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[CG] Mary

Chromatic Games
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Everything posted by [CG] Mary

  1. Preorder rewards are not out just yet! Only Kickstarter rewards have been given out at this time. As stated in our open letter, we will also be working on a skin to send out to all Kickstarter, preorder and Early Access purchasers.
  2. [CG] Mary

    CHAT

    We're not planning on doing an ingame voice chat at this time, but maybe something we can look into for the future. There are still chat bugs being worked on.
  3. DEFENDERS, With the launch yesterday, we haven’t had any crazy big issues, which is amazing. That said, we do have some bugs to get fixed, so let’s get into it! Bug Fixes Fixed an issue with the Huntress causing a crash. Fixed an issue where player dropped items were not showing correctly for clients. Fixed an issue that was falsely triggering hacker flags on players. Fixed an issue where Pure Strategy could not use start from wave. Fixed an issue with the Hero Stat panel’s responsiveness. Fixed an issue with the Bug Report’s responsiveness. Fixed an issue where clients could not properly see a Huntress’s trap being on cooldown. Fixed an issue with chat persisting incorrectly. Fixed an issue where only the Secret Room or VIP room could be unlocked, but never both. Fixed an issue with clients connecting to hosts. Fixed an issue with multiple achievements not triggering. Fixed an issue where camera location wasn’t correct when leaving top down mode. Fixed an issue where skeletons were using the wrong run animation. Known Issues You are unable to drop items at this time. This is intentional while we fix a bad inventory bug. Social Defenders To get reliable updates on the future of DDA make sure to follow us on all our social media platforms: Discord Twitter Facebook Instagram Twitch Forums Keep an eye out for more info! For Etheria! Chromatic Games
  4. We don't have specific release dates for the other consoles yet. We did have to push Switch back to Q3 and it is a timed console exclusive so Xbox/PS will be shortly after Switch release.
  5. Restart the game and you should see them. The redeem button feedback isn't working.
  6. There seems to be an issue where it's triggering so it's being looked into right now! We can look at profiles and see that people are not actually hackers though so not worries if you're not hacking. Send me a PM with your Steam name if you are marked! PM here or on Discord!
  7. DEFENDERS Finally, Dungeon Defenders: Awakened 1.0 released on Steam today. It’s been a long and crazy journey that has ultimately led us here. Development on this project has had its ups and downs, but together we made it here, our studio and you, our GLORIOUS community. There’s a lot to cover, we’ll save the sappy stuff for later, let’s get into it! What’s Inside? There’s a lot to cover the epicness that is Dungeon Defenders: Awakened, with where and what to cover being quite difficult decisions. We’ll go through everything top to bottom, and if something is left out, then you’ll just have to hop in and experience it for yourself! Heroes The four classic heroes lead the charge for the Dungeon Defenders: Awakened roster. With more to come, these base four serve as the bastion of Etheria! The Squire Melee tank with towers that either block or deal heavy physical damage. Abilities Left Click: Melee slash Circular Slice: A circular slice that deals a ton of aoe damage. Blood Boil: Go berserk, increasing damage, knockback, movement speed, and armor. Heal: Heals you by converting mana into health. Defenses Spiked Blockade - A blockade that stops enemies and deals damage to melee attackers. Ballista - Shoots a giant bolts that pierces through enemies. Bouncer Blockade - A blockade that stops enemies and knocks back melee attackers. Bowling Ball Tower - Shoots out bowling balls that bounce and deal damage to enemies. Training Dummy - A blockade that spins and deals more and more damage to enemies around it. The Huntress Ranged DPS focused on laying traps and dealing heavy damage from afar. Abilities Left Click: Shoots projectiles Right Click: Reloads weapon Piercing Shot: Shoots a phoenix that pierces enemies. Adrena Rush: Increases attack rate, move speed, and jump height. Heal: Heals you by converting mana into health. Defenses Explosive Trap - Explodes dealing physical damage to nearby enemies. Poison Gas Trap - Stuns weaker enemies. Inferno Trap - Engulfs enemies in fire damage over time. Darkness Trap - Blinds enemies and removes their elemental immunities. Thunder Spike Trap - Deals a giant burst of lightning damage. The Apprentice Ranged DPS with well rounded defenses and burst hero damage. Abilities Left Click: Shoots projectiles Right Click: Hold and release a giant explosion nearby Mana Bomb: After channeling, releases a giant mana bomb. Overcharge: Overcharges you, making your right click empower nearby defenses. Heal: Heals you by converting mana into health. Defenses Magic Missile Tower - Shoots missiles that deal physical damage. Elemental Barrier - Blockade that strips enemy elemental immunity. Flameburst Tower - Shoots an exploding fireball. Lightning Tower - Shocks nearby enemies with chain lightning. Deadly Striker Tower - Shoots a single blast of energy dealing a ton of damage. The Monk Melee and Ranged hero with auras and abilities that aim at support. Abilities Left Click: Melee slash Right Click: Shoots projectiles. Tower Boost: Throws a medallion on the ground, boosting nearby defenses. Hero