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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

You read that right -- The PS4 pre-alpha is coming to European players (and to players in Australia, Russia, New Zealand and the Middle East) on Wednesday! It'll be priced similarly to the American version of the game, but Sony Computer Entertainment Europe has the final say in pricing. 

The Defender's Pack (retail of $24.99 USD) will be available on Wednesday, and the Starter Pack ($14.99 USD) and the Collector's Edition ($74.99 USD) will be available on Friday. PlayStation Plus subscribers will receive a discount on these packs similar to the American discounts. The American discounts are 20% off for the Starter Pack and 30% off for the Defender's Pack and the Collector's Edition.

TrendyBrad

Yup, our office has been hit by the winter plague! Over the past week, scores of developers have been out sick, including myself! We’ve been trying to limit the impact, but just like the Corrupted Blood plague of old, we haven’t been that successful. kobold.png I myself have been out a few days this week and am still on the road to recovery.

Sadly, this means our Influence Report will be delayed for this week. But fear not, we have some awesome stuff coming up, and we can’t wait to be back next week with a fresh new report. In the meantime, we hope you’re all avoiding being sick yourselves, and have a terrific weekend!

LAWLTA

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DEFENDERS!

Our next update, the Defender-Centric Update, is upon us! This update contains a whole lot of love to a lot of foundational systems within Dungeon Defenders II. These changes are based off of feedback many of you have provided, and as Chromatic, we wanted to really give our GLORIOUS Defenders something that demonstrated how much we value our community. Without further ado, let's get into it!

SHARD SHOP

Shards are such an integral part to Dungeon Defenders II when it comes to empowering your heroes with great strength to take out the waves of enemies constantly thrown at you. Currently there is a lot of RNG regarding which shards you get, and to help cut down the randomness, farming lower tiered content is the easiest way to go.

We don’t want that. We want you playing content you find engaging, while being able to acquire the Shards you want. With this update, you can! We're adding in the Shard Shop, a service that the Gran Ma'ster now offers. Visiting her allows you to purchase Shards directly from her, from Campaign to Chaos VII. There is also search functionality so you can search for the Shard you want and cut down the hunt!

CHAOS VIII SHARDS

Chaos VIII Shards are a new tier of shard, that some of you may have snagged before. We went through and found a way to make these shards feel like a good reward for climbing higher Onslaught, and have them compete with similar Shards. You can get them after a certain point in Onslaught, similar to when you start receiving Chaos VIII Ampoules.

MATERIAL CONVERSION

We want players enjoying Ancient Power as much as they can, and our big goal was making sure that Defenders could play content they found engaging, while working towards a specific goal. Enter Material Conversion. Material Conversion allows you to take a Pristine quality material and convert it to the same type of material of a lower quality. This makes it so that if you are climbing Onslaught, or playing higher Chaos, you're always gaining usable materials to acquire Ancient Power.

That's not all though! As you play Chaos VII and above, you can take your Chaos VII Ampoules and convert them into CHAOS VIII AMPOULES! We want players upgrading and getting Chaos VIII gear, so this is a step towards making that process feel good and not entirely beholden to RNG.

NEW WEAPONS

One thing that we love is the ability to customize the heroes in Dungeon Defenders II. Weapons are part of the epic-ness (or silliness) that can really show off your own personal taste. This update provides over 30 NEW Weapons that are currently unobtainable. These weapons are gained by climbing through different tiers of Onslaught. The higher you go, the more epic the weapons become! There's a ton to hunt down, and if you happen to get the same weapon repeatedly, no worries — you can trade it to your friends!

NEW ELEMENTAL DAMAGE — POISON!

Poison Mods in the form of Chips are coming with this update. Poison can be applied to weapons to give them an additional damage over time effect. BUT WAIT, THERE'S MORE! If earth damage is dealt to a poisoned enemy, they now become PETRIFIED, freezing them in place, turning them to stone, and causing their fellow enemies to attack them

SOCIAL DEFENDERS

To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:

The entire team has had a blast making this content, we cannot wait for all of you to get your hands on our next update. Stay tuned for more info soon!

For Etheria!

