Community Announcements - Hamster
As we get closer to the impending release of Primal Carnage 2.0, we’ve been working hard lately to show more of the development process. With that in mind, we've got some recordings of our livestreams to whet your appetite. Enjoy!

Some new features showcased in the video are as follows:

New flamethrower effects
New multislot equip system for classes
Optional 3rd person camera for humans
Grenade cooking
New flamethrower effects
Dinosaur tail physics
New dilo spit effects
Spinosaurus added to TDM
Rex added to GTTC
Optional 3d sniper scope
New background scenery
GTTC ending cinematics

Check out the video here: https://www.youtube.com/watch?v=bWWOf9RhFYQ

For all of the information, including timelapse videos of level design, go ahead and head over to our website too: http://primalcarnage.com/website/development-update-streaming-highlights/
PC Gamer
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Nearly three years after Dungeon Defenders came to the PC, the "definitive version" of the game is available as Dungeon Defenders Eternity, an all-in-one package offering "previously released material, new content, redesigned gameplay balance and cross-platform play." It is not, however, the sequel, which is still in the works.

A tower defense/RPG hybrid, Dungeon Defenders didn't knock it out of the park in our review, but it was a big success nonetheless, moving more than one million copies across all platforms by early 2012. That was enough to spur a sequel, announced in 2013, and while work continues on that, developer Trendy Games has made it a little easier to pass the time by bundling up the original with new features, new options and new levels.

"As we get closer to the arrival of Dungeon Defenders 2, we re thrilled to revisit the title that forged the franchise," Darrell Rodriguez, CEO of developer Trendy Entertainment, said in a statement. "Dungeon Defenders Eternity is in many ways a product of our players, built around feedback from fans. Having an open dialog with our fans is core to all our efforts at Trendy, and that same philosophy is being actively applied to our work on the sequel as well."

While it's essentially the same game as the original, it's been "rebuilt from the ground up," with rebalanced heroes, a redesigned loot system and more tools for players to use in defense of their dungeons. It also adds visible armor, a new dashing system, consumable boosters, increased security by way of dedicated servers and four new missions, with more planned as free add-ons in the future.

Dungeon Defenders Eternity is available now from Steam for $15, a launch week promotion of $5 off the regular price. Gamers who already own Dungeon Defenders will get 45 percent off the regular price until September 22, and anyone who buys it will also get exclusive items, titles and pets in Dungeon Defenders 2 when it launches.
Community Announcements - [TrendyEnt] Kim
Surprise! Today marks the release of Dungeon Defenders Eternity, the definitive version of the original Dungeon Defenders. Eternity takes the best missions from the original game and includes a host of new features, content and anti-hacker security as requested by our loyal Defenders!

Visit the Steam page to learn more!
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Alice O'Connor)

Sure that's London whatever.

Do you long to schmooze with the stars at video game launch parties? Oh, if only you knew Johnny Activision or Ian Ubisoft! Or had the dubious privilege of being ‘games press.’ You’d be a knockout in a fancy gown, I just know it. Alternatively, a little more down to earth and plaid shirt-y, a plucky young group of indie developers in London are starting collective launch parties for loads of their games at once, and you–yes you!–are invited.

The first is on Monday, July 14, in this here London and it’s free. You could meet an actual real indie developer, play some actual real indie games in an actual real indie workspace/basement/pub, and wake up in a Dalston gutter with an actual real tattoo of the Steam logo across your neck.

… [visit site to read more]

Community Announcements - [TrendyEnt] iamisom
So far we’ve given you quite a bit of insight into how our levels are developed visually from start to finish. There is, however, one final element that greatly contributes to the atmosphere of our beautiful maps: audio. Once our level designers have finished building and scripting a map, and our VFX artists have gone through to make sure everything is appropriately shiny, it’s finally time to implement sound.

When a map is ready for sound, my first step is to generate an audio asset list for our talented sound designer, Afshin Toufighian. It is during this process that I decide which environment pieces and effects will require an audio element and which areas of the map will require their own stereo ambient sound waves.

Read More (And Listen To These Sounds!) Here

Community Announcements - [TrendyEnt] iamisom
In the original Dungeon Defenders, we used different colors to designate enemy difficulties. This was a clear way to show that one enemy was harder than another, but it didn’t allow for variety in the way enemies were presented during each wave.

In Dungeon Defenders II, we’ve thrown out the color system, and we’re now using a tier system. A tier is basically an “upgraded” version of an enemy. We’ve shown you different enemy tiers in previous blogs from Javelin Throwers to the nightmare-inducing Ogres. These enemies and almost every other enemy in the game will come at your defenses in different tiers. Below, you can see a Tier 1 Orc, a Tier 2 Orc and a Tier 3 Orc.

Read More Here!

P.S. We're still working on the DD2 community hub to post all of this DD2 into. Thanks for your patience. We really appreciate it! And to everyone who just joined us over the Steam Summer Sale, we hope you're enjoying the game!

Community Announcements - [TrendyEnt] iamisom
Before any of the lush environments, gnarly villains and dashing heroes step into the third dimension, we need to make them look like something — preferably something cool! So how do we create concepts for DD2? I figured we could go back to one of our recently revealed enemies, the Javelin Thrower, and see what it took for this abomination to come into fruition. (I also want to use this blog post as an excuse to melt your eyes with tons of art.)

Click to Read More!

P.S. Thanks to the comments in our previous announcements, we should have an official DD2 Steam group in the near future for all of our DD2 announcements. We'll post about it here when the group goes live. Thanks for your patience, Defenders!

Community Announcements - [TrendyEnt] iamisom
Are you missing any of the DLC? Want to give your friend a copy of the game? Now's your chance! For the next 8 hours, Dungeon Defenders and all of the DLC released are 75% off. Interested? Head to the Dungeon Defenders Steam Store page!

Thanks for your support, Defenders.
Community Announcements - [LWM] Hamster
Primal Carnage 2.0 is usually what we refer to as the “recode” – a complete make over of the game from its base structure, gameplay systems and visuals. Every inch of the game has been analyzed and scrutinized to the finest of details. One aspect we haven’t discussed yet is the User Interface and what role it plays in the development of the recode.

Since all areas of the game are being revised, we took a good look at the current UI for Primal Carnage and ultimately came to the conclusion that it wasn’t really working. After some time dissecting its current state our UI Developer – Will, a freelancer from Australia – came up with a list of things missing, or that overall weren’t working:

- As it stood there was no Gamepad support in the menus and inconsistent support during gameplay
- The visuals were stylistically inconsistent – one area of the UI would be raster graphics whereas another would be vector graphics
- The branding overall was inconsistent with multiple versions of the Primal Carnage logo in the game, on the Steam store, and on the web
- There were a lot of visually unappealing static elements
- HUD elements were hard to read and conveyed information poorly. For example the health bars were silhouettes of the character class and they drained/filled as the player’s health went up/down

Read the full article over on the Primal Carnage website: http://primalcarnage.com/website/ui-overhaul/
Community Announcements - [TrendyEnt] iamisom
Environment Artist Zack Smith shows off how we turn 2D concepts into 3D models! Read all about it!

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