


Jesus Diaz, World Builder (N3oDoc)

After working hard with an awesome team at getting the new social hub for the Influence Week, now it's time to keep working on the secret level. I'm sure you'll fall in love with the background for this level. In my opinion, it has a high chance to become the best background so far for the game.


Daniel Diaz, World Builder (DanielKaMi)

So after a great and passionate week working with our fantastic teammates for the social hub, I moved back to keep working on the secret level. I reaffirm what Jesus said about it. This level is really getting a lot of attention to detail in the background. Hope you enjoy the nice vistas!


Dani Moore, Remote QA Manager (Dani)

Floored by Sony’s E3 announcements. Really happy with our effort for Influence Week with DD2 Planner. Getting ready to tackle upcoming content when the pipes start flowing.


Philip Asher, Marketing Director (pmasher)

Showing off Split-screen DD2 on PS4 at E3. If you’re here, come by and check it out at the Sony booth!


Josh Isom, Community Manager (iamisom)

I’m thrilled at the response to the Hero Deck Improvements vote. It’s great to see everyone come together to discuss what works and what doesn’t work about the Hero Deck. I’m furiously scribbling down all of the feedback on our forums. 

On that note, these are my favorite forum threads for the week:

  • In Case You're Not Sure What to Vote For: Technical Artist Clifton Poli is a freaking engine sorceror. During Influence Week, he created a dynamic weather system for the game, and it’s unbelievably beautiful. Gigazelle GIFed up some of the video for you to see in all of its glory. Check it out!

By the way, these are the top five E3 game reveals that made me giddy:

  • Horizon: Zero Dawn
  • Sea of Thieves
  • Unravel
  • The Last Guardian
  • Halo 5: Guardians -- Warzone Multiplayer


I_PASS_BUTTER

A new contest has begun, Defenders:  Purrpellers! Players with the highest DPS Purrpellers will win an in-game Beastmaster title! Does your Gato have what it takes? Post a screenshot of it in the comments below with a link to your Steam account. Remember, only entries with Steam accounts will be eligible to win. The deadline for entries is July 1st, 11:59 PM EDT. 

Allow me to introduce the Voodu Beastmasters:


  • nekrin
  • @Hangman's Body Count
  • @[RTOP]Dr4kos


Congratulations to our winners! Please keep an eye on your PMs for your prizes, Beastmasters!


iamisom

This past week, all of us at Trendy have been hard at work on passion projects for Dungeon Defenders II. Now it’s time for you to help decide which make it into the game!

VOTE HERE

While we love all of these ideas, the realities of game development mean we can’t get them all in. So your votes will help us decide which are implemented. Now you can help us make the tough choices between focusing more on cleaning up the UI or getting an awesome combo ability feature in. 

Keep in mind that we’re excited about all of these ideas, as we’re sure you are too. The challenge is which to choose. So while it may seem like ties will help show us how you like everything (and trust me, we like them all too!), it’s more important to know what your favorites are. So the big winners are going to tell us the most!

iamisom

Hotfix 4.4 Released

Features

  • Added the War Recruiter to the Group and Private Taverns. Players can now switch difficulties without having to return to the Social Tavern.
  • First pass at our Party system! Players that join from Steam are automatically added to your party! You can freely invite players in the Social Tavern to your party. Hit ESC and click on the invite button. Players in your party will transition with you when you select a map or make a playlist selection.

Content

  • 2 new costumes! Goblin Infiltrator Huntress & Sweet Dreams Squire
  • Removed the festive decorations in the Taverns.

Bug Fix

  • Fixed a bug where players were able to place towers above the Tavern.

Known Issues

  • Players who attempt to join their friend’s match via join game/party invites and fail can unintentionally pull other players into their match. The friend will receive a join game request that they can then deny.
I_PASS_BUTTER

Defenders, are you ready for the Onslaught? In this weeks Devstream, we give you a glimpse at the Onslaught mode prototype. Tell us what you think!




Also, in case you missed it, Influence week kicked off today! Here's our first brainstorming session. It is LITERALLY food for thought!




I_PASS_BUTTER

Defenders, the Cathatter Beastmaster Contest has come to a close. Are you ready for the next one? Bring out your Voodus! So what if you are too old to play with dolls?! Make the strongest one you can! You have until June 11th at 11:59 PM EDT to submit your Voodus in this thread.

