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Community Announcements - [TrendyEnt] iamisom
The item stealing hotfix has been deployed for Steam Mac users! Please update your game before playing online.

We're still preparing the Steam Linux hotfix. Stay tuned.
Community Announcements - [TrendyEnt] iamisom
Today's hotfix for Windows Steam users solved an issue where players were able to steal items from other players. We looked into the issue and were able to fix it quickly, so we released a hotfix. Please update your game to remain safe. This hotfix does not recover items stolen during the time of this exploit. We apologize for the frustration.

We hope to have the hotfix ready for Mac and Linux Steam users within the next day or two. We'll post another announcement when that hotfix is ready.
Community Announcements - [TrendyEnt] iamisom
As part of our visual overhaul for DD2, we wanted to take a look at the destruction of Crystal cores and see how we could improve them. Originally, the cores in Dungeon Defenders played one simple explosion animation once they were destroyed, but since we’re moving away from static Crystal cores in DD2, we wanted a way to give meaning and context to the objectives.

To this end, we decided to have a full destruction animation along with VFX for main-objectives, sub-objectives, and some environmental sequences. Many of these animations are unique and tailored to the map, like the water tank in Siphon Site D. Some are what we call modular, or reuseable, such as the East Gate Lock in Greystone Plaza. Let’s talk about the process of completing one of these animation from an initial concept to the final, in-game implementation.



Read More (And See Things Explode!)
Community Announcements - [TRENDYENT] LauraWantsaCow
When the doors opened at PAX East, things didn’t look good for the Trendy booth. The announcement rang from the PA: “The show floor is open!” And in the blink of an eye, people charged past us to get to Riot’s massive League of Legends booth. Others booked it to the Oculus Rift booth. And there we were, sandwiched in between the two, without a single person in our line.

But within an hour, crowds gathered around our monitors. Our line maxed out. And almost everyone who played told us the same thing: Dungeon Defenders II was damn fun.

For us, PAX East was about more than letting our fans play DD2. It was a chance for feedback from people who had never played before — some of whom had never even played the first game! Armed with a pen and a notepad, our team gathered their feedback. Here are the top 3 pros and cons:



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Announcement - Valve
Today's Deal: Save 90% on Sanctum 2!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Sunday at 10AM Pacific Time

Community Announcements - [TRENDYENT] LauraWantsaCow
Balancing the roles, quantity, and power of enemies in DD2 is no small task. The enemies we place in a level affect nearly every vector of difficulty in the game. This is one of the reasons it is imperative that we experiment not only with different types of enemies, but how we use those enemies, as well.

Wyverns were a staple of the original Dungeon Defenders’ gameplay, but it was clear the role of air units in DD2 needed to evolve. Fundamentally, an air unit poses a different tactical question than a ground unit. Units on the ground can be blocked using a barricade, permitting time to react to their presence. Wyverns required players to develop different strategies that were based around anti-air defense.



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Community Announcements - [TRENDYENT] LauraWantsaCow
Defenders! Welcome to another edition of QA’s bug blog: Ninety-Nine Problems But A Bug Ain’t One [working title]. We’ve got a great bug this month: A mysterious, truly awe-inspiring issue that seemed to affect players at random!

Fire in the Dungeon! Fire in the Deeper Well!


For seemingly no reason, players began to burst into flames. We’re not talking a little spark, either. I mean this was undeniably, spectacularly broken and unignorable. This happened so infrequently that for a long time we couldn't reproduce it with any reliability.

Let me put it into perspective. You’re playing the game with friends, having a good time. You notice one of the sub-objectives is being swarmed. The exchange goes something like this:



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Community Announcements - [LWM] Hamster
Many of you asked if a real update was coming or whether we had truly spent the last 6 months on an April Fool’s joke. Firstly, we want to point out to those critics that laughter is the most important thing all of us at Lukewarm strive to bring you with our work (hopefully with us and not at us).

Today we want to begin offering more information on the elusive “Recode” and what’s in store for Primal Carnage very soon. We want to start by introducing Pub Games, an Australian Studio that has become Lukewarm’s development partner in working to improve Primal Carnage.

Late in 2013 Lukewarm Media approached Pub Games for assistance accomplishing the following goals:

• Drastically improve both the visuals and performance of the game
• Implement ways to improve the longevity of the game
• Develop better ways to engage and reward the community
• Add a raft of new gameplay features and mechanics to improve the game

Lastly, as with all Primal Carnage updates, players would get these new features for free!