Boost: Boosts heroes near the Monk, and the Monk as well. Heal: Heals you by converting mana into health. Defenses Ensnare Aura - Slows enemy movement and attack speed. Electric Aura - Deals lightning damage to enemies. Healing Aura - Heals heroes who walk through it. Strength Drain Aura - Reduces enemy damage and strips elemental immunity. Enrage Aura - Chance to cause enemies to fight one another. Difficulties Dungeon Defenders is about climbing the mountain and taking on harder and harder difficulties across all game modes. Returning to our roots we’re bringing back some classics, some in a slightly new way, and something brand new: Easy: Getting through the story and obliterating everything in your path. Medium: Smooth progression, providing a decent challenge to any new Defender. Hard: The heat starts to increase, this is the most difficult start possible. Insane: Clearing Hard makes way for Insane. Nightmare: Access granted after attaining Level 70 and clearing Insane Campaign. It introduces four enemies - Spiders, Sharkens, Djinns, and Goblincopters. Massacre: The newest difficulty in Dungeon Defenders: Awakened requires you to reach Level 83 to access it. You’re going to need some great gear from Nightmare and prepare to take on the newest enemy - The Siren! You can choose to take the solo route or play with up to three other Defenders. The difficulty is there, and the choice is yours! Maps In this first showing of Dungeon Defenders: Awakened, you have access to 15 epic maps, some classic blasts from the past, and some brand new maps that help show off the world of Etheria. Act I Deeper Well Ancient Mines Lava Mines Alchemical Labs (Boss Map) Magus Quarters (Encore Map) Act II Tornado Valley Tornado Highlands Ramparts Throne Room (Boss Map) Endless Spires (Encore Map) Act III Arcane Library Royal Gardens Promenade The Summit (Boss Map) Glitterhelm (Encore Map) These maps offer diverse landscapes and unique ways to strategize your defenses against the hordes of enemies that await! Game Modes A return to our roots would not be right without bringing back some of the games modes that many know and love. All difficulties are available on every game mode, allowing novices and veterans alike an opportunity to try their hand. Survival: Up to 25 Waves of enemies are coming for you. Reaching Wave 15 and 25 offer unique rewards that vary between every map. Pure Strategy: Test your defensive prowess in this mode. Your towers are the only thing that can defeat the enemies that await you. Mixed Mode: Add in some Nightmare enemies into the mix, increasing the difficulty and rewards. Hardcore: With greater risk comes greater reward. If you die with this enabled, you do not respawn until the end of combat phase, whether you win or lose. Enemies It wouldn’t be fun if it was all just goblins coming your way. The Old Ones army returns in full fashion, while also recruiting a new evil to push your Defender skill further than ever! Goblins: Big ears, goofy, melee focused, and the weakest enemy of the bunch. If you can’t beat them, you’re in for trouble. Dark Elf Archer: A ranged Elf that shoots arrows to destroy you and your towers from afar. Dark Elf Mage: This ranged Elf shoots magical bolts at your towers while also summoning skeletons to fight you. Orc: A big brutish melee enemy that hits pretty hard and has a larger health pool. Wyvern: Drakes that come in from the sky, flying over your defenses to destroy your Crystal Core. Kobolds: They’re packed with dynamite and a bit fuse-happy. They’ll charge any threat and go BOOM! Dark Elf Warrior: These elves thirst for battle against Heroes. They jump maneuver around and over defenses to focus down Heroes before turning their focus to your defenses. Ogre: Think an orc on steroids, except he also throws explosive snot at you. His melee hurts pack quite the punch. Spiders: These bugs come down randomly from the ceiling, usually behind your towers. They can debuff heroes and towers alike. Sharken: Hailing from the seas, they pack a mighty melee punch and also charge your towers, knocking them aside. Djinn: Using otherworldly magic, the Djinn can either poof your Defenses out of existence or greatly enhance one of his allies. Goblincopter: A flying mechanical tormentor that shoots flares to distract towers, crash lands into players, oh and it carries a freaking OGRE with it into battle. *NEW* The Siren: She enchants enemies around her, making them take permanent unstrippable reduced elemental damage based on her elemental affinity. She also flees, and Defenders who defeat her before she escapes are handsomely rewarded. As you progress you run into newer enemies, providing a greater challenge as you progress. If you can make it to Massacre, you can find out what horrors all of these enemies pack! Gear This is what it’s all about, getting sweet epic loot after a good day of defending. The theme of DD:A is something new and something old, something blue and something bold (is that how the saying goes?). Every weapon, pet, armor, and accessory have been carefully crafted to look as legendary as possible. The pieces you’ll see are: Weapons: Unique to each hero, providing stats and fun ways to shoot and slash enemies! Helmets: Providing stats and protecting that Defender strategy powerhouse brain of yours. Chests: Providing stats and keeping your heart safe. Gloves: Providing stats and helping prevent blisters. Boots: Providing stats and giving a nice cushion for your journey. Brooches: Providing stats and a visual pin in your cap. Masks: Providing stats and a visual