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:
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.
Do any of you remember our Five Pillars of Design[dungeondefenders2.com]? 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.
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:
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.
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.