The Dungeon Defenders II Team

iamisom

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The Dragonfall Carnival update comes out on Tuesday! This week, we’re polishing the update and looking ahead to the next one:


Elliot Cannon, Creative Director

We’re wrapping up the Dragonfall Carnival, checking every detail we possibly can. Art and Level Design knocked this event out of the park! Collins took the map from multiple blockouts to fun-ready with uncanny speed and passion. Everyone on the art team rocked with tons of amazing details and flair. So much fun stuff in this release. Can’t wait to see new folks trying Normalized Play. Right now, it’s polish, polish, play, polish, play. Behind the scenes, we’re working on detailed plans and schedule for future releases, estimates, gear sets, and hero designs!

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Daniel Haddad, Design Director (Blacksmith)

Helping with the wrap up of Dragonfall Carnival but mostly focused on the future. I’m working on figuring out our upcoming lineup of Heroes. What makes them special? Why would you all be excited about them? How will they make the game better? Also spending a bit of time looking at other aspects of our game that need help and writing proposals on how to fix them, namely pets, enemies and the like. We finished building the Abyss Lord’s functional bits and now we’re playing around with him as the content team continues to work on his aesthetics and VFX.


Tim Shannon, PS4 Producer (TimmyTrashTier)

Working on cleaning up the remaining major issues with the Ascension patch and getting the new dev team spun up on Dragonfall Carnival. Also looking at how we are handling and displaying text on item descriptions. If you are confused about auto-collect and the scavenger on PS4, check out my posts on the forums (bruh, it's fiyah)!


James Reid, Software Programmer (Driscan)

This week is all about polishing everything up.  So my UIs look prettier now (yay)!  Now it’s all about that bug fixing.

PRICES/DETAILS ARE NOT FINAL AND ARE TEMPORARY PLACEHOLDERS TO SEE HOW EVERYTHING LOOKS!

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Jeffrey Bickel, Technical Level Designer (TE_Jeff)

Came back from vacation feeling refreshed and energized, putting that energy right back into the game. This week I’m squashing bugs and polishing as much as possible - not much time left before we’re putting this Carnival into your hands!


Steven Collins, Lead Level Designer (Esorath)

It’s bug fix week here at Trendy. Going through and making sure all the wires are hooked up properly for the carnival. Can’t wait for everyone to jump in and win some sleek prizes on the Bling Wheel.

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Chris Flores, QA Lead (likethatwhenigothere)

Testing everything about everything and hoping it works when it comes done. Finito!


Jason Yu, Associate Producer (urfyness)

Making sure all the pieces fit together, adding bugs to the database, assigning those bugs to people, and prioritizing the bugs for the first couple days of my week. The next few days are spent planning for the next milestone. I spend time going through the design docs, breaking these down into individual features, and assigning rough estimates. When we get this close to the patch, I continue assigning bugs and playtesting the build when I go home.


Jesus Diaz, World Builder (N3oDoc)

Finalizing everything world building related for the Carnival and Heroes Marketplace level.

We’ll start to work on a new level soon.


Daniel Diaz, World Builder (DanielKaMi)

I have been working mostly on fixes and new stuff for the incoming Heroes Marketplace level!

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 (Psst. The Abyss Lord isn't in this update, but it looks so cool in the Marketplace!)

bienvenido3

You’re gonna lava the Herald of Embermount update when it erupts August 16th for PC and PS4! 

This update contains our first truly flaming hero - the Lavamancer. Lavamancer enjoys long walks on volcanic ash, magma puppies, and using his transformable magma arm  to simultaneously wound his enemies while cauterizing their wound! He’s a sweet sweet man, really. If you haven’t already, meet the Lavamancer in his official trailer below:



Want to see the Lavamancer in action? Tune into our Devstream this Friday at 5PM EDT! We're also giving away his costume to several lucky viewers!

The HoE update also heralds (see what we did there?) an option to display massive amounts of damage in a more streamlined way. With this option turned on, you’ll be able to see more of the beautiful world of Etheria as you hashtag rek AF (or whatever you kids are hashtaggin these days). See the handy GIF (that’s GIF with a hard G) below for an example!