protector for your Hero’s face. Braces: Providing stats and a visual wristguard to fend off carpal tunnel. Shields (Squire only): Providing stats and a sweet shield. Enough said. Pets: Providing stats, sometimes unique mechanics, sometimes unique attacks, sometimes even MORE stats. You can combine Helmets, Chests, Gloves, and Boots of the same armor type (i.e. The Miner Set) to greatly increase the stats on each piece of gear. UI Probably the part of the Dungeon Defenders series that needed the most love has been our UIs. Well Dungeon Defenders: Awakened comes in hot with some fresh off the press UIs that help get you through your inventory and customize your heroes efficiently and effectively so that you can get back to defending those dungeons. Let’s take a look Inventory Hero Deck Selection Hero Customization Map Select Play vs. Legacy These are two ways to play Dungeon Defenders: Awakened that allow us to do some cool stuff in the future, with the first example coming with release. If you choose Play, your characters will not see people who choose Legacy, and vice versa. You are free to create new characters on either version. In order to provide Mod Support down the road, we need to create two modes to accommodate this. Play This is the preferred way to experience Dungeon Defenders: Awakened. With this 1.0 Launch, everyone starts off fresh on an even playing ground. If you want to start up fresh with friends, current and yet to be made, go here! Legacy This is where older profiles and experiences go. For the Dungeon Defenders: Awakened 1.0, this is where Early Access profiles go. You can continue off where you were in EA with all the gear and levels you previously had. This area is where we will be supporting mods in the future. Pricepoint One of the biggest points of feedback that we’ve received from many of you is that our price point was a little high. We scrubbed through Discord, our forums, Twitter posts, Facebook posts, and Steam Reviews. Everything. This was such a huge bit of feedback, and we listened, so on launch Dungeon Defenders: Awakened base price $29.99, and to follow the traditional Steam game release, we’re going to have the game 15% off for the first 7 days. Additional Options We know that a lot of people experience Dungeon Defenders in their own way, and have unique preferences. As a result, we added some options for you to utilize to get you the information you want. Show Split Item Power Off by default, enabling this option splits your Item Power into two stats, Hero Item Power and Tower Item Power. This can help be a quick filter to see if a piece of loot is more heavily favored towards Hero stats or Tower stats. In World Tooltips On by default, this shows an items stat when on the ground. It can be disabled for players who prefer to inspect all their loot in the inventory. Compare Items In World On by default, this compares what you’re currently wearing to a piece of gear that is on the ground. In World Tooltips During Combat On by default, this lets you inspect gear as your in combat phase. Players can turn this off so as they run by all the sweet loot on the ground that they are not met with a item tooltip as they traverse the terrain to defeat incoming foes. What’s Next? We’re going to be working hard to make sure any issues that may arise are taken care of, or finish polishing some features that didn’t make it into this 1.0 launch. These will be coming in small patches, and we’ll make sure that hotfixes are a-flowing so that all Defenders have the smoothest experience possible. Alongside these smaller patches, we’ll be having a big Post 1.0 Update that’ll include: Massacre Survival RIFT ENEMIES Tornado Valley Challenge Map Promenade Challenge Map Secret gear hunt New Gear Sets Legend’s Tablet Preorder Costumes Credits And More! We plan on keeping Dungeon Defenders: Awakened alive and healthy for a long time to come. There’s so much to look forward to, and we can’t wait to share it with you! Special Thanks While we have specifics in our credits, there are a ton of individuals outside of Chromatic Games that helped make this game what it is. To all of our Developers of present and past, Remote QA Team, Cavalry Testers, Early Adopters, Kickstarter Backers, and all Defenders, we thank you for your trust and patience as you ride along with us on this journey. Together, we are Dungeon Defenders! <3 Known Issues Below are the known issues, and we’ll be updating this over time. If you run into any bugs, please report them through the in-game escape menu link. Full localization support should be available in the coming weeks. Use at your own risk! It’s not super risky, there’s just a few tweaks we need to make. More polish coming. Can’t skip the intro cinematic as soon as most would like. Several UI’s might still suffer from ‘Art Shock’ - We’re on it! Gamepad needs a little more polishing. Steam Avatars may not display properly There’s an “Always Compare Item In Inventory” option that cannot be scrolled to. We’re increasing the scrollabilities. Accessory Tooltip stats are not in the correct order visually. Steam Achievements may not unlock properly for some Defenders. Will update overtime :) Social Defenders To get reliable updates on the future of DDA make sure to follow us on all our social media platforms: Discord Twitter Facebook Instagram Twitch Forums Keep an eye out for more info! For Etheria! Chromatic Games
  8. Hi there! We have not forgotten about DD2! We are just a small team and focusing right now on launching our flagship game for us as a new company.
