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Elandrian

Chromatic Games
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Everything posted by Elandrian

  1. They don't drop loot!? This is news to me.
  2. Welp. The good news is, that it's us and not some randos. The bad news is, it looks super shade. We were trying to test out some new methods of not having our emails get automatically picked up as "spam/promotions" in people's inboxes to increase our open rate on our newsletter blasts, and this one seemed to work, but it doesn't look so great. Some of the extra stuff going on in that e-mail is a tracking tag so that we can see if you opened the e-mail and then backed the Kickstarter project. Here's a snapshot of how that ends up looking for us: Complete with our tag typo and everything. I apologize if this looks weird, we're just trying to do what we can to get the word out about the Kickstarter as much as possible. We'll do our best to improve the execution and professionalism of these e-mails in the future, and I really appreciate everyone's feedback when it comes to these kinds of things.
  3. What do you mean? You guys got real "in-game" footage of the test map XD (All the Kickstarter stuff is very much WIP and the art in the game is going to get, as our team calls it, "better-fied.")
  4. Ok so only build timers in DD:A, got it.
  5. All of this constructive feedback is great. As long as people are staying level-headed, we love to read through what people want and expect from DD:A. We want to build this game for the players, so it's essential that these considerations are built into our design process.
  6. The goal of the backer-store will be for add-on products right now if you want more quantity. The pledge specific rewards are going to be exclusive to those Kickstarter tiers. :)
  7. Ooo ooo ooo! I'll answer! Have faith in us, @gotrunks712 -chan! At your kickstarter page you have mentioned the forge is in our pocket. Does that mean we will be able to access the inventory from everywhere like we did in DD2? We’re still discussing the specifics of this, but yes, our goal is to reduce the barriers to getting to the fun parts of gameplay, and we didn’t think running back and forth to the forge for item and hero management was a good time. Will you use DD2's hero swap feature and will we be able to swap heroes during combat phase? This is something we’re still discussing amongst the design team. I don’t think hero swapping in combat phase will return, but we do want to make it more efficient to do build phase without having to run back and forth and switch characters… so we’ll see. Will we have mana nodes like in DD2 or do we have to open chests for mana in DDA? We want mana acquisition to be easier than having to run around and gather every chest like in DD1. Will there be an AFK timer? This is something we’ll still be discussing. We want people to be able to step away/pause their gameplay if they’re alone, but maybe there will be one in online play to prevent leechers. It’s still an active discussion. Will there be costumes and tower skins? Costumes definitely, but in the same vein as DD1. So a DD2-esque costume shop won’t be returning, but there will definitely be cosmetic outfits for heroes. Do you want to use a build timer like in DD1 after certain difficulties or keep the more relaxed build mode from DD2? This is something that we’re still discussing as a design team. I feel like the build timer was nice in some game modes, so I’m sure we’ll have some sort of gameplay that has more limited time build phases for added challenge. Since there was a bit of a demand at DD2 for implementing pets like we had in DD1: Will you reintroduce DD1's pets? DD:A will have a similar pet system to DD1. Will there be shards and mods? We have no plans for Shards and Mods at this time. We did enjoy the options they gave you though, so we'll be creating new ways that loot will be more interesting and let you have more control over your loadout. Can we expect some of DD2's shards (skills)? Stunning and boom servos are awesome. (and would make great animations possible in DDA) We want the loot game to be interesting and engaging, so we’ll have some nice surprises when it comes to loot. Do you wanna keep DD2's item reroll system, change it or even trash it? We like the additional control that players have over their stats and setups in DD2, so we’ve been discussing ways that we can accomplish that with DD:A. Will it be possible to keep and evolve our weapons and armor like we can do it in DD? This is something that I’d like to do in some form or another. One example would be the pet you get from the Kickstarter campaign. My goal with that would be to let you level it up/evolve it and maintain its usefulness throughout the game’s progression. Will you use maps from DD1 and DD2 or only DD1? We’ll be talking a little more about maps in the near future, some of it has story implications… but we plan on using content that’s available to us from DD1 and DD2 as a jumpstart to building content for DD:A. We also want to do all-new content as well! DD2's subcores limited some lanes (like Dragonfall Bazaar or the two sewer maps) so there was no possibility to make a build that was really fun. Will you use subcores in DDA again? If yes, will you change it so the problem's with DD2's map/lane limitation won't be repeated? I’m not sure sub-cores will be returning in DD:A. We didn’t find that they resonated with a lot of players in DD2, but we haven’t made the final decision on that for DD:A just yet. However, I don’t think they’ll be returning. Will there be DD2's heroes? Without giving TOO much away, there might be some returning characters... Will even more heroes come? (Man and Machine, etc.) This is something that I would like to do. Unreal Engine 4’s tools actually make hero creation much easier for us than in DD2. The successful Kickstarter campaign will help our ability to add more content/new heroes, etc. for the base game. But they’re also on the table to be included for eventual DLC packs as well. How will Hero leveling work? Do you want to keep DD2's system or will the players level each hero separately like we did at DD1? This is still in the design phase. We’re taking and planning out what we enjoyed from both games and building a new system from that. Do you intend do keep the idea of ascension levels or will the hero be maxed out at a specific level? Again, this is also still in design. We’re having discussions about how the progression systems will work in DD:A as we begin to build our base stat systems and enemy scaling right now. At your kickstarter page we can see that enemies react to traps (being thrown through the air) and harpoons (being pinned to the wall) in a creative and more detailed way that we know it from DD1. Any chance you can give us