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


Daniel Haddad, Design Director (Blacksmith)

The Lavamancer is nearly complete. There are a few concerns we’re running some tests on, but otherwise he is ready to rumble. I am now out of the engine and back in documents. Working with the Mystic team as they start building her assets and animating them. The Lavamancer looks fantastic. The team did a wonderful job bringing that volcano to life. We hope you enjoy using him.


Daniel Diaz, World Builder (DanielKaMi)

We're giving more love to the Crumbled Bulwark level. Visuals are turning into the right direction now! Only true defenders without fear will see the light on this dark place…

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Jesus Diaz, World Builder (N3oDoc)

We are still redoing the visuals of the Crumbled Bulwark level. At this point, it has even become more dark and gloomy...the perfect place to feature a new enemy, a really dangerous one.


Steven Collins, Lead Level Designer (Esorath)

The Demon Cache has been found! Congrats on hitting the books and getting some extra loots!

As for the next map, Crumbled Bulwark. The level design team was rather unhappy with the original theme that was done on this map. It lacked the character and depth that we want to push forward with our levels. So we decided to give Crumbled Bulwark a makeover. (Keep in mind the gameplay layout will remain unchanged.) This visual update will give the map more character as well as some of the updates will allow for a much more robust Incursion that we have planned for this map.


Brian Goodsell, VFX/Technical Artist (Other titles pending)

Wrapping up the last of the extended Lavamancer VFX work for the milestone. Had some time to modify my workflow in a way that allowed me to capture more gifs.


Oil Geyser Attack/Eruption

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Charge VFX

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Currently Listening To: Bonobo - "Nothing Owed (live version)"


John Muscarella, Digital Puppet Master

Finalizing the Lavamancer means that I have been full swing on our next hero, The Mystic!  I am extremely excited for this character, and hopefully you will be too.  Here is some of what I have been up too.


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Keep an eye out for this lady in the future, she will be joining our cast of heroes soon.



iamisom

Devstream 61 Recap



The Land of Uhz

  • Our new guy Benny said Uhh a lot. He has been admonished for his vocal crime. 


Power Surge Update

  • The Power Surge Challenge

    • Storm’s a-brewin’ at Dragonfall Bazaar! While the storm rages, towers gain supercharged attack speed, instant upgrading and instant build time during Combat Phase, but the intensity causes towers to explode after a short time. Can you survive the storm?

  • Glaive of the Storms Monk Weapon 

    • Ride the lightning with the Glaive of the Storms! The alternate attack lifts the Monk into the air and lets him ride in style on his own personal cloud. With the power of the cloud, the Monk can synergize and maximize his damage output for peak fiscal performance.

    • Uhh, we mean, become a lightning god! His cloud corvette drenches enemies that walk underneath it and periodically strikes them with lightning.

    • The main attack unleashes a powerful lightning attack!

  • Mark 3 Costume for Series EV2

    • Remember the days of dressing up like a Bounty Hunter? EV2 remembers.

  • Balance Changes

    • This update brings additional balance changes, including an Earthshatter buff, Skeletal Ramster buff, Skeletal Archer nerf and a Poison Dart Tower nerf.

  • And more!


New Map Influence Vote:  Least Votes Wins!

  • In recent months, several dungeons have been defeated at the hands of the Influence Vote. It’s time for one of these losers to finally win… but we’re switching things up. For this vote, the map with the LEAST amount of votes will be the one you see next!
  • Will you choose Frost Keep or Crumbled Bulwark? Vote now!


What We're Working On Now

  • Strategy Revamp:  New Enemy Abilities and Roles:  We're giving enemies new abilities and roles to increase the difficulty of the game and to provide more interesting encounters. These changes are going to take awhile to complete. It's a big task that we're working on, and it'll need a lot of iteration time before we get them right. If you're interested in testing these changes before they go live, join the Remote Playtesting Group! Email dani.moore[at]trendyent[dot]com if you're interested.
  • Campaign Revamp:  Leveling, Loot, Reward and Structure Changes:  Step one of getting the enemy changes into the game is restructuring our Campaign and laying the groundwork there. Part of these changes is changing the way we handle enemy spawning so that as we make squads and these new enemy changes, we can implement them into the game. While we're diving into Campaign, we're also taking a look at the new user experience and making rewards and experience more frenetic and enjoyable. After we're through with these changes, it shouldn't suck to level heroes to 50! Yay!
  • New Map:  Molten Citadel:  Our remake of Magus Quarters from the first game. It's real pretty. 
  • More DD1 Map Remakes:  Oh yeah, baby.
  • New Hero:  The Lavamancer:  We'll have more details for you in our next Devstream!
  • New Hero:  The Mystic:  You'll have to wait a bit longer for those details.