  9. DEFENDERS, Yesterday the Activating the Goblin Mech Update was released and it’s been a blast watching many of you take on the Technological Terror himself! We received a lot of great feedback and reports after the launch, and in our ongoing mission to make DD:A the best it can be, we’ve got a patch that went out this morning. Let’s get into some dang notes! Bug Fixes Fixed an issue where map unlocks were not happening properly. Fixed an issue where Deeper Well couldn’t unlock on Nightmare difficulty. Fixed an issue where the Session Browser wasn’t showing game mode type. Fixed an issue with the Thunder Spike Trap not dealing damage. Fixed an issue with the Crystal Core outline focus color. Fixed an issue with the floating rocks so that they render by default. Fixed a few issues with collision on Endless Spires. Fixed an issue with stuck enemies on Tornado Highlands. Fixed an issue with Boss accessories not dropping on Hardcore. Fixed an issue with customization appearing on the Hero Selection screen. Fixed an issue with the Steam Overlay causing rare crashes. Fixed an issue where gear quality was displaying incorrectly for some Defenders. Social Defenders To get reliable updates on the future of DDA make sure to follow us on all our social media platforms: Discord Twitter Facebook Instagram Twitch Forums Keep an eye out for more info! For Etheria! Chromatic Games
  10. DEFENDERS Today the “Activating the Goblin Mech Update” went live for Steam Early Access! Alongside it is our release announcement trailer, which if you haven’t seen it yet, click here to check it out! Dungeon Defenders: Awakened releases May 28th on Steam, and noted later in this post are details for the other platforms. With the update coming next month, this is the final major update to Early Access, with the Steam launch having all of our 1.0 content. In this update you’ll be fighting the magically powered Goblin Mech, gain access to the Endless Spires map, and get the first look at our first arted up UIs — let’s get into it! Activating the Goblin Mech Update You can smell the exhaust coming from the Goblin Mech’s mechanical monstrosity, but where is the smell coming from? The only way to find out is to hop into Throne Room on Campaign and survive to the end! The Goblin Mech Plows Through The second boss that you’ll fight is the destructive Goblin Mech! Piloting the pinnacle of goblin engineering, he bursts into Throne Room (Campaign). You’ll need to stop him from plowing through your defenses and destroying the Crystal Cores in the middle. Find his weakness, drain the power of the mech, and stop him in his tracks! The Goblin Mech is available for all difficulties on The Throne Room (Campaign). UI Updates One of the biggest focuses of this entire project has been to get UIs into a functionally better state compared to previous Dungeon Defenders games. As a lot of the UIs are wrapped up and getting their final touches on the functional side, we’re able to finally start arting them up. In this update, the first UIs to get this treatment are our Map Select UIs. There’s more to come across the entire game, but this is our first real showing at giving the UIs that Dungeon Defenders feel! New Bonus Map — Endless Spires Locking away some of Etheria’s most heinous criminals, the Endless Spires is going to be coming back as the bonus map for Act II. A fan favorite, Endless Spires is available to play on Campaign as well as Survival. Conquer the spires — doing so in Survival rewards you an all new pet! New Pet — The Monkey King Climbing the Spires and fighting off the hordes of enemies that encroach upon the great prison rewards you with primate royalty, The Monkey King. Using his legendary bo staff, this pet attacks fast, gaining strength with each hit, all from the comfort of his floating cloud. Delays One of our goals regarding the development of this project is to be as transparent as possible about this project. We’ve had delays from initial releases and have tried to communicate why, ultimately being that we want Dungeon Defenders: Awakened to be a great game and set the standard when fully released as the first game for Chromatic Games. We sat down, made a road map that was realistic for the work we’re able to provide, and got to work. Everything was going smooth in development land, and then COVID-19 hit. This has been an unprecedented event, and as we’ve previously stated, our first priority was (and still is) making sure everyone of our employees was safe and healthy. This has affected development in multiple ways, and we’re doing our best to be responsive and ensure a quality game. Here’s how it’s affected multiple areas and where we’re at as a studio. Nintendo Switch Developing for a Nintendo platform is something new that we were excited to take on. The Nintendo Switch has a lot of awesome tech crammed into their console. Dungeon Defenders: Awakened can be a bit of a resource hog, so it’s important to make sure we do everything we can to make sure it runs smoothly, especially when playing 4 player split screen Wave 25 Survival. What happens on the Switch also sets the precedence for all of the other platforms we release on. There’s a ton of work that goes into making all of this happen. Working in the studio with our Switch development kits allowed us to be quick with testing. One of the biggest hurdles with a game like ours is making sure that what other players are doing, including host and client connections, provides proper replication to everyone playing. You start local to make sure connections work, and slowly start playing over networks and doing larger network tests. Having to change to an entirely remote setup has caused a bit of trouble doing this. We are currently working through various solutions to emulate the process we planned to follow, but it comes at the cost of time. If we were in the studio, this would be moving along faster and we’d be in a much better position. Unfortunately that’s not where we’re at. Ultimately this means that we’re going to have to delay our Nintendo Switch release to Q3 of this year. The above is not our only requirement, as there is a certification process that we must go through with Nintendo that takes some time to make sure it will work perfectly across their networks and platform. As a studio we believe you deserve the best experience. If we were to force something through, it would be incredibly rushed, not perform properly, and be a flawed product. We’re going to keep working as hard as we can and keep you updated on our progress. Pure Strategy and Challenge Maps These were originally slated for our Activating the Goblin Mech update, but were pushed off to our release on May 28th. While we’re working on progression throughout the game, we wanted to make sure the additional mode and challenge maps (Act II introduces a brand new challenge map) provided a great experience. A lot of that is related to our Massacre work, so we held onto it for the moment so you don’t receive a lackluster experience that is going to be changed when everything is said