Our next patch, Loot & Survive , is coming soon™. It contains pretty much everything you could want while defending Etheria -- a new leveling/progression curve, level cap increase to 50, rewards & Skill Sphere choices as you level up, a completely new loot/stat system, Onslaught Mode, Nightmare mode, an economy balance to make gold more meaningful, and oh so much more.
It will also include a wipe of your heroes and some of your other progress. Since we’re going to miss your heroes too (nooo Portario56235!), we decided to go the extra mile and put together some EXCLUSIVE items for your hard work:
Corrupted Welp
Everyone who has leveled up at least one hero to level 25 will be awarded a unique, custom pet. To obtain this award, you must complete this challenge by 5 PM EDT, July 26th.
4 Survivor Hero Costumes
Everyone who has levelled up one of each hero class to level 25 will get each of these 4 unique hero costumes. To obtain this award, you must complete this challenge by 5 PM EDT, July 26th.
We hope these make up for this heroic sacrifice ever-so-slightly more than a colorized icon. We appreciate all of your hard work helping us build Dungeon Defenders II-- together we are going to make the best Action Tower Defense game there is.
Come back Monday for an Influence Vote on the exact details of the wipe.
P.S. It’d look something like this if we transferred your hero data over. Also, we’re fully aware of going a bit overboard on the rewards for this wipe. But what can you say, we all got excited about these costumes (thanks Dan!).
Our next patch, Loot & Survive , is coming soon™. It contains pretty much everything you could want while defending Etheria -- a new leveling/progression curve, level cap increase to 50, rewards & Skill Sphere choices as you level up, a completely new loot/stat system, Onslaught Mode, Nightmare mode, an economy balance to make gold more meaningful, and oh so much more.
It will also include a wipe of your heroes and some of your other progress. Since we’re going to miss your heroes too (nooo Portario56235!), we decided to go the extra mile and put together some EXCLUSIVE items for your hard work:
Corrupted Welp
Everyone who has leveled up at least one hero to level 25 will be awarded a unique, custom pet. To obtain this award, you must complete this challenge by 5 PM EDT, July 26th.
4 Survivor Hero Costumes
Everyone who has levelled up one of each hero class to level 25 will get each of these 4 unique hero costumes. To obtain this award, you must complete this challenge by 5 PM EDT, July 26th.
We hope these make up for this heroic sacrifice ever-so-slightly more than a colorized icon. We appreciate all of your hard work helping us build Dungeon Defenders II-- together we are going to make the best Action Tower Defense game there is.
Come back Monday for an Influence Vote on the exact details of the wipe.
P.S. It’d look something like this if we transferred your hero data over. Also, we’re fully aware of going a bit overboard on the rewards for this wipe. But what can you say, we all got excited about these costumes (thanks Dan!).
Got the skeleton of our New User Experience in for our first map, will be fleshing that out as a few systems come online. I’m now working on setting up the different difficulties in Onslaught and Incursions, as well as rolling in some balance changes from our playtesting. After all this goes in, it’ll be testing, iteration, bugfixing, and balance until the end of times.
Jay Twining, Senior Game Designer (@TrendyJayT)
I'm working on maths and economy. More exciting announcements next week!
Steven Collins, Level Designer (@Esorath)
Updated all the “rule sets” for each difficulty over the weekend. So now each difficulty will be different not just with the enemy rollouts, which is super exciting. Working with a strike team to get some visual differences in the map for when you play Nightmare. (Won’t say what those differences are, because secrets.) Also from here on out, it’s balance, test, balance, test, repeat forever.
Abraham Abdala, Lead Tech Animator (@Broham)
We are working on new character skins, here is just one of them!
Chris Flores, QA Lead (@likethatwhenigothere)
We got our hands on some of the new game balance stuffs this week, so we’re pounding away on balance and game play for the campaign maps. In addition to that, our pets now have nice fun abilities to tinker with!
James Reid, Software Programmer (@Driscan)
Nose to the grindstone on all kinds of UI things. Like for example this beauty…
That’s final art BTW too! (j/k but isn’t it lovely?) This is the beginnings of our new matchmaking flow and I'm already liking it so much better. It will eventually look something like this
I’ve also kicked off the implementation task on this guy right here...