PS4 Online Update

  • In the update after the Power Surge update, multiplayer online play will only be accessible to players with an active PlayStation Plus account. If you do not have a PlayStation Plus account, you will still be able to play single player or local co-op online. When Dungeon Defenders II leaves Early Access, all players will regain access to multiplayer online play. To all of our PS4 fans, thanks for playing Dungeon Defenders II in Early Access on PS4. We're excited to continue to get your feedback as we continue to improve the game!
  • We're also working on PS4 Trophies. You should see those really soon!
iamisom

Hotfix 10.2 for Steam

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Here are the notes for Hotfix 10.2 on Steam!

Bug Fix

  • Fixed an issue where the February Monthly Mission pet affection consumable rewards were missing after the Carnival update.

Known Issues

  • The Feed x1 button for owned Pet Food does not work.
  • The Feed x10 button for owned Pet Food only feeds 1 item at a time.
  • The "A" button on the Controller is not properly interacting with objects.
admin
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Each week, were detailing a feature of our competitive mode that separates it from the rest of the genre. This week, were focusing on the modes social center -- the Town Hub.



The Town Hub is a 24-player locale where players can strategize, customize, practice and trade before jumping into a match. The Town Hub is a natural evolution of the Dungeon Defenders tavern, much like the co-op overworld we mentioned earlier this week, but on a much smaller scale.



Its also a way to find and make new friends to play with in the competitive mode. Heres how it works: After selecting PvP from the Main Menu, players will join a random Town Hub. Any friends youre partied up with will join the same hub with you. Once youre there you can level your heroes, win prizes, visit the Archives, equip gear, manage your inventory, shop and more while youre queueing for a match.



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Want to see potential teammates in action or test a heros skills before the Arena? Start a duel! Dueling is a one-life, two-minute taste of the real action that takes place in the hub itself, with no separate loading time or matchmaking queue. You can even watch other players fight from a nearby outlook. Afterwards, players can invite those worthy candidates to their party and head off to the Arena together.



After a few rounds in the Arena, youll notice your backpack is heavy with loot. You can lighten the load by trading that gear with other players! Or customize it with unique dyes, names and stats! Well have more details on customization soon.



Were hoping by making the experience more social, more personable and more selective as well as giving players ways to help each other progress, we can improve the negative atmosphere often seen in MOBA communities.



How do you feel about the competitive Town Hub? Let us know in the comments below!
I_PASS_BUTTER



Join us today on our Twitch channel at 5PM EST for our Weekly Devstream! Brad and Steven will be answering your questions and revealing what we’ve got in store for you:


  • A sneak peak at the upcoming Besieged maps.

  • A reveal of our newest Harbinger build weapons and explain how they work, when to use them and why we must never, ever tell the Harbinger we have them.

  • Loot Changes: I will be playing (and dying) on the Loot Branch and Dan will explain the upcoming changes to the loot system.

  • New Holiday Tavern decorations and costumes. ‘Tis the season, people. We got Holiday Cheer coming out the yin-yang.

  • Showing off our newest pet: the Dragolich! Oh no, don’t look at it! It’s terrifying! Rawr…

  • Our Squire Boxer giveaway continues! Seriously, somebody get this guy a shirt or something. He’s making us look bad.

  • And our final, super-secret reveal...the Awakening Pack!

PutmickJ
Greetings Defenders, and welcome to this month’s QA Column: QA Bugstravaganza![working title]
We’ve got an exciting and hilarious bug for you today!



