Before we get into the dev log a quick reminder... the Power Up update launches tomorrow! In won't be too long before you can fly around on your broom and snipe enemies from the sky as the Gun Witch, find new friends to play with the Game Browser, or decimate enemies with the buffed original 4 heroes! You can read the full update details here and watch the Gun Witch video below.
In the meantime, here's what we're working on next:
Elliot Cannon, Creative
As the Playverse team irons out the deployment issues that kept us from launching the Power Up release yesterday, The Gun Witch is ready and waiting for the switch to be thrown! I’m looking forward to seeing what you do with Broom Vault->Double Jump->Vroom Broom. Mobility is king.
The rest of the studio is full steam ahead with the future release work. We’re settling into a frenetic rhythm while also pushing on long-term goals. Lavamancer, Two New Challenges (Incursions), New Enemy Squads, and a Reworked Campaign are in the works now, in addition to preliminary animation work on The Mystic!
For me, I’m digging into the old campaign quest/new user experience and outlining how we can rework this to be contemporary with the way the game is today, not to mention a better challenge curve, frenetic pacing, and much more useful and powerful rewards. We reworked the map list and core narrative to something cleaner. We’re ramping up the challenge on a per map basis with what’s there now, removing the older parallel difficulty modes that were confusing. We want that first play through for players of the campaign to be about progression and rewards while getting a feel for the game’s hero deck game play. Streamlining is a big part of that.
“Kill your darlings.” Faulkner once said.
The old road from level 1-50 was a slog. The game is much different from when that flow was developed. The max level is 50 now, with a small army of heroes you can slot into your hero deck, not to mention combat swapping, so there’s no need to drag things out. The game is going to get harder, muhahahaha.
As the new squads roll off the line, we’ll populate them into the game from the beginning and refine them to reflect incremental progression. They are going to play very different from what is there now. We’ll do the squad stuff in phases so keep a close eye on Dan’s log entries. He’s pushing hard on this!
The Power Up DEV Stream from this past Friday is up on You Tube. We show off the Gun Witch in game and talk about the new squads!
Daniel Haddad, Design Director (Blacksmith)
Working with the team to figure out these squads. We are starting to put them together now but it is going to be a while before we get this feeling as awesome and entertaining as possible. This is likely going to be a long campaign. Trendy VS Enemies. I hope we win…
Also doing other things like working with the team on Lavamancer, wrote the design with the design team for the Mystic and briefed the team about her and her snake god, and planning out incursions with Steven Collins!
Tim Shannon, Live & PS4 Producer (TimmyTrashTier)
SYKE! Milestone release is Thursday. But seriously, when we deployed everything this morning we couldn’t get into the tavern so even though you have to wait a little bit longer, I think that on the whole it’s for the better. I mean our menu level is pretty cool and interactive and all, but it gets old after a while.
In addition to figuring out how basically identical code can work in one environment and not in another the Live team is squashing bugs, reducing invite spam-lock, and dusting off our fire fighting gear for Thursday.
In PS4 land, we’re cleaning up some issues hanging on from the milestone and discussing what the future holds now that we’ve caught up to PC and are actually able to start looking at the numerous things we had to set aside in order to get code bases synchronized… feels weird man...
Jesus Diaz, World Builder (N3oDoc)
We are working on a new level this week, can you guess what theme it’s being used this time?
Daniel Diaz, World Builder (DanielKaMi)
This week we're starting to blockout a new level! so excited about the theme of this one!.
James Reid, Software Engineer (Driscan)
This week I’m focused on iterating a bit on the Game Browser as well as some polish updates for the next update. We’re adding functionality to our Loading Screen system to make it a little bit more story driven. It’s a small change, but I think it’ll have a good impact on the lore of DD2.
Steven Collins, Lead Level Designer (Esorath)
Continued work on the upcoming challenges (incursions)! As well as helping Blacksmith with making changes to enemies and map orders.
John Muscarella, Digital Puppet Master
Animations for a new DD1 Remake map are in full swing. Enemies are getting a few touchups as well.
Dani Moore, Remote QA Lead (Dani)
We’re looking towards the new challenge mission (incursion) right now. It’s pretty early but it’s easily the most challenging yet. Hoping to sink our teeth into the next major content but before that we’ll have some spring cleaning to be done. Might need a Gun Broom for that.