This is barebones wireframe, layout getting, trying to see how things will look stuff right here. Our UX/UI artist will now make it look all pretty. In the meantime I’ll start blocking out the basics and will start polishing it up once the final concept comes in. Just as a caveat, things might change from this point to implementation in the game so don’t jump down my throat if a piece of data is missing once this thing is complete. ;-)
I’m also working with our PS4 team on incorporating controller button legend for our various UIs (we’re still quite a ways off of having controller support on PC).
Jesus Diaz, World Builder (@N3oDoc)
Working on the special level, all I can say is that this is not the kind of level you're accustomed to see.
Daniel Diaz, World Builder (@DanielKaMi)
I've been polishing the new level we have in the works. I think it's coming out really nice and artists are working now on new fantastic assets for the level. Still a lot of work to do!
Dani Moore, Remote QA Manager (@Dani)
Working on some level balances, some new pet things and looking forward to seeing the new loot values and getting them cleaned up and ready for prime time.
Josh Isom, Community Manager (@iamisom)
Did you watch The Social Tavern ? This was the first episode of a new DD2 talk show from The Casters Guild. Our team loved the feedback and conversation, and we can’t wait to see more episodes!
My favorite threads this week:
Raise the Level Cap : @EviLGreeNPenguiN talks about the pros of increasing the level cap. How do you feel? Would you like to see the level cap increased?
Where’s the Beef : @Gothraga wants a survival mode right now, which led to people talking about their desire for any kind of new content. Good news: New content and things to keep you playing more is our number one priority with this new update!
Hero Manager is Worthless : @Zen00 said the Hero Manager is worthless because the whole thing could be moved to the Forge. What do you think?
Bonus:
@nightblade46 found a Legendary Chest! Sadly, it was on Dragonfall Sewers campaign, so what popped out wasn’t particularly useful. Have you seen a Legendary Chest? There are some who say you may start finding them more often with the new update...
Got the skeleton of our New User Experience in for our first map, will be fleshing that out as a few systems come online. I’m now working on setting up the different difficulties in Onslaught and Incursions, as well as rolling in some balance changes from our playtesting. After all this goes in, it’ll be testing, iteration, bugfixing, and balance until the end of times.
Jay Twining, Senior Game Designer (@TrendyJayT)
I'm working on maths and economy. More exciting announcements next week!
Steven Collins, Level Designer (@Esorath)
Updated all the “rule sets” for each difficulty over the weekend. So now each difficulty will be different not just with the enemy rollouts, which is super exciting. Working with a strike team to get some visual differences in the map for when you play Nightmare. (Won’t say what those differences are, because secrets.) Also from here on out, it’s balance, test, balance, test, repeat forever.
Abraham Abdala, Lead Tech Animator (@Broham)
We are working on new character skins, here is just one of them!
Chris Flores, QA Lead (@likethatwhenigothere)
We got our hands on some of the new game balance stuffs this week, so we’re pounding away on balance and game play for the campaign maps. In addition to that, our pets now have nice fun abilities to tinker with!
James Reid, Software Programmer (@Driscan)
Nose to the grindstone on all kinds of UI things. Like for example this beauty…
That’s final art BTW too! (j/k but isn’t it lovely?) This is the beginnings of our new matchmaking flow and I'm already liking it so much better. It will eventually look something like this
I’ve also kicked off the implementation task on this guy right here...
This is barebones wireframe, layout getting, trying to see how things will look stuff right here. Our UX/UI artist will now make it look all pretty. In the meantime I’ll start blocking out the basics and will start polishing it up once the final concept comes in. Just as a caveat, things might change from this point to implementation in the game so don’t jump down my throat if a piece of data is missing once this thing is complete. ;-)
I’m also working with our PS4 team on incorporating controller button legend for our various UIs (we’re still quite a ways off of having controller support on PC).
Jesus Diaz, World Builder (@N3oDoc)
Working on the special level, all I can say is that this is not the kind of level you're accustomed to see.