As a reminder, please include a link to your Steam profile with your entry. Entries without a Steam profile will not be eligible to win. The pet must be in your profile at the time of verification in order to be eligible to win.

Thank you to everyone who participated, and thanks again to Mapatti and Gutu for spreadsheet love. Your winners for this contest are:

Congratulations, Beastmasters! PM I_PASS_BUTTER for your codes or if you have any questions. 

Good luck, Defenders! 


I_PASS_BUTTER

Starting tomorrow, we’re kicking off a studio-wide initiative called Influence Week! For the next week, everyone at Trendy will put their heads together to come up with the craziest, coolest, most badass ideas for Dungeon Defenders II. The festivities will be streamed and recorded for your viewing pleasure. At the end of the week, we’re presenting our best ideas to you, and you’ll be able to vote for your favorites using your Influence Points!

Here’s why we’re really excited: Anyone at Trendy can work on any idea. For example, an animator could design a gamemode prototype, a level designer could work on a UI concept or a community manager could design the most awesome, face-melting Dragon Hero who rides a Flaming, Defecating Unicorn. Yes, the poop explodes. You’re not ready for it. You might think you are, but you’re not.

Here’s the schedule for the week:

  • June 5th -- Kickoff Livestream, 12PM EDT: Influence Week begins with a brainstorming session! Our CEO, Darrell Rodriguez, gets things started before turning the floor over to Paul Osterhout, executive producer at Universal Creative with more than 35 years of experience in innovation and conceptual development. Then, the studio will divide into brainstorming teams. You’ll be a fly on the wall in one of these teams as it creates a cornucopia of ideas. Finally, each team will present their best ideas to the studio for everyone to mull over during the weekend.
  • June 8th to June 11th -- Making the Magic Happen (Just Ask Your Mom): After the weekend, the team will come back together to decide which ideas to work on. We’ll split into teams to work on the ideas that excite us the most. Teams are allowed to work on multiple ideas, and people are allowed to assist on multiple teams. For the next week, the teams will labor away on their passion projects.
  • June 12th -- Idea Presentation Livestream (Time TBD): Friday is the big day! Each team will present a two-minute idea presentation to the company and to you live on Twitch. Then, you’ll be able to use your Influence Points on Monday to vote on your favorite ideas! We’re all super excited about this, and we hope you are, too! 

The June 12th stream will take the place of our regularly scheduled Devstream for the week. Speaking of the Devstream, don’t forget that tomorrow we’re showing off the Onslaught prototype live! The stream starts at 5PM EDT. You won’t want to miss it!




I_PASS_BUTTER

We’re gearing up for Influence Week in the office! Starting this Friday, our entire team will kickoff the week, brainstorming fun and innovative ways to make DD2 better. Then, from June 8th to June 11th, we’ll break off into groups to work on our favorite ideas. On June 12th, we’re presenting our ideas to you, and you’ll be able to vote for your favorites! Join us on our Twitch channel this Friday at 12PM EDT as we start the week with guest speakers, brainstorming sessions and presentations. We’ll have more details in a blog tomorrow!

Here’s what we’re working on this week:


Daniel Haddad, Creative Director (Blacksmith)

More work on Stats and Loot revamp. It is a beast of a task but a lot of fun to work on so far. Worked closely with the LDs last week trying to establish how we develop content, increase the level cap, what that means, and so on and so forth.

Also wrote up a design brief pitching to our internal team how we’re fixing Daily Missions, can’t share much about that yet!

Also playing a whole lot of Heroes of the Storm with one of our senior programmers…


Danny Araya, Creative Director (DannyAraya)

Working on stuff that I can’t talk about so instead I’ll just say HOLY CRAP GAME OF THRONES.


Jay Twining, Senior Game Designer (TrendyJayT)

Catching up from vacation. Had a great time down in Disney World. I got to pick up some cool Star Wars swag from Star Wars weekend! Also just before break I saw Mad Max Fury Road. If you haven’t seen it, I HIGHLY suggest you watch it. It is an amazing movie for SO many reasons. Also I TOTALLY loved seeing Chauster as Vision in Age of Ultron. WOOT!

Work related, I’m meeting with the programming crew to catch up on current feature implementation, smiling a lot more and feeling very rested.

I’m super happy to be back. 


