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Elandrian

Chromatic Games
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Elandrian last won the day on May 26 2019

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About Elandrian

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    Creative Director

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  1. Project Smoochez is where it's AT.
  2. Defenders! I can’t believe we’ve reached $350,000 and that we’re still climbing! We’re super grateful for all the support we’ve received so far, and we can’t wait to keep building this game. This is the last chance for everyone to back the Kickstarter so I just wanted to remind people what the perks are so you can spread the word! Being a Kickstarter backer comes with a lot of exclusive perks, but all our Backers get access to additional add-on products after the campaign ends on BackerKit. That means that if you’re a Backer, you can purchase additional T-Shirts, postcards, copies of the game, and more for the lowest price. Now I want to talk about the game! As you may have noticed, we’ve hit several of our FLEX goals and I hope we hit more! So I wanted to briefly talk about the ones we have hit, and even some that we haven’t yet. Localization Support This one is pretty simple, we want to offer the game in more languages, so we’re going to offer it in more languages! Huzzah! New Challenge Maps Challenges are coming back! In DD1 we called them Challenges, in DD2 they were Incursions, but in DDA they’ll be pure awesome. We’ll be bringing back some of the classic Challenge Maps, but this stretch goal is even more! With some of the new content that’s going to be in DDA, these will be accompanying custom Challenge Map versions with their own sets of rewards. We plan to have sick loot that comes from conquering these, so get your Stashes ready! For this next one, I’m going to let our Lead Designer, Mark Telfer talk a bit about “Massacre” Difficulty. Massacre Difficulty Hey Defenders! We just blew past another flex goal, and that means even more opportunities for us to create new and exciting content. Being the masochists that you are, you’ve decided to bring Massacre Difficulty into this world. Allow me to titillate your masochism with the doom you’ve brought upon yourselves. Massacre will be an intense challenge that will test the formidability of even the most seasoned defenders. This isn’t just going to be the same enemy schedules with some stat buffs slapped on. The enemies you’re going to face present brand new challenges that require some serious strategy and legendary skill. You thought Nightmare was hard? Pfft… Good luck! GLHF, Mark Telfer Lead Designer New Enemy and Map This is an additional enemy and map threat that will be presented after the end of the campaign and at the end of the current progression. This will be one of the new hardest maps to beat, and a challenging enemy threat to accompany it. Customizable Tavern I want to clear things up that we still plan to have similar levels of tavern customization to DD1 in DDA. This stretch goal was to have even more control over where your trophies go, adding decorations, and really having additional customization options within your personal tavern. This stretch goal was for the extra of the EXTRA! Let’s HIT IT! Bonus Boss Fights We have a lot of awesome boss fights that we want to add into DD:A and you’ll be getting some of them with the base product, we just wanted to add more! This goal was for that! We still might add more as we continue to develop DLC’s or patches and content, but this was to get more at launch. I hope that helps give a little more context about the FLEX goals we’re trying to hit, and some more details about the game we’re trying to build. Let’s close out this Kickstarter with a BANG and get every awesome bit of content and features into Dungeon Defenders: Awakened! Thanks again for your support, from all of us at Chromatic Games. Colin “Elandrian” Fisher Creative Director
  3. They don't drop loot!? This is news to me.
  4. We're not legally allowed to make an official response. What's available is what's already been posted around the interwebs. GOOD DAY!
  5. We'll still plan to release on console, but like I've said in some other places before, it will take a different source of funding or extra time to make that happen if it doesn't get accomplished with the Kickstarter. We'll figure it out, we want everyone to play DD:A! With your support, we'll get there!
  6. From: Colin “Elandrian” Fisher, Creative Director What’s up, Defenders! Welcome to our first post as Chromatic Games! If you’re new to the community, an extra helping of “welcome” is in store for you. If you’re a veteran Defender, then welcome back. Let’s get right to it! It’s been a wild ride these past couple months, but the cat’s out of the bag now! There’s been a lot of news about our rebranding, new Kickstarter campaign, and what all of it means for you as a player. I want to just take a brief moment to provide a little extra context about what’s going on. We’re #indieAF now, so it’s time to get the info straight from the horse’s mouth! (Or maybe it’s beans time? Company beans? Who knows. Let’s do this.) So What Happened To Trendy Entertainment? For the more official take, you can check out the press release here. For the realest take, keep reading! In December of this past year, Augi Lye, one of the original founders of Trendy, came back as CEO to help return Trendy to its indie roots. The development team and I worked with him to figure out how we can have a good plan to move forward and start creating Dungeon Defenders games in the way they were meant to be made: for our players. One of the things we wanted to make clear was that Trendy was no longer really Trendy. There’s brand-new leadership, a new creative direction, and new energy at the studio that was just waiting to be released. So we decided that we’re not really Trendy anymore. Chromatic Games is our final form. We’re over power level 9000 now, and we’re ready to rock. We’re not answering to external people anymore. We’re in control of our own destiny. We were able to keep the majority of the development team around, but we had some people move on to newer pastures. We’re so grateful for their years of service. We love and respect all of our previous Trendy family, but now the Chromatic team is focused on the future — and that future is to keep improving DD2 and crafting Dungeon Defenders: Awakened. What Does This Mean For Dungeon Defenders II? Dungeon Defenders II will keep going! Development is going to slow down, but we still plan on maintaining limited updates and content. What do I mean by limited updates? We’re going to be focused on smaller quality of life updates, bug fixes, improvements and some occasional new cosmetics. When I say smaller QoL, I mean in the development time aspect — we still plan on our quality of life features to be super impactful for players. We’re going to be releasing an update soon on all platforms that will have a vendor where you can get the Shards you’ve been looking for or looking to gild — a highly requested player feature! There’s some extra morsels of dopeness