Daniel Diaz, World Builder (@DanielKaMi)
I've been polishing the new level we have in the works. I think it's coming out really nice and artists are working now on new fantastic assets for the level. Still a lot of work to do!
Dani Moore, Remote QA Manager (@Dani)
Working on some level balances, some new pet things and looking forward to seeing the new loot values and getting them cleaned up and ready for prime time.
Josh Isom, Community Manager (@iamisom)
Did you watch The Social Tavern ? This was the first episode of a new DD2 talk show from The Casters Guild. Our team loved the feedback and conversation, and we can’t wait to see more episodes!
My favorite threads this week:
Raise the Level Cap : @EviLGreeNPenguiN talks about the pros of increasing the level cap. How do you feel? Would you like to see the level cap increased?
Where’s the Beef : @Gothraga wants a survival mode right now, which led to people talking about their desire for any kind of new content. Good news: New content and things to keep you playing more is our number one priority with this new update!
Hero Manager is Worthless : @Zen00 said the Hero Manager is worthless because the whole thing could be moved to the Forge. What do you think?
Bonus:
@nightblade46 found a Legendary Chest! Sadly, it was on Dragonfall Sewers campaign, so what popped out wasn’t particularly useful. Have you seen a Legendary Chest? There are some who say you may start finding them more often with the new update...
If you’re just joining us, the Dev Log is our attempt to give you a closer look at our development team -- both what we’re working on and who we are as real human beings. Some players mention they’d like to see pictures and hear more details about what we’re working on in the Dev Log. Sounds like a plan! If you like this new approach, please let us know in the comments below!
Jay Twining, Senior Game Designer (@TrendyJayT)
With Map Selection improvements passed on to programming and UI, it was time to shift gears towards another task. This is fairly normal that while other disciplines are working on certain kinds of design work, specifically system heavy UI stuff, design can move unto designing and data implementation for another feature while another is being implemented.
I’ve transitioned over to Pet Implementation. This means setting up new pets. (They’re coming!) Setting up stat packages and specifically the reroll system. Each pet has a set of pet specific stats, Pet Attack and Pet Attack Rate. Each pet also has a set of empowerment stats. You guys already know all of this. Below you’ll find a handful of visual design for the Pet Reroll UI.
Something to remember is that we don’t provide specific details when looking at a UI. We provide details on the interactions and placeholder names. The intent is to validate how something will Look and Feel. I realize I haven’t gone into too many details on how rerolls work, at least in text. I’ll leave it up to your capable imaginations to fill in the blanks. Thanks, Defenders. Chat with you guys soon!
Daniel Haddad, Creative Director (@Blacksmith)
Working on Loot & Stat revamp execution & reward cadence.
Danny Araya, Creative Director (@DannyAraya)
Working on concepting the King of Dragonfall and working on the New User Experience.
This week, I’m working on our New User Experience in the Gates of Dragonfall map. This should give new players a way to understand what DD2 is all about from the first time they load into the game, making it a lot easier to get into!
Steven Collins, Level Designer (@Esorath)
Huzzah! Difficulties are now set up across the board. Can’t wait ‘til I can share the new difficulty details with you guys, but for now I can say there is updated enemy rollouts - updated resistances - updated enemy introductions. Now it’s time to terrify the studio playtests with Nightmare Mode. (It’s gunna be so hard you guys, you don’t even know.)
Javier Barreto, Lead Software Programmer (@javo)
Interviewing candidates is not trivial, takes time and can be exhausting. Lucky for me, our Technical Director does most of them. Working non-stop to make stuff happen while not neglecting my support tasks. Sorry for the lack of detail this week … it’s super busy out here.
P.S. We are looking for apt game developers! Check our job posting! =P
Abraham Abdala, Lead Tech Animator (@Broham)
All the pets!
Joshua Javaheri, Lead Tech Artist (@javahawk)
Working on a new HUD and various other UI/UX improvements.
Chris Flores, QA Lead (@likethatwhenigothere)
The new content for the milestone is slowly starting to trickle down into our anxious little hands. Should keep us busy for a bit.