Jeffrey Bickel, Technical Level Designer (TE_Jeff)

I’m working on Onslaught Mode! Trying to get everything feeling balanced for group & solo play and working to ensure it feels dynamic and fun across many play sessions. Doing some fun things with the mode that I’m very excited to share with the community soon!

Also I got back into Destiny with House of Wolves, caught that Trials of Osiris bug.


Steven Collins, Level Designer (Esorath)

I am currently swapping to the enemy team for a bit. Siding with the Javelin Throwers and the Goblins to shape them into better encounters. We’ve gotten some great feedback on what you guys like to see with these rollouts. So working on making sure enemies are working together to take down your defenses. 

Other than that, getting hyped for Jurassic World. 


Javier Barreto, Lead Software Programmer (javo)

I would like to say I’m working full time with abilities, but truth be told I’ve been super busy working with the leads team scheduling for the incoming milestone(s) (there’s a lot more coming your way). Also we have had a few fires lighting up here and there after our last big push…

… I wish I could put in words how much that last statement weighs on my shoulders.

Thanks to the user reports and in some cases followups, we were able to identify one of the main reasons for the crashes some of you have come across: We have some memory issues. It will take us some time to fix them as there is a lot of content involved. Please be patient. Thanks!

PS: I finished Shadow of Mordor a few weeks back … that game is missing towers!


Abraham Abdala, Lead Tech Animator (Broham)

Finished moving into my new apartment… the weekend was rough. Lots of scripting, new tools coming in the near future. Working on new pets.


Chris Flores, QA Lead (likethatwhenigothere)

We have a very small update we’re looking to release at some point, so we’re gathering the information needed to start testing on that. Some of the guys in the group are spending some time this week helping to get the PS4 E3 Demo into shape. Beyond that is all hush hush stuff.

Also getting ready to watch Pound of Flesh starting Mr. Jean-Claude Van Damme!


Jason Yu, Associate Producer (urfyness)

Trying to prep for the next patch and wrap it all up before I go on break for the next couple of weeks. The patch is a smaller one this time around, but contains a really useful feature. Stay tuned for more updates! 

Also, working on the schedule for our next milestone. This means that I’m forcing leads to sit in meetings with me to scope out the next features. Let me tell you how much the leads love sitting in meetings… (they hate it).

Also, to quote one of the greats: HOLY CRAP GAME OF THRONES.


James Reid, Software Programmer (Driscan)

Trying to finalize the Onslaught-related UIs. Also continuing to clean up Pet-related UIs. I’m also gearing up for my trip back to the office to participate in Influence Week...should be super fun.

Picked Splinter Cell: Blacklist back up and tried to do some of the missions using the ghost strategy. I spent way too long in a wave mission at way too low of a level. The goal was to survive 20 waves…..took me forever, but I finally made it to 10 and was like...screw this...back to the campaign!


Adam Stow, Associate Producer (TE_Stow)

So, about that final boss of Shadow of Mordor... yeah.... :(

Dropped that like a rock and burned through Transistor.... which has no depth once you really sink into the system and break it mid-game. But hey, at least XCOM 2 might scratch that strategic itch I’m getting.

On the DD2 front, honestly, I’m gearing up for a solo show. My production coworkers are all going elsewhere in one form or another these next 2-3 weeks and a lot will ride on my shoulders. Here we go!


Jesus Diaz, World Builder (N3oDoc)

Working on a new level, that’s all I can say, it’s top secret!


Daniel Diaz, World Builder (DanielKaMi)

We’re almost done on the hot springs level ,so I'm working now on a new one. Expect a peaceful environment!


Dani Moore, Remote QA Manager (Dani)

Really happy to see the DD1 patch go into Beta and have players testing it out. It’s been a long time coming, and it wouldn’t have happened without our passionate fans and folks internally that have kept the fire burning.

Really proud of my team for kicking ass and taking names and working across all three DD games recently.

Really impressed with the latest GOT episode, original non-book material that lives up to the quality of the source material. Great stuff.


Philip Asher, Marketing Director (pmasher)

Excited to get our DD1 patch into beta and even more excited for some of the community livestreams we have coming up next! Can’t wait for Influence Week, it’s going to be awesome.


Josh Isom, Community Manager (iamisom)

Savoring the community’s reaction to the DD1 patch. Working with the DD2 wiki team on improving site navigation. Working on ways to improve our Twitch efforts. Recovering from poison ivy still. Doctors gave me some steroid pills. Feeling pretty good this week.

