Dev Log 40: Not Quite Uncensored
Daniel Haddad, Creative Director (Blacksmith)
CatFaerie keeps yelling at me to do this thing unbenounced to her I was in meetings all day, @#$% it.
Investigating what are some things we can do in terms of balance and composition to make the early part of DD2 a little more enjoyable and entertaining and also some other more nebulous yet maybe soon-to-be cool things I can’t really talk about just yet probably…
Danny Araya, Creative Director (DannyAraya)
Cinematic outlines!
James Reid, Software Programmer (Driscan)
Working on that Auto Collect.
Jeffrey Bickel, Technical Level Designer (TE_Jeff)
This week, I’m working on the gameplay prototype for Carl*. Carl? CAAAAARRLLLLL!
*Name subject to change.
Steven Collins, Level Designer (Esorath)
Balance and bug fixing. Working through some known bugs and issues. Working towards making Onslaught more rewarding.
Chris Flores, QA Lead (likethatwhenigothere)
More hotfixes, some new changes to old man Scavenger, and once the newest PS4 merge is complete, try to see how our main Dev build survives.
Joshua Javaheri, Lead Technical Artist (javahawk)
Spending the last bit of time improving the visuals in Nightmare Mode to be %$#@%$ terrifying! =O
Adam Stow, Associate Producer (TE_Stow)
Trying to figure out who has been naughty or nice for the holiday season upcoming. There may be gifts & themes for the holidays! :)
Jason Yu, Associate Producer (urfyness)
Bouncing between hotfixes and development has been keeping me busy. Also debugging problems that pop up as time permits. I solved a screen flickering issue that a number of people were seeing. Felt good.
Jesus Diaz, World Builder (N3oDoc)
Still polishing the social hub level, trying to bring more color to the scene. (Remember, it’s a work in progress, so there’s not a release date yet).
Daniel Diaz, World Builder (DanielKaMi)
Working on large buildings for the background areas of the social hub. (Remember, it’s a work in progress, so there’s not a release date yet).
The next pic shows the spawn zone area.
Dani Moore, Remote QA Manager (Dani)
Poring over the changes to the Scavenger and working up a sweat on other projects. Reviewing the future and opening the doors once again to recruit more members to the RQA team.
Josh Isom, Community Manager (iamisom)
Prepping my trigger finger for this week’s Devstream. You read that right: If all goes according to keikaku, you’ll see my ugly mug on the stream! I’m pretty stoked for what we have planned this week. Tune in at 5PM EDT on Friday!
I’ve been talking with design, programming and production about some of the biggest issues we’ve seen since our Early Access launch, which includes the feedback brought up since our Alpha & Beyond release. We also put out a satisfaction survey last week to help tune in on how our community at large feels about the game. If you haven’t already, please fill that out! It should take about five minutes to complete. I’m talking with Phil about sharing the results of the survey with everyone. We don’t normally do that, but I think the results are pretty enlightening.
Also, weapon variety! Finally. I played DD1 for a few hours last night, and while DD2’s combat feels smoother and more accurate, there’s a certain joy to the weapons in DD1.
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