Jason Yu, Associate Producer (@urfyness)
Some of the major features that I’m involved with are the New User Experience, matchmaking revamp, additional difficulties, pets and rebalancing loot.
For our early game experience, we’re including a questline that gives out meaningful rewards while players are progressing through the campaign. These quests and missions will be accessed through our new Daily Missions flow. These quests will help introduce several of our features such as the item enhancement wheel, Skill Spheres, etc. Additionally, there’s a lot of work that’s been done to how stats are generated on items. It’s too early to tell if this will work or not, but we’re trying to get it in a testable state this week.
As for the mid- to late-game improvements, we’re currently discussing increasing the level cap. I don’t have too many details yet, but we’re working through it to see if it’s feasible. We’re also including Onslaught, which is an endless game mode, similar to Survival in DD1.
Other works in progress: the new matchmaking UI looks great and should be in a testable state by the end of this week. We’re replacing the launcher with a new one, which will hopefully resolve a lot of the missing Play button issues that’s affecting certain users. And pets! More pets!
There’s still a good amount of work to be done, but we’re making some good progress. Can’t wait to show you all the cool stuff.
James Reid, Software Programmer (@Driscan)
Ended last week and starting this week with exploring some HUD change options. This week I’m laser focused on getting our new matchmaking UI up and running -- the one presented in the latest Dev Stream. I’ve also been discussing and plotting out how our new summary screen is going to look/work. Then of course there's the always persistent case of meeting-palooza.
To get me in the programming zone, I’ve been listening to Melodies of Hyrule: Music from “The Legend of Zelda” by Taylor Davis. Super awesome stuff and helps get me focused.
Adam Stow, Associate Producer (@TE-Stow)
No one wants to see screenshots of production, trust me.
As we charge forward making more rewards and polish for the 1-25 experience and end-game experience, I ask you guys what makes for a good reward in that range? When you’re about to level up and obsolete your gear, what gets you excited even with that in mind?
If you’re just joining us, the Dev Log is our attempt to give you a closer look at our development team -- both what we’re working on and who we are as real human beings. Some players mention they’d like to see pictures and hear more details about what we’re working on in the Dev Log. Sounds like a plan! If you like this new approach, please let us know in the comments below!
Jay Twining, Senior Game Designer (@TrendyJayT)
With Map Selection improvements passed on to programming and UI, it was time to shift gears towards another task. This is fairly normal that while other disciplines are working on certain kinds of design work, specifically system heavy UI stuff, design can move unto designing and data implementation for another feature while another is being implemented.
I’ve transitioned over to Pet Implementation. This means setting up new pets. (They’re coming!) Setting up stat packages and specifically the reroll system. Each pet has a set of pet specific stats, Pet Attack and Pet Attack Rate. Each pet also has a set of empowerment stats. You guys already know all of this. Below you’ll find a handful of visual design for the Pet Reroll UI.
Something to remember is that we don’t provide specific details when looking at a UI. We provide details on the interactions and placeholder names. The intent is to validate how something will Look and Feel. I realize I haven’t gone into too many details on how rerolls work, at least in text. I’ll leave it up to your capable imaginations to fill in the blanks. Thanks, Defenders. Chat with you guys soon!
Daniel Haddad, Creative Director (@Blacksmith)
Working on Loot & Stat revamp execution & reward cadence.
Danny Araya, Creative Director (@DannyAraya)
Working on concepting the King of Dragonfall and working on the New User Experience.
This week, I’m working on our New User Experience in the Gates of Dragonfall map. This should give new players a way to understand what DD2 is all about from the first time they load into the game, making it a lot easier to get into!
Steven Collins, Level Designer (@Esorath)
Huzzah! Difficulties are now set up across the board. Can’t wait ‘til I can share the new difficulty details with you guys, but for now I can say there is updated enemy rollouts - updated resistances - updated enemy introductions. Now it’s time to terrify the studio playtests with Nightmare Mode. (It’s gunna be so hard you guys, you don’t even know.)
Javier Barreto, Lead Software Programmer (@javo)
Interviewing candidates is not trivial, takes time and can be exhausting. Lucky for me, our Technical Director does most of them. Working non-stop to make stuff happen while not neglecting my support tasks. Sorry for the lack of detail this week … it’s super busy out here.
