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Elandrian

Chromatic Games
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Everything posted by Elandrian

  1. 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.
  2. 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.
  3. 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.)
  4. 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.
  5. Hey man, we want EVERYONE to play this game. That's our goal. That's MY goal.
  6. 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.
  7. 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!
  8. We'll have a bigger post soon. It's just been a lot of transition efforts, pre-production planning and figuring out how to move forward as a new company together. Then not to mention just making the progress to show on the Kickstarter itself. It's been a wild ride here in the past couple months. XD
  9. It's more related to the development time, dev kits, and engineering required to put the game on the additional platforms. We want the game to be available to everyone on every platform, and we're trying to make it happen. The reason we're on Kickstarter is because we don't want to go to a publisher to get these extra funds to put it on additional consoles. We want to do it ourselves. Publishers take a cut, and we'd like to not resort to that if possible.
  10. The original Dungeon Defenders had some secret rooms that you could unlock via gameplay achievements. We want to add a special VIP backer lounge to the tavern so you can have an exclusive room to show off to your friends and hang out there. We'll have more details about what will be in that room in the future!
  11. We definitely want Backers to have some additional perks to purchase add-on items at their reduced Backer prices. We're still in the process of building out that store and capability... Step 1 was the forums getting an overhaul!
  12. 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.
  13. 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.
  14. One Piece is love/life. Come at me.
  15. 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.
  16. 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.
  17. (In Kratos voice) BOY. We've done so many server patches over the past couple months. Have you not been seeing these downtimes? XD
  18. How much $$$ are we talkin here? What do I get? I HAVE THE POWERRR
  19. Greetings Defenders, Well that was unexpected! Initially I was going to make another “Friday Check In with Elandrian” post tomorrow, but today sounds better! For those that aren’t in the loop, we accidentally broke Onslaught for our PS4 audience today by introducing some of the code for the new features that are coming out. I’d like to explain why this happened, but also what we’re working on that’s coming out soon so that it will all make sense. Here’s quick rundown of some of the features and changes coming for Dungeon Defenders II. Short Term (Targeting Next Week)Retry and Reroll Map in OnslaughtWe’re adding the ability to retry any given map that you’re on as many times as you want! In addition to this, you can choose to reroll the current map that you’re on, up to three times. This will allow you to reroll the modifiers, enemies, and sometimes the map itself depending on where you are in the Floor. This added functionality was the code that released early on PS4 and broke Onslaught on the current live build. Memory OptimizationAnother fun thing that’s coming with the retry/reroll is some matchmaking memory improvements, too! We’ve increased the amount of maps you can play before being sent back to the Tavern or Heroes Marketplace. You can spend a lot more time playing! Medium Term Moving Shards from Items to SlotsWe’re making Shards a little easier to manage. Instead of having to unequip/equip Shards repeatedly when you get new items, you’ll only have to place them once. Set it and forget it! We’re moving the Shard slots themselves to the equipment slots for Gear and Defenses. There’s some UI changes to the left side of the Inventory that are coming with this as well to make this experience easier for PC and console players. We’ll provide more specifics soon, but we just wanted to let you know that it’s coming! Clearer Itemization and Item ScoresWe’re going to be introducing three different score ratings. Item Score, Hero Score, and the tentatively named Deck Score. It’s a version of ipower, but a newer, fancy-schmancy version to help you understand your item progression. Our new designers have been hard at work making a system that will make it easier for Defenders to understand where they are in our progression! A New HeroWe’re still planning to release a very muscly boi… and we’re getting closer and closer to his release. We can start to feel the frigid winds of the Etherian Mountains reaching our Florida-based studio... Longer TermAncient Power ChangesMore rewards! More reasons to gain Ancient Power! We want to make Ancient Power worth your time and effort, so we will be tuning what exists currently and then building more on top of it. We have a lot of ideas about how to make this system more rewarding, and we’re hard at work trying out various new solutions for players to check out. Keep accumulating Ancient Power, we’ll make it worth it! We’re crafting a lot of designs based on feedback that we gather from various sources. We’re always looking for specific feedback about what you enjoy and even what you’re not enjoying, so keep letting us know! Protip: “Ancient Power is bad” is not good feedback. “The Ancient Power buffs don’t feel powerful enough to me” is much better. Social GatingWe’re working on some systems to make it easier to play with your friends in Onslaught. We’re still debating over the specifics, but ultimately the end result will allow players to play together easier. Our designers threw together some creative options that might even add some new ways for players to interact! More Content and Unannounced FeaturesWe want this year to be filled with meaningful updates to Dungeon Defenders II. Our team is excited to work on new features and fixes that the community has wanted for years. We know the current state of Onslaught and Ancient Power was more foundational and not fully realized yet, but with your help, we can make Dungeon Defenders II into the best Action RPG/Tower Defense game possible. I’m excited to talk about what’s coming out this year for the game, and I’ll be posting some more intermittent forum posts, as well as social posts on my Twitter handle, @LordElandrian. Give me a follow if you want to stay up to date with our current state of development and smaller dev tidbits here and there. To see our recent hotfixes, check out our Patch Notes section here! Thanks again for being Defenders, and I can’t wait to continue defending Etheria with you, Elandrian
  20. Unexpected twist: I've been writing/editing the patch notes THIS WHOLE TIME! @_@
  21. Greetings Defenders! We’ve been pouring through your feedback and reactions this week, so I just wanted to check in and let you know what we’re working on to address it, and some fixes that are coming up in this next week! First, here’s a quick rundown of some of the fixes coming next week: Several fixes for people getting forced back to the HUB or Private Tavern in the middle of an Onslaught floor with their friends, and other matchmaking errors. Fixed an issue so that we now show the right Onslaught Floors available to you on the War Table. It was set to one floor below where it should have been. Removed the Cybork / Geode schedule from the Onslaught rotation. Fixing some of the bugs with Mutator and Schedule Blacklisting. This was making some combinations of mutators and enemies to get paired together when they shouldn’t have been. Console billboards should be easier to read and their scaling was adjusted. Fixed an issue with double billboards showing up on some modes/maps. Fixed an issue with not being able to tab over to all your bags Fixed an Xbox One X crash. And more! In addition to the fixes coming next week, we’ve also read through all your input and comments about Onslaught, Ancient Power, and The Lost Temple map. Here’s some of the things we’ll be addressing after the holidays and in the coming months: A way for Defenders to possibly Retry maps two and three in an Onslaught Floor. Quality of life changes for Shard and Item Management Some sort of Free-play-esque Mode where you can select your map. Quality of life Mastery improvements to make it easier to understand the challenges and limitations. Improvements to public game visibility. Improving browsing for games that you can see and join. Thanks for all the thoughtful replies, and even some of the not-so-thoughtful. All of the feedback has been useful for us, and we can’t wait to continue evolving the game into something better. You already know who it is, Elandrian
  22. Greetings Defenders! Released a quick patch that fixes a bug when you gain Ancient Power. Allocated Ascension Points weren't resetting like they were supposed to, so it's fixed now! Ascension Point Allocation will be reset for all players that have gained Ancient Power. There's more bug fixes coming this next week, and we'll be posting about a bunch of other feedback and things soon! So stay tuned! Click here for Power of the Ancients 2.0 Notes
  23. Here they be in a more official capacity. :) https://dungeondefenders.com/2/topic/150535/power-of-the-ancients-hotfix-201 *edit* Apparently I don't know how to make links work anymore.
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