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Dungeon Defenders

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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 - [TrendyEnt] iamisom
Environment Artist Zack Smith shows off how we turn 2D concepts into 3D models! Read all about it!

Community Announcements - [TrendyEnt] iamisom
We've overhauled our VFX style in Dungeon Defenders II. Read all about it here!

Community Announcements - [TrendyEnt] iamisom
Greetings, Defenders!

Welcome to this month’s QA Bug Blog: Let’s Go Bughawks! [WORKING TITLE]. When enemies aren’t barreling their way to your core, they like to kick back, relax and have some fun. We were able to capture one of these rare moments, and so we present to you Etheria’s hottest new dance craze: The Javelin Thrower Boogie!

Read More...

Community Announcements - [TrendyEnt] iamisom
Greetings Defenders,

We’ve talked about the process of building playable areas, and we’ve shown you how we bring them to life with kismet. But what about the world beyond the playable area? How do we create those epic vistas in the distance in our DD2 maps?

Learn More...

Community Announcements - [TrendyEnt] iamisom
While browsing through the comments on the fantastic World Building blog that was posted last month, I happened upon a question from Defense Councillor Gigazelle, who asked about how we use Kismet — a system for setting up the things that happen inside a map — in Dungeon Defenders II.

Well… *cracks knuckles* Now you’re talking my language. But before we dive headfirst into the ocean that is Kismet, let’s tread into the Whitebox Phase itself.

Read More...

Community Announcements - [TrendyEnt] iamisom
All art made for games is super easy to create and we, as artists and animators, can speed through pretty much everything. We are guaranteed that anything we do will always work with the tech, design, and overall style the first time, every time.

…Yeah, right.

The reality is that solid, polished art takes time. So much so that terms like “polishing” or “fleshing out” are extremely commonplace, and it is not unheard of that production deadlines be missed because of it. Thus it’s out of necessity that game animators find ways to make fast and simple versions of each and every one of our assets before we devote ourselves to the lengthy process. This is known as “iteration.”

Read More...

Community Announcements - [TrendyEnt] iamisom
Deciding how enemies spawn in each lane requires careful planning on the part of the level designer. Each of the three lanes — ground, air, and the optional, sub-objective blocked lanes — are balanced differently, and each designer has different balance goals depending on the map being created. Ultimately, though, the goal of all level designers is to provide a fun and challenging experience for the player.

We want to avoid the need for players to build the same defensive structures in every lane, as we feel it robs them of any sense of choice or agency. Until recently, we had a limited selection of core enemies to use — just the standard Orcs, Goblins, Kobolds, and other monsters from DD1. To promote as much spawn diversity as possible, every ground enemy was placed in every ground lane, creating situations where you knew you were going to have a certain mix of all enemy types in each lane.

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