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!
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.
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.
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!
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.)
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!
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!
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!
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?
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.