The Apprentress and Friends


When we discovered this bug, one of my personal favorites, we’d just finished a test for the Council members. As soon as we booted up the game and prepared to start on our normal daily tasks, we spawned into the map and were met with quite possibly one of the silliest bugs we’ve ever seen:



When choosing the Apprentice, everyone was met with what could only be called a “monstrosity,” or more accurately, a fusion of the Huntress and Apprentice now lovingly known as the “Apprentress.” This model combination led to some hilarious results as you can see from the video above, with the Apprentress firing off her awesome Cyclone and Mana Bomb. The Huntress and Apprentice weren’t alone in this strange splicing treatment, however, as the “Monktress” had his/her day in the sun, too. This Monk had all of the Huntress’ abilities and, as if that wasn’t enough, had also stolen the Squire’s sword and managed to make it float beside him.



After everyone in the office had a good laugh, a fix was quickly found and our Heroes were fused no longer. Many screenshots were taken, though, so whenever someone needs a pick-me-up, this bug never disappoints.



So there you have it: This month’s best bug. Let us know what you think about our weird Hero fusions in the comments, and what you believe would be the funniest accidental combination of Heroes! Also, if you think you can create a better title than QA Bugstravaganza, we’re taking suggestions!
iamisom
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Before we begin, wed like to mention that there are two separate modes in Dungeon Defenders II a cooperative tower defense RPG campaign and a competitive multiplayer MOBA mode. Two separate modes. Let those words sink in. Dungeon Defenders II will still have the same amazing tower defense gameplay you loved in Dungeon Defenders. In fact, you might get some more info on that on Monday.

We faced a lot of issues with TrendyNet and DD1 at launch, and we wanted to get those issues out of the way with the competitive mode, not cooperative. Not to mention, we wanted the additional time to balance the heroes for the competitive mode and flesh-out/experiment with the gameplay of the cooperative mode.

Breathe easy, friends.

Moving on. Each week, were highlighting what separates our competitive mode from other games in the genre. This week, were focusing on our simplified consumable system.

Shop Main Screen


Our competitive mode does not have permanent items or item builds. Instead, we only use consumables. Some of these items will give you temporary boosts (like Potions) and some will give you buffs that will last until you die (like Elixirs). These items are purchased using the gold earned during the course of a match.

Why are we simplifying the item system? To decrease the length of matches and make the mode more accessible to the average RPG or tower defense fan. Other games in this genre average around 40 minutes per match. Our multiplayer mode averages around 25, which is much easier to fit in-between defending Eternia Crystals.

Below is a list of the items you can find in the shop, and what each of them do.

Potions


Potions are the simplest and least expensive consumables. They last for a set period of time and can replenish your health & mana as well as increase your attack damage, decrease incoming damage, or reduce cooldown times.


Oils


Oils are powerful consumables that can be applied to a weapon and last until death. They let you deal more damage to towers, inflict damage over time, slow enemies, leech health, and more. But watch out, once you die the funs over. Only one oil can be used at a time.


Elixirs


Elixers are the most expensive and most powerful consumable. Each one has multiple effects and can turn the entire tournament to your teams advantage. Like oils, elixers can only be used one at a time and last until death.


Tomes


Tomes allow you to perform feats that can save you from the jaws of defeat, but last a very short amount of time. These can be used to dodge abilities, run away, or even teleport to an allied tower.


Wards


Wards are for the tacticians among you (hey defenders!). They push back the fog of war allowing you to expose enemy movement and plan your attack.


Our alchemists are always working on new concoctions, so it's possible that more of these splendid creations may be available in the future. We will just have to wait and see!

How do you feel about the consumable system? Let us know in the Comments section!
LAWLTA

DEFENDERS

It’s finally time for a Dungeon Defenders: Awakened Developer Check-In! We have a ton of information to share today that covers our post-Kickstarter work, studio changes/improvements, and Dungeon Defenders: Awakened as a whole. Let’s go ahead and start getting into it!

Enter Chromatic

First things first, we want to apologize for a couple of bumps that we ran into. The first thing is something we’ve covered quite a bit, that something being Kickstarter shipping for our approved regions. We’re not going to dig into it more (the conversation can be seen here), but understand that it is not something we will have happen again with any future projects in regards to fulfillment. It was our first foray into this area, and we learned quite a lot.

