Elliot Cannon, Creative Director
Steve’s jamming on a new Incursion oriented around bling, gold, riches, a Kobold King, and extortion!
We’re working on a unique iPWR 750 weapon we’re tentatively calling the Bling-O-Midas Gold Blower. (Too long. We gotta shorten that!) Similar to the Squire weapon, The Shield of Unholy Fire, that we did for the Unholy Catacombs Incursion, this weapon is about fun + power while adding unique “at will” functionality to one of the core heroes that they do not normally have access to.
One of our new goals is to build out fun incursions for you much faster. This is a mix between taking the first Dungeon Defenders maps and making them amazing in the DD2 art style with cool new themes and seeding those maps with meaningful loot and challenges that build on what you’re already good at, Tower Defense. We’re also taking existing maps and making the same level of content for them, too. That way we can do wild game modes that challenge different skills in maps old and new and have crazy themes without worrying about interconnectivity to existing map conventions. A level designer’s dream if you ask me! The marching orders are literally, “Go make a fun and challenging Incursion. It can be anything you and art imagine as long as it has a theme to glue it all together! Go crazy.”
Earning Defender Medals
We’re been trying some experiments with how you earn Defender Medals and are in the process of reworking how our Daily, Weekly (yep you read that right), and Monthly quest system works to emphasis winning matches and earning medals, so when in combination with other methods, you can earn more medals. This is also a good time to clean up the entire system that’s a little dusty, add a few key functionality pieces, and get that system aligned with the game as we’re shaping it with you today.
Thanks to your previous Influence vote, we’re working on getting the Gun Witch out to you next, pushing to have her done in late June. The previous month laid the groundwork for her with the building of her full animation set along with lots of fun Gun Brooms. Unlike other heroes, she is 100% DPS with an emphasis on mobility and gun-broom play. Think the Wild West meets Witchcraft. Double jumps, high altitude sniping, fully automatic dual-wielding fire, point blank shotgun blasts, AOE polymorphs, a tornado of brooms to bust enemy faces, swarms of bats, and of course, a gun-broom to ride.
We’re also working on the game browser you may have heard us chat about in the last Devstream. With that comes a retuning of the game’s difficulty across the board along with interface updates and better controls for matchmaking, setting up games, and finding game where players are doing the same things you want to do. In the long term, as we develop armor sets and named gear pieces with better set bonuses, we’ll be able to seed loot tables on all the maps while at the same time, giving you a way to go fight for those pieces with friends or solo. As with any live game, we’re making many small improvements interconnected with a bigger vision. Stay tuned.
Daniel Haddad, Design Director ([[48971,users]])
EV2 is done and now I’m moving on to a bunch of exciting new things:
Experimenting with enemy lineups and formations to have more variations in the different things enemies do and how you need to fight them.
After that, working on figuring out how to cluster these enemies in cool squads that require some thought to counter.
Also wrote out a design for the revamped Monk and our plan to turn him into a badass.
Doing experiments with melee camera and melee combat to give you guys motion control while you are attacking. This is something you all have been requesting for a good bit. We’re still just experimenting with this but hopefully it will make its way to you guys some time this year.
Talking about gender swap heroes and what those could be like.
Put some time into designing how our new elemental and combo system could be like and how players will get to interact with it.
I’m also making an index of all our legendary weapons and planning to redo the passives that appear on them to give you all some cool rewards in different parts of the game you can acquire.
Redesigning passives as we know it.
Talking about exciting improvements to daily missions, weekly missions, and pets.
Refining the Lavamancer.
A lot of potential here but my primary focus now is taking the entire game and fixing it up to make it far more entertaining.
Josh Isom, Community Manager ([[4370,users]])
We’ve seen an influx of server crashes, disconnects/timeouts and fatal error messages over the past few weeks. Our live team is all hands on deck trying to squash these infuriating menaces. On Tuesday, we released a hotfix to fix one of these crashes, and we’re hot on the heels of several others -- particularly the fatal error that happens when trying to load into a match. Keep an eye out for more patches and hotfixes as we continue our campaign against our unwelcome insect overlords.
In my spare time (haha! good joke), I'm working on creating a central location for players to learn about what we're working on and what big issues we're currently investigating. We talk about this stuff in our weekly Dev Logs and every-other-week Devstreams, but I still see players saying that we aren't being transparent about what we're working on. That information is all over the place, so I'm hoping a visible, central location will alleviate the issue. In the meantime, if you're ever curious about what we're working on, just ask. We're more than happy to let you know!
Also, the Devstream schedule is getting pushed back a week to coincide with our newest content. The next Devstream is on June 3rd!
Jesus Diaz, World Builder ([[39450,users]])
The development of the frozen level (which I can now reveal is a Royal Gardens remake!) is coming to an end. We had so much fun making this level and we can't wait to work on the next.
The level is getting reviewed this week. Meanwhile we are doing a collision pass.
Daniel Diaz, World Builder ([[33096,users]])
This week we're finishing the world building work on the Royal Gardens remake level, working now on a collision pass. So what’s this means? it means we're about to start a new level really soon! Already got some concepts from Rusty & Jordan, and I'm pretty excited about the new theme!
Steven Collins, Lead Level Designer ([[48993,users]])
As mentioned before, we are still hammering away at the latest incursion. Hopefully you’ll be able to watch the wackiness on stream the next Devstream!
Brian Goodsell, Technical & VFX Artist ([[49000,users]])
[[60248,users]] from the community pointed out that there were maps the player could escape from. This helped me figure out some of the specifics about how people were getting out of maps with the series EV's Death From Above ability. Some of our walls allow for unintended behavior if you can get the hero to land in a jump falling state.
Working on fixing this in affected maps on top of weapon VFX, Incursion VFX and Gun Witch stuff.
Currently Listening To: “Doin' Crimes” by Brendan Kelly & The Wandering Birds
Tim Shannon, PS4 & Live Producer ([[77554,users]])
It’s upload week for PS4… busy… busy… busy.... Expect to hear more news very soon on the PS4 Calling All Heroes update!
We’re working on a potential fix for the party transition crash. Expect something early next week. We’re also looking into the issue where the launcher is saying “Game is already running” and the ability to schedule weekend events so I don’t forget to upload them at the prescribed times (my bad).
John Muscarella, Digital Puppet Master ([[57156,users]])
It’s time to start animating a new hero. More to come...
James Reid, Software Programmer ([[56071,users]])
This week I’m taking a brief hiatus from UI Programming and delving into the world of weapon programming. I’m helping out with the Bling-O-Midas Gold Blower! Now if I could just find a way to add UI widgets to it….
Anyway, I’m also continuing work on the server browser as well as helping out with bugs.
Jason Yu, Associate Producer ([[56534,users]])
This week, I’m coordinating with Steven on getting the Incursions out to our awesome Remote Playtest Group for the weekend. Also on the docket, helping out with the PS4 release by fixing bugs, and getting the Gun Witch and Matchmaking teams kicked off. When I get a spare moment, I’ve been going through and fixing all the spelling and grammar bugs in the game so if you find any, send the Tavernkeep a message.