and done. With these two changes to our schedule, the goal is consistently to not curb quality in order to meet deadlines. Balance Enemies Spider Increased the Spider’s web projectile speed by 50%. General Changes Maps The Tavern The Blacksmith has been added, but currently ignores you because you haven’t slain a dragon yet. He’s got some high standards that we’re looking to nerf in a later update. Throne Room Updated the carpet in Throne Room to be Blue on one side to help give a sense of which side of the map a player is on. Alchemical Labs Updated the nameplates on the Electric Generators that activate during the Demon Lord fight. UI Updated the descriptions for game modes and maps on the Map Select UI. New Map Select UI with new art assets! New Map Cards have been added to Map Select. Fire Rate now shows for melee weapons and staves. Matchmaking Players are able to join their friends' private/public games after Wave 3. Public games do not show on the Session Browser past Wave 3. Tower Range Viewer Pressing “SHIFT” will turn on Tower Range Viewer, showing the range of towers. Gear Added an accessory drop to every Boss victory chest in Campaign. Added set bonuses to the tooltips. Cinematics Added several new storied cinematics in Act II. Performance Optimizations AI behavior / content, as well as map content has been greatly optimized and players should see a noticeable improvement in later stage gameplay. More optimizations to come! Bug Fixes Fixed an issue that was causing several crashes. Fixed an issue when enabling FPS Limiter not saving properly. Fixed an issue where pets were not able to be dropped from the inventory. Fixed an issue where hero footsteps were not playing correctly. Fixed an issue where the Summary Screen and Tac Map could overlap and not allow you to properly interact with the Summary Screen. Fixed an issue where Primary Bindings showed in the Secondary Binding if there was not a Secondary Binding already set. Fixed setup issue with several explosion VFX that were causing a noticeable stutter on lower spec machines. Fixed an issue where hitting “Escape” was not cancelling inputs. Fixed an issue where pets could be upgraded too high. Fixed an issue where tower rate stats on older gear was not showing. Fixed an issue where free pet upgrades still took gold. Fixed an issue where the Huntress’s projectiles would pass through targets when moving too fast. Adjusted the chat box so it now scrolls when a new message is sent. Fixed an issue with damaged towers not updating properly on the Tac Map when repaired or upgraded. Fixed an issue for not being able to upgrade certain stats properly, specifically Fire Rate. Fixed an issue when clicking the portrait of your currently selected hero wasn’t confirming the creation for that hero. Fixed an issue with upgrade arrows on items in the inventory not updating correctly. Fixed an issue where Facemelter was doing 1 damage. Fixed an issue where Lightning Aura wasn’t playing it’s VFX when damaging an enemy. Fixed an issue where Medium Difficulty completion was unlocking Insane Difficulty. Fixed an issue that caused an inconsistency with aura previews and spawn sizes. Known Issues Replaying/Restarting Endless Spires causes Wyverns and Sharkens to have pathing issues. Maps being randomly locked and not unlocking properly. Gear quality not being reflected properly compared to the item power. What’s Next There’s a lot of hard work that has gone into this update, and we’re working with all our might to provide an amazing experience at the end of next month when Dungeon Defenders: Awakened FINALLY Releases! Thank you for all your support, there've been a lot of ups and downs, but through it all we’re going to have a game to you that we’re very proud of. We’re almost there! Social Defenders To get reliable updates on the future of DDA make sure to follow us on all our social media platforms: Discord Twitter Facebook Instagram Twitch Forums Keep an eye out for more info! For Etheria! Chromatic Games
  11. DEFENDERS, Today we posted our release announcement trailer for Dungeon Defenders: Awakened. If you haven’t seen it yet, click here to check it out! To celebrate the release of this trailer, and to check in with all of you, we’re going to give a preview for our next update as well as talk about new release information and where we are as a studio. Let’s get into it! Activating the Goblin Mech Update This update is coming so close, you can smell the exhaust coming from the Goblin Mech’s mechanical monstrosity. This is the update preview, there’s going to be more information provided on the post that goes live with our update. Goblin Mech Plows Through The second boss that you’ll fight is the destructive Goblin Mech! Piloting the pinnacle of goblin engineering, he bursts through the doors on Throne Room (Campaign). You’ll need to stop him from plowing through your defenses and destroying the Crystal Cores in the middle. He’s available for all difficulties. UI Updates One of the biggest focuses of this entire project has been to get UIs into a functionally better state compared to previous Dungeon Defenders games. As a lot of the UIs are wrapped up and getting their final touches, we’re able to finally start arting up the UIs. In this update, the first UIs to get this treatment are our Map Select UIs. There’s more to come across the entire game! New Bonus Map — Endless Spires Locking away from of Etheria’s most heinous criminals, the Endless Spires is going to be coming back as the bonus map for Act II. A fan favorite, Endless Spires is available to play on Campaign as well as Survival. Conquer the spires to receive an all new pet! New Pet — The Monkey King Climbing the Spires and fighting off the hordes of enemies that encroach upon the great prison rewards you with primate royalty, The Monkey King. Using his legendary bo staff, this pet attacks fast, gaining strength with each hit, all from the comfort of his floating cloud. Delays One of our goals regarding the development of this project is to be as transparent as possible about this project. We’ve had delays from initial releases and have tried to communicate why, ultimately being that we want Dungeon Defenders: Awakened to be a great game and set the standard when fully released as the first game for Chromatic Games. We sat down, made a road map that was realistic for the work we’re able to provide, and got to work. Everything was going smooth in development land, and then COVID-19 hit. This has been an unprecedented event, and as we’ve previously stated, our first priority was (and still is) making sure everyone of our employees was safe and healthy. This has affected development in multiple ways, and we’re doing our best to be responsive and ensure a quality game. Here’s how it’s affected multiple areas and where we’re at as a studio. Nintendo Switch Developing for a Nintendo platform is something new that we were excited to take on. The Nintendo Switch has a lot of awesome tech crammed into their console. Dungeon Defenders: Awakened can be a bit of a resource hog, so