Second is that we have been silent for a little over a month. We want to have more regular check-ins with where our progress is, show off some of the new art (something we just started this week on social media), and more info to share on our plans. As for the why, it’s all based on growing the team out, foundational setup, and working with outside partners.

Dev Level Up!

As a studio, we’ve been incredibly busy with getting our team bolstered by additional teammates to really make Dungeon Defenders: Awakened an amazing game, and also set us up for success on any additional projects. A good portion of the team was involved in tons of interviews and tests to make sure that we only brought on high quality LEGENDARY additions to our ranks. We’re still growing the team out more, but we’re a developer power house with the people we’ve brought on!

Hardware Upgrade!

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We’re wanting to make sure that we’re employee-owned while also making sure we have all the tools necessary to create awesome games. We’ve been working with partners like nVidia to bring some awesome graphical opportunities, Azure PlayFab to bring out awesome features (like Cross Saves!), Nintendo to provide an optimal experience on Switch, and so many more! We’re wanting to blow it out of the water with Dungeon Defenders: Awakened, so that we can then knock it out of this world with future titles. And so far — it looks really, really good!

Art — What Is It Good For?

Absolutely everything. What would an update be without some awesome art to show off! Heroes, enemies, and Maps, are some of the many amazing creations that we’ll be including in this and future updates.

Character Updates!

As we showed on social media this week, we have revealed the concepts for our four main heroes, which you can see the Apprentice, Monk, Squire, and Huntress below:

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We’re going to be revealing enemy concepts as we’re working on finishing the Heroes animations, but we wanted to show off the new Goblin model for the first time here, which has been fully animated! This is the awesome quality that our animation team has put out, with so much more coming:

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Excited to destroy some cores!

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What they lack in finesse, they make up for in ferocity

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It’s electrifying!

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Oh no, he was poisoned!

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Even goblins know, if you’re on fire: STOP, DROP, and ROLL!

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Death came to take him, all things go, all things go

There’s a lot of models we’re currently working on/with, but for a SNEAK PEEK, we wanted to show a model we’re currently animating. Striking fear in many, check out the WIP (that’s just a quick way to say Work-In-Progress, which with this explanation, maybe it would have just been easier to say that in the first place, but we’re committed already, and don’t have a backspace) Dark Elf Warrior:

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All of these new hero and enemy models are going to also be receiving some epic animations and VFX to really bring Dungeon Defenders to modern standards. We can’t wait to share more, so we won’t — Next up, MAPS!

Maps, Maps, Maps!

Many of you have seen the Deeper Well map showcased in our Kickstarter and during our dev stream. Well get ready for MORE Deeper Well. Or maybe we’ll show some different maps? Actually, that sounds like a much better idea. We’re not going to be showing the entire maps just quite yet, but here’s the kind of diversity and quality you can expect:

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Oh the places you’ll go! Dungeon Defenders: Awakened is going to have a lot of familiar locations, including a lot of fan favorites, but also new places in Etheria that you’ve never seen before!

Design — The Blueprints of DD:A

Creating Dungeon Defenders: Awakened has been a very enjoyable experience, but not an easy one! Really digging into the original Dungeon Defenders and emulating what made it fun is a noble quest, but not a very easy one. Our designers have been working hard to breakdown Dungeon Defenders into formulas and building blocks, so that we can build a skyscraper of awesomeness!

The overall goal is to recreate that Dungeon Defenders feeling, while giving it the same treatment we’re giving art — bring it to modern standards. Let’s get into some of the things we’re doing.

Hero Swapping

This has been a hot topic between many Defenders, and we’re ready to share what we’re doing. Hero swapping was something introduced in Dungeon Defenders II that affected the gameplay greatly. It helped streamline gameplay, and while we love it, we also understand it’s not necessarily the best thing to be able to do all the time if we’re wanting to go back to our roots.

In Dungeon Defenders: Awakened, you WILL be able to swap between four of your pre-assigned heroes on the fly ONLY during the Build Phase. You’ll still be able to access your other heroes in traditional methods (only during Build Phase as well). We wanted to bring back some of the strategy when it came to swapping heroes, especially with the challenge that later difficulties bring with timers. These timers will be adjusted to ensure that difficulty is still there and that strategy is rewarded!

