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Dev Log 36: But really, who's counting?

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I_PASS_BUTTER

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Daniel Haddad, Creative Director (Blacksmith)

UbvwG3X.jpg


Danny Araya, Creative Director (DannyAraya)

Going through the game and making notes of things that need tweaking. Mostly stuff related to UI, Interaction Icons, and NPCs.


James Reid, Software Programmer (Driscan)

Back in the office for the next two weeks!  You know what that means?  It means there’s a big push happening...and I’ll just leave it at that.  

In the meantime, here’s some pictures to look at:

2LWyPnP.png

Behold the revamped skill sphere UI, still might be some minor tweaks so [[5749,hashtags]]

I’m also putting the final touches on the interaction icons.

SpkIsIe.png

Jeffrey Bickel, Technical Level Designer (TE_Jeff)

This week will be a lot of bugfixing and balance work! Onslaught mode is already feeling better and more rewarding, I’m excited to get this round of changes into y’all’s hands! Other than Onslaught, working on fixing a few issues with our levels.


Steven Collins, Level Designer (Esorath)

I’ve been perusing the forums looking at all the feedback about enemy schedules and where players want their attention during the combat phase. Taking this feedback and continuing the Nightmare and Solo balance work on all maps.


Chris Flores, QA Lead (likethatwhenigothere)

So this milestone may not have a lot of new features coming around but a lot of neat changes are going and are now starting to appear on QA’s plate. We’re wading through the bug mud trying to get the build to look like a game again. So many bugs. The merge of the PS4 seems to have put the game back in the bug stone age.


Abraham Abdala, Lead Tech Animator (Broham)

Figuring out a potential attack speed system with weapons. Fixing some minor animation and NPC related bugs.


Adam Stow, Associate Producer (TE_Stow)

What were some of your DD1 favorites for weapons?  Why were they your favorites, and what makes weapon variety work for you from item to item?  We’re asking these questions to each other (and you) and looking at solutions lately.


Jesus Diaz, World Builder (N3oDoc)

Been doing several fixes to some levels and now I’m polishing the new social Hub level a bit more


Daniel Diaz, World Builder (DanielKaMi)

After doing some more fixes on some levels I'm back working again on the social hub!


Philip Asher, Marketing Director (pmasher)

Have a massive to-do list I’m burning down. There are a couple of big announcements and blog posts coming soon about the future of Dungeon Defenders II, our next patch, and PS4 that we’re really excited to get out to all of you. We’re also locking down timing for the first DD1 update in a long time and much much more.


Josh Isom, Community Manager (iamisom)

Jon Santana, Community Associate (I_PASS_BUTTER)

While Josh is on vacation, I'm all:

oQeFi6D.gif

I'm just kidding. Please hurry back, Josh!

I'm gathering all of your feedback, Defenders. All of it. Then I'm putting into my handy spreadsheets and chasing down Designers and QA and showing it to them. And they're looking at it like:

kqH2Jsj.jpg

Armed with that knowledge they smack down bugs and problems  like:

QfTmJSE.gif


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soo i dont know if this has been answered and what not but do you guys know when we can hope for some way of trading by dropping it or a trade system because a friend of mine doesnt wanna play until you implement something like that soo sorry if you guys already answered this

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My favorite part of this log ... this stuff is long, long overdue.

Abraham Abdala, Lead Tech Animator (Broham)

Figuring out a potential attack speed system with weapons. Fixing some minor animation and NPC related bugs.


Adam Stow, Associate Producer (TE_Stow)

What were some of your DD1 favorites for weapons?  Why were they your favorites, and what makes weapon variety work for you from item to item?  We’re asking these questions to each other (and you) and looking at solutions lately.


A few of my faves just off the top of my head:

1. Soul Focuser ... shoots through walls ... nuff said

2. HIgh Five ... really fun to get up close and personal with the baddies and do sick melee damage

3. Blasticus ... machine gun ... nuff said

4. Shai Hulud ... fun to shoot ogre snot balls

5. Mobile Moxie ... similar to High Five, up close and personal death dealing with a rotating shield of blades

6. Quiesence ... light sabre bro

7. Undying Rod ... beautiful attack pattern ... i think

8. Classic's Eagle Crested Standard ... hit really hard ... didn't it have 7 projectiles? killer.

9. Monk Wrench

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My favorite weapon at DD1 was definitely the lightsaber. I love lightsabers... their sound... their effectiveness. I have kept that weapon although I had others with more than twice better stats.