A BUGGY BACKGROUND

The recode was originally started by Lukewarm’s Lead Programmer, Jack Morgan, when he came aboard the team last October. He quickly found that the intended improvements and expansions presented a whole lot of challenges. The game was not initially built with a large amount of extensibility in mind. The bugs, fixes, and more bugs many fans may remember in patches 1.2 and 1.3 largely reflected the team bumping into many of the limitations that existed when trying to expand upon the old foundation. Jack’s attempts to update small portions of functionality generally resulted in overhauling entire game subsystems.

Ultimately after much discussion between the Pub Games team and Jack, the decision was ultimately made to rebuild the game from the ground up. The upside was that we had a great point of reference in the original game and a solid get of goals on how to improve it, but it was and is still a very heavy task.

That was how this massive update began. Let’s look now at where it’s brought Primal Carnage.

VISUAL AND PERFORMANCE OVERHAUL

The recode will deliver both aesthetic upgrades and improve performance of the game. In order to create a much more immersive feel for the game, every environment in the game has received an overhaul. Across the board, there has been a major shader update. Everything from full lighting schemes of environments to small details have been improved. Foliage now has light softly scattering through it adding a soft glow to the jungle around you and characters now look like living organic creatures with flesh as opposed to plastic.

One of the major complaints in the past with Primal Carnage has been how easy it’s been to get lost in some maps. We’ve aimed to mitigate this problem, ensuring that locations are identifiable and more distinct. All maps now have key features to distinguish where you are at all times.

For a firsthand look at some of these improvements watch the first development update video on the recode:

GENERAL GAMEPLAY

The biggest challenge with the recode was how to improve Primal while keeping as much of the feel of the game as we can. The changes we’ve come up with are very broad-spectrum - everything from improving movement of dinosaurs, to collision fixes, and gametype updates. The list is too large to place in this update, so consequently it will be broken down in various news pieces, as every aspect of the game has had an eye cast over it for ways it can be changed for the better. Teamwork is more beneficial. Combat is more visceral. Killing feels more satisfying.

STEAM ECONOMY SYSTEM: DINO-LOOT

Sometime in the last month you may have noticed a strange (and currently empty) section in your Steam inventory. The new version of Primal Carnage fully integrates the Steam Economy system and will bring fans an item and trading system similar to that seen in Team Fortress 2, Counter-Strike: Global Offensive, and DOTA2.

At launch, the economy will contain a variety of weapon skins, dinosaur skins and dinosaur models, but this is just the start. Over the lifetime of the project, Lukewarm and Pub Games plan to expand the economy to include plenty of new and exciting items. Not only will these items be tradeable, but players can also sell them on the Steam Marketplace. Lukewarm Media will also continue to offer new premium paid item that will be available through the in-game store.

HORDE MODE

The last major component of the recode is the introduction of Horde mode to the game. Inspired by invasion-survival game types such as Gear of War’s Horde mode, players must survive waves of dinosaurs - building fortifications and completing objectives throughout the game. We think the Horde mode is a great addition to the game brought to us by Pub Games and provides players with another way to enjoy Primal. There will be a future news feature of this gamemode later this month with further details.

THE FUTURE

We’re all really excited about what the future holds for Primal Carnage. Over the coming months, we’ll be regularly providing more updates in the form of videos, screenshots, and dev diaries. We’ll give you a unique look behind the scenes of the development of Primal Carnage with developer interviews. Make sure you follow us on social media for regular updates!
Community Announcements - [TRENDYENT] LauraWantsaCow
One of the hardest parts of working on a video game is figuring out when it’s ready to be shown. While it’s twice as much work to maintain a stable “live” build alongside a development build or create a completely separate build for an event, the feedback we receive -- be it from comments, surveys, or previews -- is invaluable to the process. That’s why we’ve committed ourselves to showing Dungeon Defenders II at every opportunity, whether it’s to our community, the press, or even students at the local university.



DD2 Makes the Rounds

We’re constantly adding new features to our development build so that we can “fail” quickly and learn what content is fun versus what needs major retooling. When we show the game, there are even more features we need to add for each specific event.

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Community Announcements - [TRENDYENT] LauraWantsaCow
So far we’ve given you a preview of the Squire, the Huntress, and the Monk. Now it’s time to introduce the Apprentice!

After the events of the original Dungeon Defenders, the Apprentice finally proved he was ready to attend the Magic Academy and further his studies. While his dedication to the magic arts troubled his father, his pursuit of knowledge never wavered. He channeled that resolve into perfecting his craft, and although he’s not the strongest hero physically, he makes up for it by having a devastating and diverse toolkit of elemental defenses and abilities.



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