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Dev Log 41: The Calm Before the Storm

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James Reid, Software Programmer ([[56071,users]])


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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.)

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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.

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OMG INV. SORTING!!!!!!!!!!!!!!!!!!!!!!


That Social Hub looks amazing! It will be a nice change of pace. 

Will we be able to toggle between them or whats the plan in terms of that?


Optimizations are always great!

Again, keep up the great work guys! I would drive up there if I felt like driving 6hrs from Miami to high five you all!


FYI Don't forget to add the intro movie to auto run in the .ini file. The new intro movie doesn't play when you start the game, only the Trendy logo


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Very exciting news! Thank you for all the hard work. The inventory is getting neat, I like stuff organized =D

Please don't forget to Put some Faith in the Light regarding solo play difficulty and Hero Deck limitations.

Cheers folks and great job!

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Some nice improvements coming up.  Every time I read one of these, or a hotfix or patch list, I hope for "stacking chests, pet item containers, and pet food", and every time I'm disappointed.

Since you don't seem to care about inconveniencing players in your effort to monetize, here's an idea: Instead of giving out experience, give out "experience pods" that go into your inventory and give 50 experience when clicked on.  And, of course, make them not stack.  Surely *that* would get people to buy more bags.  And it's completely in the style of what you're currently doing.

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An interesting addition to the outside social hub would have been that instead of being just the outside portion, it could be an extension to the normal social hub. Would be fun to just walk out of the door and have all the vendors there.

Just seeing a social hub with both indoors and outdoors parts would be nice. ^^

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Looks great guys!! 1 question - You mention controller support, is that coming to the PC any time soon? If so, what time frame? days? weeks? months?


Keep up the great work!!

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@Andurian quote:

Some nice improvements coming up.  Every time I read one of these, or a hotfix or patch list, I hope for "stacking chests, pet item containers, and pet food", and every time I'm disappointed.

Since you don't seem to care about inconveniencing players in your effort to monetize, here's an idea: Instead of giving out experience, give out "experience pods" that go into your inventory and give 50 experience when clicked on.  And, of course, make them not stack.  Surely *that* would get people to buy more bags.  And it's completely in the style of what you're currently doing.

Thanks for the post, [[37329,users]]! I talked with the design team about pet food stacking, and they said that it's something we want to do. It was actually a part of the original design, but there were some pretty major bugs that occurred when we tried to do it -- the word "cluster****" was thrown around. I'll ask them about pet container and chest stacking, too.

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@SpiderDanX quote:

Looks great guys!! 1 question - You mention controller support, is that coming to the PC any time soon? If so, what time frame? days? weeks? months?


Keep up the great work!!

We're hoping to have controller support ready in the next major update or two, but no promises. (After using the controller on the PS4 dev build, I seriously can't wait to get controller support on the Steam version.)

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@SpiderDanX quote:

Looks great guys!! 1 question - You mention controller support, is that coming to the PC any time soon? If so, what time frame? days? weeks? months?


Keep up the great work!!

FANTASTIC iamisom!! Looking forward to that! It will be much easier to play while feeding my baby girl. Currently when I feed her, i play 1 handed. It's tricky, but doable. Having the controller will make it much easier! WHOO HOO!!

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