The rest was about ridiculously huge weapons like giant monk spears combined with the ninja costume. That humour caught me at the beginning.

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The weapons we all loved in DD1 had knock back. I really miss that as a stat, especially as an apprentice. Melee still knock back/interrupt enemies with their melee attacks, why is knock back removed from my ranged weapons? Knock back is right up there with damage, projectiles and attack speed for me. I personally think its amusing to have ranged weapons with extreme knockback that make it so enemies are almost unable to reach you. Another stat that was very useful but is now gone, projectile speed. I liked having a faster projectile speed on better weapons so that you could actually hit a flying enemy that is flying right past you. I also really liked weapons with high upgrade levels that kept you working towards getting that thing maxed out. The max level on the weapon being a random number was really fun and kept you coming back for more. None of this fixed "IPWR 70 - 6-7 UPGRADE SLOTS" shenanigans. As Trump says, "MAKE DUNGEON DEFENDERS 2 GREAT AGAIN!" All seriousness, i'm not one of those "I hate this because this isn't the same as that" people, i'm just letting you know what i loved about DD1 weapons. 


While i have you sitting there...NOBODY WANTS TO SPEND 4 HOURS TRYING TO GET A GOLDEN EGG (that may be a serpentiny with physical and magic resist) IN ONSLAUGHT. There needs to be a reward worth the time spent. There should be an exclusive end reward that can only be gotten by completing onsalught on that map, on that difficulty. Also, there should be better random weapon drops in later waves in survival...less garbage. Also, why can't i see how much gold/exp i have on my interface? There should be some kind of exp bar, this would be the first game ever to not actively show you your experience and what you need to level. 


- Sad level 50 apprentice that is unable to solo without squire towers due to necessity to have a tower HP squire for blockades that can survive a single wave in Insane and with a half retarded pet dragon that sometimes is able to use his rock throw ability, most of the time he isn't. 

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@Professor_Valconian quote:

My favorite part of this log ... this stuff is long, long overdue.

Abraham Abdala, Lead Tech Animator (Broham)

Figuring out a potential attack speed system with weapons. Fixing some minor animation and NPC related bugs.


Adam Stow, Associate Producer (TE_Stow)

What were some of your DD1 favorites for weapons?  Why were they your favorites, and what makes weapon variety work for you from item to item?  We’re asking these questions to each other (and you) and looking at solutions lately.


A few of my faves just off the top of my head:

1. Soul Focuser ... shoots through walls ... nuff said

2. HIgh Five ... really fun to get up close and personal with the baddies and do sick melee damage

3. Blasticus ... machine gun ... nuff said

4. Shai Hulud ... fun to shoot ogre snot balls

5. Mobile Moxie ... similar to High Five, up close and personal death dealing with a rotating shield of blades

6. Quiesence ... light sabre bro

7. Undying Rod ... beautiful attack pattern ... i think

8. Classic's Eagle Crested Standard ... hit really hard ... didn't it have 7 projectiles? killer.

9. Monk Wrench

Great list, I will have to agree on these favorites. I would like to add hand of the queen, and glaive of unicorn.

In response to Professor_Valconian

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I loved the Ranged System in DD1, it would be cool if we could have 20 Arrows ready to shoot and then we nned to reload again, like in DD1 it could be  possible to upgrade the reload time and the amount of ammo, also i would love to see back some of the old guns, imagine how cool it was to spray down 200 enemies with your minigun. 

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My favorite weapons on DD1 were mostly guns, but we won't be getting guns on DD2... so... yeah.
(The Aperture Science Handheld Portal Device was always my secondary weapon on the Huntress... being able to pretty much redirect an entire lane into another to then focus the defenses... was very fun and useful.)
I also really liked the staves that changed how projectiles (well, we could shoot 6 of 'em at once...) worked, like the Northern Staff. Yup, Adept and Huntress for the win.

