James Reid, Software Programmer ([[56071,users]])
Per bag sorting!! Yay!!!
I’m also working on some SAS.
Jeffrey Bickel, Technical Level Designer ([[61256,users]])
Iterating on the gameplay prototype from last week. We had our first office playtest of it last Friday. It has a way to go but is looking good!
Steven Collins, Level Designer ([[48993,users]])
Investigating some schedule updates. Still reading and reacting to forum suggestions. Looking into fixing the resists on bosses so it isn’t so punishing in Onslaught and Incursions.
Chris Flores, QA Lead ([[59727,users]])
Continued work on hotfixes and slowly ramping up on testing features for the next milestone.
Abraham Abdala, Lead Tech Animator ([[59787,users]])
Full swing on weapon variety implementation and two sweet new skins!
Joshua Javaheri, Lead Technical Artist ([[23,users]])
Getting caught up with some great Nightmare Mode visual tweaks and weapon variety work!
Adam Stow, Associate Producer ([[50332,users]])
Nothing super fun to report, just overseeing the combat prototype designers & artists. Spoilers: You may want to tune into the Devstream this week.
Jason Yu, Associate Producer ([[56534,users]])
It’s been a challenge hunting down all the server problems that came up recently. Thank you all for being so patient with us while we work through them. We’re still working out the kinks.
I’ve been mostly focused on build management this past week. There are a number of fixes that went into the hotfix; some that worked, others that needed more work. Testing has also started on some memory optimizations and other performance optimizations which will require some time to ship. These are some of the riskiest changes because it touches every asset in the game. Lastly, we’re stabilizing the development build so we can get all the cool stuff we’ve been working on out to you guys. Hope you enjoy next update!
Javier Barreto, Lead Software Programmer ([[72964,users]])
We’ve found one of the major issues with our servers, but there are still things failing at a very low level. Unlucky for us (all of us), many of these issues only happen when running with lots of users thus making it hard for us to detect. We are improving our logs and our user error messaging to try and flush out some of these problems
On a side note: We have a new programmer in town (Will)! We are helping him get up to speed on what we do and how we do it. Feel free to welcome Will to the team. =)
Jesus Diaz, World Builder ([[39450,users]])
Working on the Little-Horn Valley level, basically doing some visual changes to improve readability and gameplay.
Daniel Diaz, World Builder ([[33096,users]])
Working on some important gameplay/visual changes for the Little-Horn Valley level.
And this pic is from last week work on the social hub, bringing more love to the background areas! (Remember, it’s a work in progress, so there’s not a release date yet.)
Dani Moore, Remote QA Manager ([[25251,users]])
Workin on yet another hotfix - bringing in more fixes and updates, and doing interesting hardware optimization checks.
Philip Asher, Marketing Director ([[14,users]])
In San Francisco showing off the PlayStation 4 build of Dungeon Defenders II. Split-screen is a blast. About to head to IGN for a livestream, so make sure to watch us play there!
Josh Isom, Community Manager ([[4370,users]])
Had a blast on last week’s Devstream! Split-screen and controller support felt really good. Can’t wait to play with my PSN friends from my couch.
Prepping for the next patch update. Can’t wait for per-bag sorting and, eventually, our future Inventory 3.0 updates.