P.S. We are looking for apt game developers! Check our job posting! =P
Abraham Abdala, Lead Tech Animator (@Broham)
All the pets!
Joshua Javaheri, Lead Tech Artist (@javahawk)
Working on a new HUD and various other UI/UX improvements.
Chris Flores, QA Lead (@likethatwhenigothere)
The new content for the milestone is slowly starting to trickle down into our anxious little hands. Should keep us busy for a bit.
Jason Yu, Associate Producer (@urfyness)
Some of the major features that I’m involved with are the New User Experience, matchmaking revamp, additional difficulties, pets and rebalancing loot.
For our early game experience, we’re including a questline that gives out meaningful rewards while players are progressing through the campaign. These quests and missions will be accessed through our new Daily Missions flow. These quests will help introduce several of our features such as the item enhancement wheel, Skill Spheres, etc. Additionally, there’s a lot of work that’s been done to how stats are generated on items. It’s too early to tell if this will work or not, but we’re trying to get it in a testable state this week.
As for the mid- to late-game improvements, we’re currently discussing increasing the level cap. I don’t have too many details yet, but we’re working through it to see if it’s feasible. We’re also including Onslaught, which is an endless game mode, similar to Survival in DD1.
Other works in progress: the new matchmaking UI looks great and should be in a testable state by the end of this week. We’re replacing the launcher with a new one, which will hopefully resolve a lot of the missing Play button issues that’s affecting certain users. And pets! More pets!
There’s still a good amount of work to be done, but we’re making some good progress. Can’t wait to show you all the cool stuff.
James Reid, Software Programmer (@Driscan)
Ended last week and starting this week with exploring some HUD change options. This week I’m laser focused on getting our new matchmaking UI up and running -- the one presented in the latest Dev Stream. I’ve also been discussing and plotting out how our new summary screen is going to look/work. Then of course there's the always persistent case of meeting-palooza.
To get me in the programming zone, I’ve been listening to Melodies of Hyrule: Music from “The Legend of Zelda” by Taylor Davis. Super awesome stuff and helps get me focused.
Adam Stow, Associate Producer (@TE-Stow)
No one wants to see screenshots of production, trust me.
As we charge forward making more rewards and polish for the 1-25 experience and end-game experience, I ask you guys what makes for a good reward in that range? When you’re about to level up and obsolete your gear, what gets you excited even with that in mind?
Working primarily on a large revamp to the Daily Mission system and continuing with our stats and loot revamp. Helping other teams and efforts as well on their efforts making sure it all goes as smoothly as possible.
Jay Twining, Senior Game Designer (@TrendyJayT)
I’m working on Pet Rerolls and Matchmaking this week. It’s pretty gratifying to work on a system that allows you guys to customize your pets. I think you guys will be super satisfied with the solution we came up with. Can’t wait to show you and get your feedback. Also, I’m continuing War Table, Quick Match, and Private Session improvements. I’m currently working on defining the queueing buckets. The effort is in the interest of making Quick Match something entertaining, desireable and customizable. A key challenge is to minimize the disparate buckets available so that players can find each other while still allowing players to play what they want. Don’t worry, private session is going to exist and I think you guys will really like the new War Table when combined with the new Party System (already in your hands). In other related news, we’re fixing map introduction. We’re going to roll out Map Completion instead of level requirement for progressing through the campaign. This just makes the most sense and allows other really cool systems, like map scoring, map specific rewards, and other fun gamey game stuff. lol. Inside Out is the best movie of the year IMO. There’s been some REALLY great cinema this summer season; however, Pixar showed that emotional resonance, amazing scripts and a well executed Hero’s Journey a great movie make.
This week, I’ll be doing some Onslaught polish, doing some work on the difficulties, and working on our New User Experience - should be a good week! Last week I was away in Texas for a vacation. Timed it perfectly with Tropical Storm Bill, so there was a lot of rain on my trip. I played a good amount of Fallout Shelter and watched about a dozen hours of Street Fighter V.