it’s important to make sure we do everything we can to make sure it runs smoothly, especially when playing 4 player split screen Wave 25 Survival. What happens on the Switch also sets the precedence for all of the other platforms we release on. There’s a ton of work that goes into making all of this happen. Working in the studio with our Switch development kits allowed us to be quick with testing. One of the biggest hurdles with a game like ours is making sure that what other players are doing, including host and client connections, provides proper replication to everyone playing. You start local to make sure connections work, and slowly start playing over networks and doing larger network tests. Having to change to an entirely remote setup has caused a bit of trouble doing this. We are currently working through various solutions to emulate the process we planned to follow, but it comes at the cost of time. If we were in the studio, this would be moving along faster and we’d be in a much better position. Unfortunately that’s not where we’re at. Ultimately this means that we’re going to have to delay our Nintendo Switch release to Q3 of this year. The above is not our only requirement, as there is a certification process that we must go through with Nintendo that takes some time to make sure it will work perfectly across their networks and platform. As a studio we believe you deserve the best experience. If we were to force something through, it would be incredibly rushed, not perform properly, and be a flawed product. We’re going to keep working as hard as we can and keep you updated on our progress. Pure Strategy and Challenge Maps These were originally slated for our Activating the Goblin Mech update, but were pushed off to our release on May 28th. While we’re working on progression throughout the game, we wanted to make sure the additional mode and challenge maps (Act II introduces a brand new challenge map) provided a great experience. A lot of that is going related to our Massacre work, so we held on it for the moment so you don’t receive a lackluster experience that is going to be changed when everything is said and done. With these two changes to our schedule, the goal is consistently to not curb quality in order to meet deadlines. What’s Next The update is coming out VERY soon. There’s a lot of hard work that has gone into this update, and we’re working with all our might to provide an amazing experience at the end of next month when Dungeon Defenders: Awakened FINALLY Releases! Thank you for all your support, there've been a lot of ups and downs, but through it all we’re going to have a game to you that we’re very proud of. We’re almost there! Social Defenders To get reliable updates on the future of DDA make sure to follow us on all our social media platforms: Discord Twitter Facebook Instagram Twitch Forums Keep an eye out for more info! For Etheria! Chromatic Games
  12. DEFENDERS, Fresh out of the developer oven, and out to you now are some quick hot fixes we’ve recently pushed out. Let’s get into it! Bug Fixes Fixed a crash that resulted from an improper profile state. Fixed an issue for hosts where having the tactical map open when the end game summary screen appears would prevent interacting with buttons to move on. Fixed an issue where kobolds were gaining a speed buff when inside an ensnare aura after lighting their fuses. Fixed an issue where untargetable enemies were spawning and strolling right up to the core. Fixed an issue where the max number of upgrade levels based on the current upgrade level was incorrectly capped. Social Defenders To get reliable updates on the future of DDA make sure to follow us on all our social media platforms: Discord Twitter Facebook Instagram Twitch Forums Keep an eye out for more info! For Etheria! Chromatic Games
  13. [CG] Mary

    Chromatic Games Dev Log 2

    DEFENDERS, We’re a few weeks out from Steam Early Access and it’s been amazing so far! There’s a lot more that we’ve got coming up very soon — New Maps, New Pets, THE DEMON LORD, Nightmare Difficulty, Hardcore Mode, and more! We’ve been consistently patching in fixes and improvements, but this March update is going to be the first big milestone in our road map that we’re excited to get to all of you, our GLORIOUS Defenders. To keep with our transparency and consistent communication, before that comes out, we wanted to use this time to give another look into our studio, showcasing some of the developers that are hard at work. This time, it’s PAX East themed! You’re going to be hearing from some of the courageous souls here at Chromatic who persevered through the cold, cold weather of Boston and were able to not only show off their work, but also engage with a lot of the brave Defenders (both new and old) who were able to make it out. Let’s get into it! Some of The Team Mary — Community Manager We all had an amazing time at PAX East and met so many fans of the Dungeon Defender series! It was great to actually get in-person feedback from so many people. I’ve been stuck at home since PAX East due to the flu and am very much looking forward to being back in the studio. It’s hard to read all of your feedback on my tiny home laptop and I miss my big monitors! My dog is also clearly very bored just sitting at home and would like to be back to bothering the artists and trying to go under everyone’s desks in search of food. Philip Simpson — Gameplay Engineer Hey guys! I'm one of the gameplay engineers on the team. In regards to my history here at Chromatic, I joined the team over two years ago, right before the Dungeon Defenders II Onslaught update. I've been a huge fan of the Dungeon Defenders Series since the beginning, totaling around 500+ hours combined in both DD1 and DD2, so it's been an absolute blast to get the opportunity to work on the games. Outside of work, I'm a huge RPG fan and play a ton of them, such as Path Of Exile, Borderlands, D&D (5e Mainly). Other than that, I'm a huge fan of dogs, specifically when it comes to Corgis as people in the discord already know. Some of you may know, I was given the opportunity to go to PAX East to help out with the booth we had there. I can't convey enough how amazing it was to be able to interact with both new and old Dungeon Defenders fans and to show off our latest game. The amount of support this game has from its fans is mind blowing and one of the many reasons why I love being a part of this team. I really hope to be able to attend more conventions in the future to be able to meet and talk to all of you! My day-to-day usually involves working on various UI's. One of the things I've been working on lately has been improving and polishing our gamepad support as we approach our launch on the Nintendo Switch. On top of that I've been actively listening to community feedback about various issues and features regarding Auto Loot, Sorting and Filters, as well as lots of QoL features and overall just providing user options to customize their game to their liking. I've been very active in the community discord, so feel free