Camera Improvements

We’re going to be bringing plenty of camera options in Dungeon Defenders: Awakened. One of those features is something that Defenders of old and new will enjoy: Perspective Swapping. In Dungeon Defenders, the camera was placed top down when placing towers, which gave a good perspective of how close you could get your towers placed. In Dungeon Defenders II, this view was traded for an over the shoulder view to see where the actual effect of longer range towers would be.

In Dungeon Defenders: Awakened, when you are placing a tower, you will be able to toggle between BOTH of these modes. You’ll be able to select a default mode within the options, but with this addition you now have an even better understanding of placement and efficacy than ever before!

New Abilities

We’re not looking to overhaul our heroes entirely, but we did want to give attention to some weaker abilities, or some that just are overall not enjoyed. We’re adding some cool functionality to some of these abilities, but we’re also adding a new ability: Elvish Agility.

Elvish Agility is a new ability for the Huntress that increases movement speed, jump height, reload speed, and rate of fire. The Huntress is an agile ranged fighter and we wanted an ability that reflected that. We polled hundreds of our users, and the least liked ability (it wasn’t even close) was Invisibility, something very few used, and that there were very few situations to justify using it. Our goal was then to bring an ability that felt great to use for Defenders who wanted to use her. The internal tests with this ability have been a ton of fun and really give that feeling of hunting down your enemies with agility and efficiency!

HUD

One of the weakest points in the Dungeon Defenders franchise has always been UIs. In UE4, we are given a lot of options to setup a UI the way we want, which is why when we grew the team out, we made sure to bring on a UI/UX expert to make an awesome experience. We’re making a sleek, modern HUD, arted up with that Dungeon Defenders charm. We’re making sure that the HUD looks amazing from every way you’d play — from on-the-go with the Nintendo Switch, at your desk on a PC, or on the couch playing split-screen with up to four players.

Everything currently icon and text-wise is placeholder until we take our art pass over it, but so far it’s been performing really well, and has been a ton of fun to use on internal play. Without showing TOO much WIP, here’s a picture of our build so far:

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Oh also, it’s our first picture of the game running on Switch! This isn’t the final HUD at all, and we don’t think the stats in the middle of the screen are going to be covering gameplay. Probably not. Probably. (spoiler alert: it won’t, we’re just being a little cheeky :> )

Engineering

There has been a HUGE amount of work of getting just the base functions of Dungeon Defenders into Unreal Engine 4. The Engineering Team has been making some amazing strides helping to capture the feel of the original so that the rest of the team can build upon their incredibly sturdy and efficient codebase foundation. They’re the binary heart of bringing some amazing features to Dungeon Defenders: Awakened!

They’re currently working on making multiplayer and split screen work as best as possible, making sure we squeeze out as much performance as possible. They’ve made great strides, to where our performance on the Switch, with multiplayer, has been surprisingly very good right off the bat. It’s because they’re wizards.

Another feature they’re working on currently is Cross Save functionality. Making it so that you can use saves between platforms is no simple feat, but our engineers are legendary, so they’ll make it happen! Lastly, they had a secret message they wanted to pass on:

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What’s Next?

Our goal is to do monthly check-ins to show off our work and progress, similar to what we’ve done here. There’s a ton still left to do, but we’re getting through things at breakneck speeds! We’re also currently working on additional end-game content for Dungeon Defenders II. As a studio, it’s our goal to make incredibly fun games that you want to play. Thank you for your support so far, we have a lot more to come!

In regards to Kickstarter Digital Rewards, we’re continuing to get the Dungeon Defenders 2012 Complete Collection codes out to backers who purchased the appropriate tiers that included them. Our next step is to get the Dungeon Defenders II costumes (Gold, Crystalline, and Corrupted Gunwitch) out in our next patch. This patch is currently planned to come out next week with those costumes included. After the patch is out on all platforms, we will begin getting codes sent out!

Social Defenders

To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:

The entire team has had a blast making this content, we cannot wait for all of you to get your hands on our next update. Stay tuned for more info soon!

For Etheria!