some more examples at present? One thing we’ve been toying with, is the idea of “pinball enemies” where the physics can allow enemies to bounce between bouncer blockades or off walls and you can create unique and interesting death traps of bumbling enemies with different combinations of towers. The end result will be determined by our technical and optimization limitations, but we’re trying to do awesome stuff! Do you want to keep defenses' speed/dmg/range rather civil or will we be able to obtain stats similar to DD1? (especially aura size and harpoon speed) We want defense to feel awesome, ridiculous, and powerful. That’s our goal with gaining strength in DD:A. We’ll have some interesting statistical interactions, but we’re still having those design discussions. Will I be able to give items to other players? We’d like trading and exchanging items in some format in DD:A, but we’re trying to figure out a better way of executing that, that would be less exploitable. We’ve had some issues with duplication and whatnot in DD2, and even our hacked stats from DD1, so we’re trying to take our learnings from that as we move forward. On Twitter I have seen you have mentioned that you wanna bring back local gameplay. Will it be able to use our local game-heroes online too or do we have to restart from scratch if we decide to play online after a while? This is something we’re trying to figure out how it would work with online play. We want people to be progressing on characters whenever/wherever they can play, in online and offline, so we’re going to see how much freedom we can give there. Since DD1 had a lot of problems with hacked gear where even innocent players could be banned because they have traded gear without knowing it was hacked and DD2 was advertised not to have these problems because it is 100 % server sided: How will these problems be prevented with DDA if we can play local too? We’re exploring solutions for this right now as a team, and there’s some options, but we have some good plans for preventing hacked/cheated stats and gear in online play. How do you intend to handle online features like group/party, kick/ignore? At DD1 one player had full control while control was shared at DD2. Both systems can be abused and led to a lot of discussion in the past. What is your focus here? In DD:A, we plan to use client to client multiplayer connections, so since you’re hosting the session, the host will most likely get full control. I hope that answers those questions a little bit better!
  8. We're not legally allowed to make an official response. What's available is what's already been posted around the interwebs. GOOD DAY!
  9. The goal is to do peer to peer networking again for DD:A. Having another game with server costs would hurt our small company pretty significantly. There will still be some online bonus-y stuff that you'll have to connect to some server for, like possible cross-platform save support, but ultimately the hosting/playing will be client to client.
  10. We have a team that's very familiar with how to build a Dungeon Defenders game. And fortunately with Unreal Engine 4, it speeds up our ability to develop by a ton. The successful Kickstarter will let us expand our team a bit more and add more content to the final project, but in terms of game features and systems, we're able to get them done in a very aggressive timeframe.
  11. The Backers Only store would be for Kickstarter backers.
  12. Welp. Now it's gonna happen. Blame @Captain Alejo.
  13. 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!
  14. I thought I posted something about this already. ;_;
  15. One of the inspirations behind the secret VIP room was the lounge in Star Wars: The Old Republic for people that had purchased the Collector's Edition. We want to have a cool space where "VIP's" can feel like ballers with their friends. There may be some additional VIP perks, but nothing like gameplay advantage like other games with "VIP Packs" and things like that. This is meant to be a prestige bonus for giving us that extra support. One thing we're exploring is social spaces like the HUB from DD2, and the Relays in Warframe for players, and if we did those, what could a VIP room in a HUB look like? That's our goal with the VIP space. The elite lounge for the elite. We could easily explore doing a "VIP" forum for the elite backers if that's of interest to the VIP level people, just let us know! We also still plan to have some fun secrets/secret rooms for normal players as well, it won't just be exclusive to VIP's. VIP's just get the fancy one.
  16. We're definitely still focused on having awesome and occasionally wacky weapons. I'm all about those.
  17. Love these threads. Keep it up! So what I'm really hearing... is only Dark Assassin and Sharken waves... yesss. Got it.
  18. We're planning on doing DLC packs, but not to the same quantity of DD1. We'd like ours to be chunkier, more substantial, but still fairly low priced. I don't think we'll have a "season pass" as it were, but we're still establishing our plans for follow up content. We're open to exploring the ideas though. We just want to make a more "traditional" retail game release, as it's the best business model for our company at this time.
  19. I'd LOVE to be able to have cross-save and crossplay support on as many systems as possible. But we have a VERY aggressive production timeline, so we'll see what we can accomplish. Who knows though, maybe it'll come in a free update after the launch.
  20. Steam is definitely a target. They're all targets! We have a good relationship with Discord, Epic Games Store just launched, etc. etc. One thing we'll try to maintain though, is that our PC ecosystems will be able to play together. One of our goals with this project is to let as many people play together as possible! There won't be a microtransaction system in DD:A. It will be a retail product with DLC's planned for release afterwards. The pricing on it will be aggressively low too. We're going for accessibility and player friendly pricing. Maybe we assumed incorrectly that people would just expect online multiplayer, especially from a company that's always had it in all our games. But we can edit the Kickstarter for extra clarity. (Corrected now.)
  21. 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.
  22. Hey man, we want EVERYONE to play this game. That's our goal. That's MY goal.
  23. It means we'll have to explore other financial options to get the support needed to make the additional console versions. It's not our ideal, but still doable.
  24. Yeah we're not planning to do an Early Access with this game. And we want to be able to launch on as many platforms as possible, so we'd like to be on Steam, Epic, etc! It'll be a "retail release" product so why not!
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