to have a chat with me and let me know where we can make improvements or even just things you like! Geoff Shreiber — Implementer and QA Hello! My name is Geoff Shreiber ([CG] Seven if you frequent the community Discord) and I do Implementation for Dungeon Defenders Awakened! I was born in Gaithersburg, Maryland, but I now live near our studio in Florida with my lovely girlfriend and our two cats. I like doing card and coin magic, I pronounce gif like "jiff," and my favorite foods include sushi and Taco Bell. That's pretty much everything there is to know about me. Since "implementation" is somewhat vague, let me briefly describe my day-to-day at Chromatic Games. I will receive a task from a Designer or a Producer to make some feature work in the game, then I collaborate with Artists, Animators, and Engineers to make it happen. This can be as simple as a small change to some character's stats, or a multiple-day-long project comprised of multiple features and systems in the game. Some examples of stuff I am partially or entirely responsible for include the character animation system, the preview of your character in the inventory, the lava geysers on the Lava Mines map, and the tutorial. I have been playing video games all my life. My first video game was Final Doom on the PC when I was very little, and I have been hooked ever since. I love the thrill of a good intense battle in a fighting game or a shooter, the adventure and planning of a good RPG, and the sense of pride and accomplishment after finally beating that super hard boss that you spent hours and hours preparing for! For as long as I can remember thinking about it, I've thought "I want to make these games so I can give back to this community." If one person finds the same enjoyment and excitement from the games that I work on that I have throughout the years, that's why I do what I do. Over the years, I have played very many different games from all sorts of genres. I'll often get into a groove and play a whole lot of games from one genre back to back. At the time of typing this, that genre is Action RPGs, the latest one being Wolcen: Lords of Mayhem. Some of my favorite games of all time include Pillars of Eternity, Path of Exile, Warcraft 3, Quake 3, In The Groove, and Super Smash Bros. For a few years, I played Super Smash Bros. for WiiU competitively, maining Link, under the tag "7". I helped run our booth at PAX East from February 27th through March 1st. Being able to intermingle with the community and hear everyone's first hand accounts of their time with Dungeon Defenders Awakened was an awesome experience. It really helps motivate me to keep putting a lot of hard work and effort into the game, making every part that I work on as best as I can. Hearing everyone's feedback and criticisms of the game also helps not just me, but everyone on the team, get a better idea of what parts of our game work, and what parts don't work so well. That way, we know where we can best spend our time to make a game that the community really enjoys, and we can be proud of. Even if you weren't at PAX and don't get to tell us in person, please continue to give us feedback. We listen to it, and it helps us keep going. Thank you for taking the time to read a bit about my story, and keep Defending in those Dungeons! Here’s me helping someone at PAX East that you may have seen shared on our Instagram! What’s Next? We are currently hard at work on fixing the patch we reverted yesterday, to make sure there aren’t any inventory or equipped item resets included in the updated patch slated for early next week. When this new patch goes live you’re getting the updated Huntress and Monk character models, along with highly requested inventory updates and additions. Our other focus is on getting the March “Summoning the Demon Lord” update ready, as well as our Switch build ready for initial submission! While we’re focusing on providing the best game possible, as a studio we’re closely watching the Covid-19 Virus and will be taking any and all precautions necessary to ensure development continues as smooth as possible. Social Defenders To keep up with us and get the latest news on both Dungeon Defenders and us folks here at Chromatic Games, make sure to follow us on our social media: Discord Twitter Facebook Instagram Twitch Forums For Etheria! Chromatic Games
  14. No. Twitch integration is something that we want for the game, but is not currently in the game.
  15. It's in the post, 1pm EST
  16. [CG] Mary

    Chromatic Games Dev Log 1

    DEFENDERS, We’re all so excited for the Steam Early Access release of Dungeon Defenders: Awakened on Feb 21st! We wanted to share some of the awesome work the team’s been working so hard on to get ready for the Early Access at the end of this week. This Dev Log will have some sneak peaks from different departments here at Chromatic: Art, Design, and Engineering! Also, if you haven’t and wanted any of the goodies that come with the preorder editions of DD:A, make sure to get them ASAP since they’ll be gone at 11:59PM EST 2/20! Some of The Team Mary — Community Manager Hi there! I’m Mary, the new Community Manager and I’ve been working for Chromatic for a little over a month now. I worked at Artix Entertainment previously for almost five years before coming over here. It’s been super fun and I had a blast at PAX South talking to everyone there about DD:A. I’ve been really enjoying reading all of your feedback and suggestions regarding DD:A, and making sure that your voices are heard by the team. I’ve also been working on ways to revamp some of our social media platforms like Discord and hopefully you’ll see those changes soon. I’ve also been getting together some little gif teasers together and getting feedback from the Discord community. Here’s some examples: I’m looking forward to hearing everyone’s thoughts on the Steam Early Access of DD:A! It’s only 2 days away! Brent Caulfield — Jr Designer Hello, my name is Brent Caulfield and I am a Jr. Designer at Chromatic Games. I first started game development about 6 years ago when a friend and I started making a FPS game with wizards and magic instead of guns and ammo. That eventually evolved into a commercial project called Grimoire: Manastorm which was released on Steam in late 2017. After that I started a design internship at Chromatic and then accepted a full time design position shortly afterwards! There have been a lot of interesting tasks, but my favorite would have to be the final implementation of gameplay elements for all the maps. Placing the final parts to make the gameplay work and then being the first person to playtest it was really exciting. Seeing the waves of enemies all come out on the maps full of beautiful art was a great experience and one I’ll remember for a very long time. There were so many talented peoples’ work that went into making it all happen and to be one of the first people to see it all come together into a full gameplay experience was very special and was definitely my favorite thing I’ve worked on! Reverse engineering and