Steven Collins, Level Designer (@Esorath)
I am (still) generating the new difficulties for each map. Making sure each map is functional this week is the goal. Winding down from the Steam Summer Sale - got Shovel Knight, Gauntlet and Tomb Raider: Osiris.
Javier Barreto, Lead Software Programmer (@javo)
This week started like the week before, scoping out features and figuring out what do the designers features actually require. I’ll be working on pets in between this scoping sessions. I have hopes we’ll be able to materialize all the designers wishes; mmm that sounds like a gameplay programmer prerogative … or THE prerogative for game programmers. “I make your design wishes come true!” It would be fun to see that on a resume. =P I haven’t been playing a lot of games lately. I hope to get back to that at some point. I’m looking for a “Final Fantasy Tactics” clone or remake. Something I can play on my own, at my own pace, that is not open world, not a sandbox, has a beginning, a middle and an end, and has turn based combat mechanics -- with some exceptional cases in which combat changes to a different mode -- and it doesn’t take 60 hours to complete! I think I’m asking too much, but if such a thing exists, let me know. (A friend of mine recommended Chrono Trigger. I’m working on it … it’s kinda long; fun but long.) There are a whole lot new users from the Steam sale… please be nice to the newbs. They were once like you are now! =P Have fun!
Abraham Abdala, Lead Tech Animator (@Broham)
Pets, pets, pets! Lots of rigging and animation reviews for these lil creatures.
Joshua Javaheri, Lead Tech Artist (@javahawk)
Working on scoping a few things with our Tech Art team from Influence Week. Our VFX team is working on designing a lot more elemental variations for legendary weapons. (I know, it’s about time!) It’s funny, but I’ve always wondered what Throne Room looked like before it was destroyed and pouring out? Hmm.
Jason Yu, Associate Producer (@urfyness)
We released a maintenance patch that included some metrics fixes so that we can better identify what is and what isn’t working. Not super exciting stuff for our fans, but it helps us make the game better. Another really cool thing we’re doing in the studio is shifting over to strike teams. This means that everyone involved in a feature will come together daily to update each other on their progress. It may mean more work upfront while we figure things out, but in the end, the goal is to increase communication, and in the end, develop faster and better. On my off time, I’ve been trying to play… I mean research all the games I picked up during the Summer Sale. RIP wallet. It’s been challenging trying to get in a lot of game time because I’m packing up my things to move over the weekend. My new place will be MUCH closer to work which means less travel time! Woot!
James Reid, Software Programmer (@Driscan)
Starting the week out with tons and tons of meetings. Getting ready to make some changes to the matchmaking flow UI as well as more updates to the Pet UIs. In between times I’m hitting up quick bugs and minor improvements where I can. I took Friday off to recharge a little bit and man was it great. I also finally finished the single player campaign in Splinter Cell Blacklist...I always enjoy the Splinter Cell games. Not sure what I’m going to tackle next. I never played any of the BioShock games, so I’m thinking of starting there.
Adam Stow, Associate Producer (@TE-Stow)
After spending an entire weekend preparing for a move, I have all the more respect for the team that handled our company’s move across town. This stuff sucks. I CANNOT get into Final Fantasy Type-0 for the life of me. It’s not a bad game per se, but damn their introduction of new systems is terrible. Just awful. Downright. Awful.
Working primarily on a large revamp to the Daily Mission system and continuing with our stats and loot revamp. Helping other teams and efforts as well on their efforts making sure it all goes as smoothly as possible.
Jay Twining, Senior Game Designer (@TrendyJayT)
I’m working on Pet Rerolls and Matchmaking this week. It’s pretty gratifying to work on a system that allows you guys to customize your pets. I think you guys will be super satisfied with the solution we came up with. Can’t wait to show you and get your feedback. Also, I’m continuing War Table, Quick Match, and Private Session improvements. I’m currently working on defining the queueing buckets. The effort is in the interest of making Quick Match something entertaining, desireable and customizable. A key challenge is to minimize the disparate buckets available so that players can find each other while still allowing players to play what they want. Don’t worry, private session is going to exist and I think you guys will really like the new War Table when combined with the new Party System (already in your hands). In other related news, we’re fixing map introduction. We’re going to roll out Map Completion instead of level requirement for progressing through the campaign. This just makes the most sense and allows other really cool systems, like map scoring, map specific rewards, and other fun gamey game stuff. lol. Inside Out is the best movie of the year IMO. There’s been some REALLY great cinema this summer season; however, Pixar showed that emotional resonance, amazing scripts and a well executed Hero’s Journey a great movie make.