My favorite threads this week:

  • [Poll] Reroll or Wipe?: It’s the question that has divided our community for weeks. Now, demonickilr has created a Strawpoll to get some data on how you feel. Do you want to see an item reroll or an item wipe?
  • Future of DD2 and Streaming: Finally, Hazorhellz sparked a conversation about Dungeon Defenders II and its future on Twitch. What would make you more interested in watching or streaming our game on Twitch?


I_PASS_BUTTER

The Imphant Beastmaster contest is over! Thank you to everyone who participated, and thanks again to Mapatti for handy dandy charts and general knowledge bombs. Your winners for this contest are a four way tie:



Congratulations, Beastmasters! PM I_PASS_BUTTER for your codes or if you have any questions. 

Defenders, are you ready for the next contest? CatHatters! So dapper and mysterious! Make the strongest one you can! You have until June 4th at 11:59 PM EDT to submit your CatHatter in this thread.

As a reminder, please include a link to your Steam profile with your entry. Entries without a Steam profile will not be eligible to win. The pet must be in your profile at the time of verification in order to be eligible to win. For full contest rules, please refer to the original contest post. 

Good luck, Defenders! 



pmasher

Just a small hotfix, but in it we address two potentially major issues. Let us know if these help you!


Bug Fixes:

  • Resolved a few memory leaks that could potentially cause players to crash.
  • Resolved several lag issues related to the social tavern.


I_PASS_BUTTER

Daniel Haddad, Creative Director (Blacksmith)

Working with the LDs and with Derek on executing the new Loot and Stat changes we talked about in the Devstream.


Danny Araya, Creative Director (DannyAraya)

Freaking Adam out with Intro ideas!


Abraham Abdala, Lead Tech Animator (Broham)

Pets, Weapons, Marketing tech art, accessories, some polishing, some bugfixing and final touchups for the update!


Joshua Javaheri, Lead Tech Artist (javahawk)

Final push for another fun update!


Chris Flores, QA Lead (likethatwhenigothere)

So QA is starting to shift our focus from community issues to testing the new content from the next update. Stuff is coming in super hot and, as usual, coming down to the wire. 


Jason Yu, Associate Producer (urfyness)

All the pieces are finally starting to come in for our next big patch, so we’re heads down and super focused. In the meantime, we’ve got a smaller hotfix coming out sooner that contains crash fixes and resolves some more lag issues that people have been reporting. 


James Reid, Software Programmer (Driscan)

Making the UI things, working on Onslaught UIs, working on Pet UIs, making the UI things…..wait, I already said that.

Did a “speed” run of Super Metroid over the weekend. Trying to remember where everything was without looking it up. 4 hours and 51 minutes at 82% completion. I R LEET! :-( Watching some speedruns now and man….do I feel like I suck at games...these dudes are insane.


Adam Stow, Associate Producer (TE_Stow)

Typical patch wrap-up production stuff aside, we have a few new faces interviewing and joining us around the studio. Exciting stuff to see more talent coming aboard!


Jesus Diaz, World Builder (N3oDoc)

Adding the final touches to the hot springs level.


Daniel Diaz, World Builder (DanielKaMi)

Still working on the hot springs level. We're focusing on the small details now. I'm not sure if this was mentioned previously, but this map will feature a cool secret! Stay tuned!


Dani Moore, Remote QA Manager (Dani)

Cleaning the RQA pipes and getting them ready for the onslaught of new bugs to come.


Philip Asher, Marketing Director (pmasher)

Figuring out when our next patch date will be… soon… sooner… later… a lot later?… It’s something we’re actively talking about now! There’s lots of fun stuff in the pipe in our next three milestones that we can’t wait to share with all of you.


Josh Isom, Community Manager (iamisom)

My legs are covered in poison ivy. My body reeks of calamine lotion. I take back what I said in a prior Dev Log: I hate the outdoors. 

My favorite threads this week:

  • Future of DD2 and Defense Speed: mktsang started a thread about one of the big changes coming: Defense Speed will be moved from a main stat to a passive. You can learn all about it in this Devstream. How do you feel about this change?
  • Is Teamwork Getting Worse: Fozzie sparked a conversation about the state of cooperative play in DD2. Is it getting worse? We’d love to hear your thoughts on how to improve cooperation between random players.


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