The builds seem to be shaping up good, even if I disagree with the perceivable direction taken (as in, one tower type per builder character)... Would only be able to review it after a deck with 3~4 different class, specialized builders + 1 hero becomes viable... instead of the current 3 squire / 1 monk deck. Well, with enough diversity even 2 characters' decks may contribute tremendously on multiplayer games - as in, enough possible builds to enable crazy, viable combinations between randomly matched people. More than one specialized tower per hero still floats better in my imagination, tho.

The merge between the PC and PS4 forks... seem like something that will help shape UX instead of UI... maybe we will finally get dedicated commands for the Hero Deck and Sphere Sheet instead of tabs on the inventory? that would make it faster both for controller and kb+mouse players. If memory serves me right, the Interaction Icons for defenses on DD1 were arranged in such a way that it made sense for gamepads (the actions were mapped to the dpad, so 4 directions in a wheel)... if it makes sense both for console and PC, then you don't have to create two different experiences / interfaces (as in FFXIV:ARR, where the users mix and match the crosshotbar and pc-hotbar UIs to their liking, as the team ended up creating two very different creatures).

Spreadsheets are awesome! Color-coded ones are even moar beast~
Balance work seems hard. Wishin' luck on that.

Wish y'all lotsa sugar n caffeine.

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I think one of the nice parts of DD1 was that their were more unique items. This is likely due to them being rewards for beating a level. In DD2, I feel like going into the social tavern is a walk into random-likeness. I don't think there is much use in spending graphic artists time on anything below Epic (or rare at lowest). The other stuff, armor included, should look shamefully similar. The rarer the item, the cooler and more unique stuff should look. I don't think it's a matter of a favorite look vs being able to immediately identify that a random player beat level X. Maybe even make the colors represent the different difficulty levels- browns and grays are easy and work your way up to silvers and golds or something for nightmare 4.

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I always liked being able to shoot several projectiles at once. It really made a difference in how I played with the long range characters.

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Am I only one thinking promoting "Builds"is very bad idea. As they sad on devstream themselves they borrowed this idea from Diablo 3, and you don't see Blizzard saying ah we have this build and that build go try it out. Part of the fun is discovering all this builds by yourself and you are taking this fun aspect away from players. How excited i was in D3 when certain legendary droped for me and i was brainstorming how can i abuse this power into my advantage. And what happens here, Look we made Crappy harpoon build for it to work you need this runes this gear and this stats go kill stuff...

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@Serenity Naomi quote:

Am I only one thinking promoting "Builds"is very bad idea. As they sad on devstream themselves they borrowed this idea from Diablo 3, and you don't see Blizzard saying ah we have this build and that build go try it out. Part of the fun is discovering all this builds by yourself and you are taking this fun aspect away from players. How excited i was in D3 when certain legendary droped for me and i was brainstorming how can i abuse this power into my advantage. And what happens here, Look we made Crappy harpoon build for it to work you need this runes this gear and this stats go kill stuff...

Yep thats what iam thinking too..

In response to Serenity Naomi

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@ķΐnĢ ƒΐ©ĸ€® quote:

I wish this its on your to do list, its been almost 15 days with it.

its so annoying.

2q80mmx.jpg

::cough:: I fixed it all ninja like.  Should be coming out "soon"

In response to ķΐnĢ ƒΐ©ĸ€®

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@Serenity Naomi quote:

Am I only one thinking promoting "Builds"is very bad idea. As they sad on devstream themselves they borrowed this idea from Diablo 3, and you don't see Blizzard saying ah we have this build and that build go try it out. Part of the fun is discovering all this builds by yourself and you are taking this fun aspect away from players. How excited i was in D3 when certain legendary droped for me and i was brainstorming how can i abuse this power into my advantage. And what happens here, Look we made Crappy harpoon build for it to work you need this runes this gear and this stats go kill stuff...

i agree a little :)

In response to Serenity Naomi

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@Serenity Naomi quote:

Am I only one thinking promoting "Builds"is very bad idea. As they sad on devstream themselves they borrowed this idea from Diablo 3, and you don't see Blizzard saying ah we have this build and that build go try it out. Part of the fun is discovering all this builds by yourself and you are taking this fun aspect away from players. How excited i was in D3 when certain legendary droped for me and i was brainstorming how can i abuse this power into my advantage. And what happens here, Look we made Crappy harpoon build for it to work you need this runes this gear and this stats go kill stuff...