breaking down DD1 code to find out exactly how and why different systems work was definitely the hardest stuff I’ve had to work on. In order to create an authentic DD1 style experience the Engineering and Design teams spent a lot of time going back into the DD1 code to see how it all functions. One of our major goals with the project is to bring back that awesome gameplay experience that so many people love and while we have extremely experienced people on the team that know how it all works there were still some surprises along the way that we never would have figured out without digging into the source code. This was very challenging at times, but extremely rewarding at the same time. After the initial hazing (Javahawk told me it was possible to beat DD1 Insane Deeper Well on a fresh character) things have been great! Gainesville is my hometown and game development is my dream job so I feel extremely fortunate that I was able to find a place at such a welcoming studio that is working on a game I genuinely enjoy playing! There are so many amazing people on the team and it's a great feeling to wake up every day and be excited to go into work. I am really excited about everything we are working on and think the community is going to love all the awesome content we’ll be putting out in the future! Jade — Jr 3D Artist I go by Jadeite in the art world and I have a slight obsession with video games and all things nerdy! So much so that I decided to make some kind of a career out of it through the art side of things. I've been practicing 3D art since my junior year of high school, and it's my favorite medium to date. My life basically revolves around games, whether I'm at work making them, or at home playing them! I'm also a big fan of tabletop games like King of New York, Boss Monster, D&D, and Necromonda just to name a few. I've had a lot of fun working on the many assets I've been tasked with, but if I had to pin down my favorite it would probably be the pets! I'd say I had the most fun when making these little guys, they're just so cute! I wouldn't really say I'm a character artist, but working on them gave me a chance to essentially be one for a small time and I learned a lot from it. Besides that I also really did like making weapons and shields, super fun especially when I got to make my own spin on old weapons or even just remake them from the ground up. I haven't had to make anything that frustrated me to the point of thinking it wasn't fun in the slightest. But for the hardest thing I’ve worked on I guess I would have the pick the new version of Ancient Aegis. From the start I just had no idea where to go with the new concept, and then actually carrying that out in 3D form was a bit of a challenge. I've also had a few issues come up with this particular model, having to add more or fix things in regards to texture, smoothing issues, etc. It was still a very interesting take on a "sword" and I learned quite a bit from it. My time here has been nothing but enjoyable! I was more than thankful when I first got my internship position here just a few months after graduating, and it's been a blast ever since. One thing my university always said was that you never fully learn this art form until you land your first job, and man were they right! I've been practicing this art form for about 5 years now and I definitely struggled my first week here. I kid you not, I took an entire week making a bench haha. But I've learned a great deal of information, new techniques, and even made some friends along the way! I'd say this is an experience I'll never forget :D (Also here's some more of my work) Derek Stroud — Sr Programmer One of my favorite things that I’ve worked on was setting up our abilities using Epic’s own AbilitySystem, which is a very neat and robust system to work with. Abilities are such a key component to the game as they include everything from placing towers to the Genie pet giving you mana. Setting up our core flow for this and making some of the base abilities was very satisfying and fun as it is one of the very direct means of adding fun interactions to the game. In previous development on the original Dungeon Defenders and Dungeon Defenders II, this was a lot more difficult. Swapping to Unreal Engine 4 is like a dream come true when it comes to setting up abilities and being able to do a lot more in a shorter amount of time. With any project, there’s always going to be that mountain to climb, and it’s usually the hardest thing you work on. For Dungeon Defenders: Awakened, we needed to mimic the original Dungeon Defenders stats on every piece of gear and balance for gear, enemies, difficulties, you name it! Due to Dungeon Defenders evolving beyond its original scope (especially post release) there were a lot of tacked on additions to various formulas that became very hard to translate into an easy to work with system for DDA designers. Tracking down all the various additions and small stat tweaks that could happen in DD1 and making sure we incorporated them into DDA but also trying to keep the new systems intuitive and manageable was quite an undertaking... not quite sure we hit intuitive but I think we got manageable down. My favorite thing that has been added to Dungeon Defenders: Awakened that wasn’t in Dungeon Defenders (2012) is double jump! Anything that makes navigation feel better, also every game should have it cause it is the best. As someone who worked on both games, you should take this as a fact — double jump is best jump. What’s Next? Everyone has been working so hard on polishing things up for the Steam Early Access release of Dungeon Defenders: Awakened on February 21st and working on getting it ready for the full launch in Q2! A few of us are also getting ready to head out to PAX East at the end of the month, will we see any of you there? If you go, make sure to stop by and visit us, we love to hang out with some of our brave Defenders whenever we get the chance! Social Defenders To keep up with us and get the latest news on both Dungeon Defenders and us folks here at Chromatic Games, make sure to follow us on our social media: Discord Twitter Facebook Instagram Twitch For Etheria! Chromatic Games
  17. If you backed for the PC release then yes, your Beta key will convert to an Early Access key automatically. You'll just need to update on the 21st.
  18. You can get Early Access on Steam when it launches, but you do also get it if you preordered or backed the PC version.
  19. The decision currently is to not wipe progress.
  20. There are currently no plans to wipe progress made during the Early Access
  21. He is a cockapoo, maybe! I adopted him so not 100% sure! You'll all meet him next month when I start bringing him in and I plan on having him on any streams I do. He's a good boy!
  22. If you go here and scroll all the way down you can signup for the newsletter that we plan on using more in the future!
  23. We're not ready to announce the XBox or PS4 release date just yet, but keep an eye out!
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