in that update as well. Most of the changes are gameplay related. We’re trying to make the fixes and improvements that everyone has been asking for. Supporting Dungeon Defenders II will still continue to support the team at Chromatic and support our ability to continue to patch and grow DD2. Our team is dedicated to figuring out how we can keep evolving the game in the right direction. We’re going to keep making Dungeon Defenders II better and better, just as we’ve been committed to doing in the past. So Why Dungeon Defenders: Awakened? I’m just going to begin by addressing the elephant in the room: “Elan, Dungeon Defenders: Eternity already happened. Isn’t this just the same thing?!?” The short answer is no. The long answer is HELL no. DD:E was a different product entirely. We have no plans to repeat history when it comes to that. We came up with Dungeon Defenders: Awakened as our first smaller-scope project as a new team. If we want to remain employee-owned/controlled (which is the dream!), we needed to prove that we’re the capable stewards and re-earn that trust before diving right into Dungeon Defenders III (which we have SO many slick plans for). Dungeon Defenders: Awakened started as a plan to do a modern remake of the original Dungeon Defenders for the Nintendo Switch, but then it evolved from there. We didn’t want the game to feel like some sort of weird attempt at Dungeon Defenders: Eternity again. We wanted to make a new game, a new experience, a new story. As we began looking into what we could build with Unreal Engine 4, we found that we’ll need to rebuild a lot of the systems and code that supported the Dungeon Defenders games. Fortunately, our engineers are rockstars. We’re taking a lot of the hard lessons we learned about building games over the years from DD1 and DD2 and now have the freedom to make these systems in newer, more optimized and scalable ways for DD:A. We don’t just want the game to look better in UE4 — we want it to run and feel better. We want controlling your character to feel “crispy.” For some context on what that means, you should check out Ben Brode’s PAX Keynote from last year. We love to draw inspiration from other games and developers, and that is one of my personal favorite talks that describes some of these key aspects of making games have that polished and responsive feel. Then when it comes to content, we’re exploring ways of using and importing some of our existing content in new ways that we can use as a springboard to accelerate development. This is one of the things we show off in the Kickstarter. Deeper Well is definitely still the same map effectively, but it has a completely new look and will play a little differently. It will still be a familiar and recognizable location, but there are new things going on in these familiar spots and new gameplay that comes with it. This is what will allow us to make our aggressive October timeline. By using the content and assets that we’ve been developing over the years, the content team can go CRAZY and make the game look and run amazingly well while our design team focuses on bringing the gameplay into 2019. Our goal is to bring Dungeon Defenders: Awakened to as many platforms and players as possible. We want to make a game that everyone can enjoy, and enjoy together. It just takes additional support to get there, and that’s why we have our Kickstarter campaign. Why Go To Kickstarter? We JUST became fully independent again. We want to build the game in a way that we can fully be in control of. Obviously going to a publisher is an option that we can explore to get additional funding, but there’s always a bit of “loss” associated with that. We’re really trying to move forward and make new games. We don’t want to have a publisher — we want to make Dungeon Defenders games that are fun, weird, engaging, meme-tacular, challenging, charming and magical. By going to Kickstarter, we can maintain FULL control over development and the future of the Dungeon Defenders franchise. Your support here is VITAL. The “dream” is to add as much content to this game as possible and to make a game that you can enjoy as a solo player or as a co-op player, strategizing against new challenges, maps, defenses, and gameplay. We love it when people make interesting builds that even baffle our internal designers. We love when people find cool ways to make defenses and heroes more powerful than we ever could have imagined. We want to give you more of that. So we need your help. In Conclusion We’re here to make a game that communicates our passion for Dungeon Defenders. We want to fulfill the expectations of our followers both new and old. At this moment, we’ve had about a month of focused pre-production development time so far, and look how much progress we’ve has been made already! We can’t wait to give people more news and updates about Dungeon Defenders: Awakened as we make more progress. We’re focusing on having a player-first mentality be our driving force at Chromatic. We’re here for you, if you’ll be here for us. Support our Kickstarter, spread the word, help us make the dopest Dungeon Defenders game of all time. As always, feel free to hit me up on Twitter: @LordElandrian Welcome to our community. Stay a while.
  7. I'm fairly sure Iamisom had artificially inflated post counts in the past migration that happened as a reward for veteran users. (After the previous forum hosts WHO SHALL REMAIN NAMELESS had wiped the forum by accident.) I lost a good 500+ as well.
  8. Lol! Nice catch! One of our new guys wanted to use one of our popular posts as the text for the ad... So he unfortunately selected our April Fools post! XD We changed it to the right copy and that change should be live.
  9. One Piece is love/life. Come at me.
  10. Completely agree with you. This seems aimed only at the top players. No new player will have 10+ deadly strikes to gild a single shard for like 6+ months, let alone their whole setup. Way way way overshot this number. That plus the bag space issues they just created. Total fail on this part of the update IMO. So disappointed. Anyone who thinks this number works for new or even intermediate players is just flat out smoking crack. Just made gilding mostly unreachable to most of the masses, except for the crap stuff that drops all the time that you don't need. Maybe campaign stuff will be somewhat reachable, but any of the more rare shards - just completely out of reach now. At the current rate that i have found DS shards, i could have my team fully gilded in about 3 years. Yeah...right. So disappointed. We took a look our data on Shard earn rates and player Shard stockpiling, and this end price was significantly lower than what it was originally and what our data would have had us set.
  11. You have to go to the right places. You don't just automatically get it for liking/following. These places should supply you with a code that you can redeem in-game at the Mailbox.
  12. (In Kratos voice) BOY. We've done so many server patches over the past couple months. Have you not been seeing these downtimes? XD
  13. How much $$$ are we talkin here? What do I get? I HAVE THE POWERRR
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