I So agree i almost Posted this Same thing when watching a replay of the Dev Stream. This Whole Dev team Dose not understand what made Dungen defenders so grate. This is demonstrated By them trying at the start to making a MOBA. Then  demonstrated over and over with the addition of Builds and the lose of Primary >>CORE STATES<<

At this point i am just watching them ruin what had the petentual of a Grate game.


WE ARE NOT HERE TO PLAY DIABLO 3 WE ARE HERE TO PLAY DUNGEON DEFENDERS 2.

In response to Serenity Naomi

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@Jeshua quote:

My favorite weapons on DD1 were mostly guns, but we won't be getting guns on DD2... so... yeah.
(The Aperture Science Handheld Portal Device was always my secondary weapon on the Huntress... being able to pretty much redirect an entire lane into another to then focus the defenses... was very fun and useful.)
I also really liked the staves that changed how projectiles (well, we could shoot 6 of 'em at once...) worked, like the Northern Staff. Yup, Adept and Huntress for the win.

The builds seem to be shaping up good, even if I disagree with the perceivable direction taken (as in, one tower type per builder character)... Would only be able to review it after a deck with 3~4 different class, specialized builders + 1 hero becomes viable... instead of the current 3 squire / 1 monk deck. Well, with enough diversity even 2 characters' decks may contribute tremendously on multiplayer games - as in, enough possible builds to enable crazy, viable combinations between randomly matched people. More than one specialized tower per hero still floats better in my imagination, tho.

The merge between the PC and PS4 forks... seem like something that will help shape UX instead of UI... maybe we will finally get dedicated commands for the Hero Deck and Sphere Sheet instead of tabs on the inventory? that would make it faster both for controller and kb+mouse players. If memory serves me right, the Interaction Icons for defenses on DD1 were arranged in such a way that it made sense for gamepads (the actions were mapped to the dpad, so 4 directions in a wheel)... if it makes sense both for console and PC, then you don't have to create two different experiences / interfaces (as in FFXIV:ARR, where the users mix and match the crosshotbar and pc-hotbar UIs to their liking, as the team ended up creating two very different creatures).

Spreadsheets are awesome! Color-coded ones are even moar beast~
Balance work seems hard. Wishin' luck on that.

Wish y'all lotsa sugar n caffeine.

Agree Put back the guns. Please Dev's Go play DD1 for a week then go back to work. y'all have forgotten.

In response to Jeshua

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@Derek564 quote:

The weapons we all loved in DD1 had knock back. I really miss that as a stat, especially as an apprentice. Melee still knock back/interrupt enemies with their melee attacks, why is knock back removed from my ranged weapons? Knock back is right up there with damage, projectiles and attack speed for me. I personally think its amusing to have ranged weapons with extreme knockback that make it so enemies are almost unable to reach you. Another stat that was very useful but is now gone, projectile speed. I liked having a faster projectile speed on better weapons so that you could actually hit a flying enemy that is flying right past you. I also really liked weapons with high upgrade levels that kept you working towards getting that thing maxed out. The max level on the weapon being a random number was really fun and kept you coming back for more. None of this fixed "IPWR 70 - 6-7 UPGRADE SLOTS" shenanigans. As Trump says, "MAKE DUNGEON DEFENDERS 2 GREAT AGAIN!" All seriousness, i'm not one of those "I hate this because this isn't the same as that" people, i'm just letting you know what i loved about DD1 weapons. 


While i have you sitting there...NOBODY WANTS TO SPEND 4 HOURS TRYING TO GET A GOLDEN EGG (that may be a serpentiny with physical and magic resist) IN ONSLAUGHT. There needs to be a reward worth the time spent. There should be an exclusive end reward that can only be gotten by completing onsalught on that map, on that difficulty. Also, there should be better random weapon drops in later waves in survival...less garbage. Also, why can't i see how much gold/exp i have on my interface? There should be some kind of exp bar, this would be the first game ever to not actively show you your experience and what you need to level. 


- Sad level 50 apprentice that is unable to solo without squire towers due to necessity to have a tower HP squire for blockades that can survive a single wave in Insane and with a half retarded pet dragon that sometimes is able to use his rock throw ability, most of the time he isn't. 

Agree

In response to Derek564

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Your builds are a lame idea. your over structuring the entire thing. Leave it Loose so player can build the way they want.

Not the way you want.

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