This week, I’ll be doing some Onslaught polish, doing some work on the difficulties, and working on our New User Experience - should be a good week! Last week I was away in Texas for a vacation. Timed it perfectly with Tropical Storm Bill, so there was a lot of rain on my trip. I played a good amount of Fallout Shelter and watched about a dozen hours of Street Fighter V.
Steven Collins, Level Designer (@Esorath)
I am (still) generating the new difficulties for each map. Making sure each map is functional this week is the goal. Winding down from the Steam Summer Sale - got Shovel Knight, Gauntlet and Tomb Raider: Osiris.
Javier Barreto, Lead Software Programmer (@javo)
This week started like the week before, scoping out features and figuring out what do the designers features actually require. I’ll be working on pets in between this scoping sessions. I have hopes we’ll be able to materialize all the designers wishes; mmm that sounds like a gameplay programmer prerogative … or THE prerogative for game programmers. “I make your design wishes come true!” It would be fun to see that on a resume. =P I haven’t been playing a lot of games lately. I hope to get back to that at some point. I’m looking for a “Final Fantasy Tactics” clone or remake. Something I can play on my own, at my own pace, that is not open world, not a sandbox, has a beginning, a middle and an end, and has turn based combat mechanics -- with some exceptional cases in which combat changes to a different mode -- and it doesn’t take 60 hours to complete! I think I’m asking too much, but if such a thing exists, let me know. (A friend of mine recommended Chrono Trigger. I’m working on it … it’s kinda long; fun but long.) There are a whole lot new users from the Steam sale… please be nice to the newbs. They were once like you are now! =P Have fun!
Abraham Abdala, Lead Tech Animator (@Broham)
Pets, pets, pets! Lots of rigging and animation reviews for these lil creatures.
Joshua Javaheri, Lead Tech Artist (@javahawk)
Working on scoping a few things with our Tech Art team from Influence Week. Our VFX team is working on designing a lot more elemental variations for legendary weapons. (I know, it’s about time!) It’s funny, but I’ve always wondered what Throne Room looked like before it was destroyed and pouring out? Hmm.
Jason Yu, Associate Producer (@urfyness)
We released a maintenance patch that included some metrics fixes so that we can better identify what is and what isn’t working. Not super exciting stuff for our fans, but it helps us make the game better. Another really cool thing we’re doing in the studio is shifting over to strike teams. This means that everyone involved in a feature will come together daily to update each other on their progress. It may mean more work upfront while we figure things out, but in the end, the goal is to increase communication, and in the end, develop faster and better. On my off time, I’ve been trying to play… I mean research all the games I picked up during the Summer Sale. RIP wallet. It’s been challenging trying to get in a lot of game time because I’m packing up my things to move over the weekend. My new place will be MUCH closer to work which means less travel time! Woot!
James Reid, Software Programmer (@Driscan)
Starting the week out with tons and tons of meetings. Getting ready to make some changes to the matchmaking flow UI as well as more updates to the Pet UIs. In between times I’m hitting up quick bugs and minor improvements where I can. I took Friday off to recharge a little bit and man was it great. I also finally finished the single player campaign in Splinter Cell Blacklist...I always enjoy the Splinter Cell games. Not sure what I’m going to tackle next. I never played any of the BioShock games, so I’m thinking of starting there.
Adam Stow, Associate Producer (@TE-Stow)
After spending an entire weekend preparing for a move, I have all the more respect for the team that handled our company’s move across town. This stuff sucks. I CANNOT get into Final Fantasy Type-0 for the life of me. It’s not a bad game per se, but damn their introduction of new systems is terrible. Just awful. Downright. Awful.