The Dungeon Defenders II Team

admin








In this week’s PvP Hero Showcase, the Historian goes in-depth with the Man and Machine. Watch the video to see how the ex-general fares in the tournament.

If you want to see anything again, just click on one of the icons in the video to see a previous section again.

What do you think of the competitive mode in action? Keep in mind everything’s beta, so all feedback is good feedback. The most constructive comments will receive a DD2 beta code! Winners will be chosen on Monday, May 20.

New PvP Hero Showcase videos every Wednesday. Remember to come back Monday, for your first info on coop enemies.
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


LAWLTA

DEFENDERS!

We’re almost at the end of September, which means there’s a little over a month away from the Dungeon Defenders: Awakened PC Beta! The team has been putting in tons of time to really make sure the beta is a great experience, while also polishing up a lot of areas that won’t be seen until release. Starting next month, we’ll begin ramping up displaying a lot of the hard work that’s been going on in the world of Etheria.

As we’re working on that, we didn’t want to leave you without anything for September, so while this will be one of our shorter updates, we do have some awesome things to show off. We have a big post processing and shader effect that is still being tweaked, and the following pieces are still works in progress, but without further ado, let’s get into it!

Squire Towers

We previously showed the concept for these bad boys, now it’s time to see them in-game!

Spike Blockade

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Bouncer Blockade

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Harpoon Tower

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Bowling Ball Tower

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Slice n' Dice Blockade

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These towers not only look fantastic but are incredibly fun to defend with. There’s another set of towers that we’re putting the finishing touches on in regards to animation, so we’ll show off the concepts for now. Get ready, the Apprentice Towers are coming at ya!

Apprentice Towers

Arcane Barrier

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Magic Missile Tower

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Flameburst Tower

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Lightning Tower

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Deadly Striker Tower

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Our goal was to make sure that the towers are very discernable from one another, something that was harder to do previously. We cannot wait for you to see their 3D beauty, we’re just giving it some finishing touches before doing so.

These are things you’ve seen before. How about we look at something that’s NEVER been seen before? Maybe a map?  Maybe a new map in Act 1? Actually yeah, that sounds pretty good. Let’s do that!

 

NEW MAP: Lava Mines

This map is one of the new campaign maps coming in Dungeon Defenders: Awakened! It’s a ton of fun to play, it’s absolutely gorgeous, and most of all — LAVA!

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What’s Next?

We’re still working our hardest to ensure the Beta coming in November is going to be the best first step at letting you, our valiant Defenders, take on Dungeon Defenders: Awakened. There’s a ton of info we’re excited to gain, where we can make the game better, and most of all — LET YOU PLAY! There’s a ton still left to do, but it’ll all be worth it.

Social Defenders

To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:

The entire team is having a blast working on DD:A, we cannot wait for all of you to get your hands on it. Stay tuned for more info!

For Etheria!

Chromatic Games

 

admin




Ready for round three?



In this weeks PvP Hero Showcase, the Huntress is in the spotlight. Watch the video to see her abilities in action.



Now that were three videos into this series, how do you feel about the PvP Hero Showcase -- good, bad or otherwise? The most constructive comments will receive a DD2 beta code. Forum winners will be chosen on May 29.



Come back every Wednesday for a new PvP Hero Showcase.
LAWLTA

DEFENDERS!

With our Kickstarter now over, we wanted to make sure that we provided a way for people who were unable to back, or unaware of the Kickstarter, to get in on early savings and some sweet swag!

Click here to check out the Pre-order Store, and get in while the gettin's good. One of the most awesome advantages is the LIMITED Awakened bundle that includes:

  • Beta Access
  • Dungeon Defenders 2012 Collection
  • Dungeon Defenders: Awakened
  • Digital Soundtrack
  • Digital Strategy Guide
  • Digital Artbook

You can also get some cool swag, like a Dungeon Defenders: Awakened T-Shirt or Dungeon Defenders: Awakened Joy-con Vinyl Covers! All purchases go towards supporting the development of Dungeon Defenders: Awakened, helping us ensure we put out the best product possible. <3 

SOCIAL DEFENDERS
To get reliable updates on what’s to come, be sure to check out our social platforms for the latest juiciest beans to be spilled:

For Etheria!

Chromatic Games

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