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Dungeon Defenders

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Community Announcements - [TRENDYENT] LauraWantsaCow
Greetings, Defenders! This month we wanted to try something a bit different to show you how our four heroes have come face-to-face with the Old Ones’ army. Check out our first DD2 short story -- told from the point of view of everyone’s favorite Knight-in-Training -- below, and keep an eye out for teasers from one of our upcoming maps! Please note that this is a lore exploration, and the specific sequence of events could potentially change as we continue development.



The Squire woke with a start, his helmet grazing one of the metal supports as he propelled himself out of bed.

“It’s here!” His palms pressed firmly into the mattress above him and he used the leverage to bounce on the balls of his feet. “Come on, get up! It’s here!”

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Community Announcements - [TRENDYENT] LauraWantsaCow
We’re giving away a custom Dungeon Defenders II PC to one lucky fan! Just visit our Facebook page and follow the instructions to enter. That’s it. So easy an Ogre can do it.

One grand-prize winner will receive a prize pack valued at more than $1,300 that features a limited-edition Dungeon Defenders II PC courtesy of Avatar Gaming! Custom built to give you the optimal DD2 experience.

Other goodies included with the new computer are:

prize-blog2


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Community Announcements - [TRENDYENT] LauraWantsaCow
When it comes to loot in Dungeon Defenders II, there is simply so much I could talk about. I honestly felt a bit overwhelmed when I was asked to write this blog. But there is one thing that stands out. Something a little special…

Stat Progression vs. Visual Progression


The earliest versions of armor in Dungeon Defenders were purely stat-based, with no cosmetic benefit. When we first approached loot design in Dungeon Defenders II, we wanted to find a way to balance this. To do so, we developed the following philosophy:

Players should never have to make a choice between the best stats and the coolest looking gear. They should have access to both! From a gameplay perspective, armor should give players stats that allow them to progress heroes, abilities, and defenses to fit their playstyle. But aesthetically, that armor also needs to feel satisfying; to become more and more awesome as you progress within the game.



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Community Announcements - [TRENDYENT] LauraWantsaCow
One of the most critical decisions in level design is choosing between a symmetrical or an asymmetrical layout. For the most part in DD2, we’re using asymmetrical layouts.

Why We’re Using Asymmetry


For games like Dungeon Defenders II that primarily use arena-based layouts and combat, symmetry has a few positive effects:

  • The player quickly and easily understands the layout — The human brain grasps symmetry with remarkable speed and accuracy.
  • Artificial spaces are easier to understand through symmetrical layouts — Such as the symmetry found in theatres.




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Community Announcements - [TRENDYENT] LauraWantsaCow
Last month we took you a bit deeper into the mind and arsenal of the Squire. If you’re reading this, you somehow survived the trip. We hope you’re ready for another, because this month we’re taking a closer look at the Huntress!

When she was younger, the Huntress spent her time learning to use a crossbow and making mischief with all sorts of traps. After making the journey to her destroyed homeland, she traded in her crossbow for an Elven-made longbow. The switch has only improved her marksmanship, as she can concentrate on a precise and well-aimed shot.



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Community Announcements - [TRENDYENT] LauraWantsaCow
Working in game development means bugs can crop up at any time, in any place, and for any reason. As we were finishing some tasks at the end of last month, we found a pretty amusing one. Internal changes were made to the format we used to save our Heroes’ character models, which led to… The Paralleltress:

http://www.youtube.com/watch?v=rhZxo61lfdI

At first I spawned into the map with a character that wasn’t affected, so this bug caught me off-guard. I was just doing my thing, setting up some defenses before starting the level over again as the Huntress. Then I did a double take.

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Feb 4, 2014
Community Announcements - [TRENDYENT] LauraWantsaCow
Greetings Defenders!

Do any of you remember our Five Pillars of Design? The Fifth Pillar talks about the unique, symbiotic relationship between the three different aspects of the game: Tower Defense, Action, and RPG. Our Fifth Pillar demands that we make sure these three sides of the game work well together.

We’ve shared some of the new Tower Defense features of DD2, but how are we integrating that with the other two? I’ll be focusing my blogging efforts on this very question, starting first with Combat and how it came to be what it is today.



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Community Announcements - [TRENDYENT] LauraWantsaCow
Greetings Defenders,

Thanks for all of your feedback on the DDII pillars in my last blog post! It’s exciting to see how invested our players are in the development process. Today I’d like to share how we plan to honor that investment by incorporating the suggestions and feedback we receive from you.

First, though, I want to define what suggestions and feedback mean to us, and the distinction between the two:



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Community Announcements - [TRENDYENT] LauraWantsaCow
Player feedback from the first game is a vital part of our development process for DDII. As level designers, it's shown us that we need to develop certain guidelines and philosophies when creating maps for the sequel. Today I'd like to share a few of those philosophies with you.

Making Levels More Accessible


In some DDI levels, objectives were inaccessible from certain parts of the map, even if you were right beside them like in the image below. There’s nothing more frustrating than watching your core explode because the map forced you to run a lap to reach it. On modes like survival, this could mean hours lost.

http://www.youtube.com/watch?v=L0dfH55Co9Q

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Jan 24, 2014
Community Announcements - [TRENDYENT] LauraWantsaCow
Greetings Defenders,

A few days ago, Laura reintroduced you to everyone’s favorite over-enthusiast, the Squire! What you don’t know is that he has a completely new biography just waiting to be seen. While I can’t share the whole thing with you just yet, I thought this would be a good opportunity to shed some light on how we create a hero biography.

Why redo the bios at all? For starters, I wrote all of the previous biographies with the tournament in mind, centering each hero’s motivation on that key point. As we moved away from the MOBA, inconsistencies sprang up left and right, and the fix wasn’t as simple as omitting a few details.



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