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in Kickstarter Discussion
Posted June 19
Posted March 29
Posted March 27
It's definitely not off the table if we don't reach it during the Kickstarter, but it would most likely remove it from being in the launch version of the game.
I'm a big fan of how Wildstar executed housing, and even Star Wars: Galaxies back in the day, so I'm all about customizing a personal space.
We have a minimal plan, but it most likely won't end up being accurate. We're still ramping up on our speed with the new tools and equipment so our estimates and scoping are conservative.
Odds are that we'll get better at developing as we go along, and hopefully be able to deliver more than what we initially expected. Hopefully all goes well and we overdeliver on everyone's expectations, but we have to be careful about when we start to get into specifics and amounts of content at this point. That's why we're starting with more nebulous categories of stretch goals.
Maybe the New Challenge Maps are two maps, maybe it ends up being four... We won't really know until we're a little further into our production.
We want to be more specific with you guys, but we want to be sure first.
We'll be posting some style guides about our new art direction soon! It's not quite DD1, not quite DD2, but definitely awesome!
A lot of the Kickstarter assets still have to go through our planned updates, so there will be a lot of progress updates in the near future. (*cough cough* heroes *cough cough*)
in General Discussion
Posted March 25
They don't drop loot!? This is news to me.
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.
Posted March 11
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.")
Posted March 7
Ok so only build timers in DD:A, got it.
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.
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. :)
Ooo ooo ooo! I'll answer!
Have faith in us, @gotrunks712 -chan!
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.
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.
We want mana acquisition to be easier than having to run around and gather every chest like in DD1.
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.
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.
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.
DD:A will have a similar pet system to DD1.
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.
We want the loot game to be interesting and engaging, so we’ll have some nice surprises when it comes to loot.
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.
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.
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!
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.
Without giving TOO much away, there might be some returning characters...
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.
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.
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.
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!
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.
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.
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.
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.
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!
Posted March 6
We're not legally allowed to make an official response. What's available is what's already been posted around the interwebs. GOOD DAY!
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.
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.
The Backers Only store would be for Kickstarter backers.
Welp. Now it's gonna happen. Blame @Captain Alejo.
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!
I thought I posted something about this already. ;_;
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.
We're definitely still focused on having awesome and occasionally wacky weapons. I'm all about those.
Posted March 5
Love these threads. Keep it up!
So what I'm really hearing... is only Dark Assassin and Sharken waves... yesss. Got it.
We like it CHONKY.
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.
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.