Any thing interestingly note worthy happen on stream?
Any good news on stream today? I missed it.
Comments
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No
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Absolutely nothing.
What they knew we wanted: literally any info on a release date. There’s a big E3 sale going on right now, it sure would be nice to know if we should maybe save some money because a new update and store are coming.
What we got instead: hey here’s some models for The Clown and some perks that sound pretty good but we put in Spies and Hope instead.0 -
@Well_Placed_HexTotem said:
Absolutely nothing.What they knew we wanted: literally any info on a release date. There’s a big E3 sale going on right now, it sure would be nice to know if we should maybe save some money because a new update and store are coming.
What we got instead: hey here’s some models for The Clown and some perks that sound pretty good but we put in Spies and Hope instead.
lol ya i was hopen to hear about release date
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@not_Queen said:
The stream today was a PANEL about the creation of Chapter 8.
There was no announcement.If you want to learn the creation steps of a chapter from a Design and Art POV, then you can watch the VOD!
O ya? interesting. think i might watch it tonight. Did they talk about how they thought up new map to? The new map is very cool. thanks Queen
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@not_Queen said:
The stream today was a PANEL about the creation of Chapter 8.
There was no announcement.If you want to learn the creation steps of a chapter from a Design and Art POV, then you can watch the VOD!
It was a great stream. I enjoy seeing the behind the scenes footage.
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Dev stream summary on reddit by our awesome ms_claymore
https://www.reddit.com/r/deadbydaylight/comments/8pcevt/developer_stream_102/
Summary - Beware of spoilers!
Panel: Creation of Chapter 8
For this DLC, they wanted to revisit the ranged attacks mechanic They had a prototype for a killer power throwing balloons but without a special ability attached to it At the beginning, they didn't exactly know which effect the gas in the bottles had They made lots of addons that did different things (add damage to the gas, hinder the survivors etc) Adding damage to the gas was too strong because of the area effect, so they dropped the idea Movies were mainly used as references for the visual design; not the power There's no connection between the new killer design and John Wayne Gacy as the community speculated They look a lot at suggestions from the community, "it's really helpful"; "Keep doing it!" - J. Neveu It gives them an idea what the community wants, but sometimes they're too survivor- or killer-sided Process of creating the teachable perks of new characters: They have a backlog of ~300 different perk concepts (community suggestions included) 15-20 perks from that backlog are picked and discussed in a meeting of the design team The choice gets narrowed down to 10-ish possible perks A survey is then created and forwarded to the whole team to comment on the perks, suggest changes and rate the perks Taking the internal feedback into consideration, they try to trim the perks down to 4-5 These 4-5 perk concepts will be discussed in another meeting (design team-only) At this point, they look at the new characters and try to base the perks on the lore of the characters After making sure that the chosen perk concepts work technically, they start prototype-ing (names etc) If a survivor stays in the individual parts of the gas cloud, they will breathe it in and that part disappears Fear of clowns "didn't stop them", "it's a fear like other fears, sometimes it's time to face your fear" "We know we're making a game that's supposed to be scary, so there's stuff in there that's disconcerning for some people more than others." - M. Cote "We couldn't avoid the concept of a clown killer any longer [...] and it was highly requested" They want him to be 100% believable; nothing supernatural (magic) or funny "Ringmaster" and a "medicine man" were other references in the early concept stages The horse, named Maurice, got partially burnt by the Entity, it's blind and the Entity gave him the third eye The map was set in the Asylum theme "because it was time to add another map to that realm" They want to revisit other realms with only one map
Tinkerer
Add-ons that currently work with Tinkerer will be reworked to be more attractive without the perk Possible perk rework: When a generator is repaired to 90%, the killer gets a notification and your terror radius will be reduced to 0 for X seconds Please give constructive feedback about the aforementioned idea and suggest other changes!
Perk concepts
IMPORTANT! Those are just concepts! The perks didn't make it because they didn't fit the lore of the new chapter Killer: Every time you break a pallet, you get a token. Once you have 4/3/2 tokens, the next pallet you destroy will break instantly Survivor: While in the dying state, 55/65/75% of your recovering progress is added to your wiggle progress once the killer picks you up
Sidenotes
They acknowledge that the blind effects by flashlights is causing frustration and they want to revisit that mechanic at some point Q&A's will only be held on reddit and for the Youtube videos, not on stream anymore A community survey about the contents of the PTB will be released "soon" No official release date, they will tell us as soon as it's set in stone Next week: Second anniversary stream!
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@Visionmaker said:
Dev stream summary on reddit by our awesome ms_claymorehttps://www.reddit.com/r/deadbydaylight/comments/8pcevt/developer_stream_102/
Summary - Beware of spoilers!
Panel: Creation of Chapter 8
For this DLC, they wanted to revisit the ranged attacks mechanic They had a prototype for a killer power throwing balloons but without a special ability attached to it At the beginning, they didn't exactly know which effect the gas in the bottles had They made lots of addons that did different things (add damage to the gas, hinder the survivors etc) Adding damage to the gas was too strong because of the area effect, so they dropped the idea Movies were mainly used as references for the visual design; not the power There's no connection between the new killer design and John Wayne Gacy as the community speculated They look a lot at suggestions from the community, "it's really helpful"; "Keep doing it!" - J. Neveu It gives them an idea what the community wants, but sometimes they're too survivor- or killer-sided Process of creating the teachable perks of new characters: They have a backlog of ~300 different perk concepts (community suggestions included) 15-20 perks from that backlog are picked and discussed in a meeting of the design team The choice gets narrowed down to 10-ish possible perks A survey is then created and forwarded to the whole team to comment on the perks, suggest changes and rate the perks Taking the internal feedback into consideration, they try to trim the perks down to 4-5 These 4-5 perk concepts will be discussed in another meeting (design team-only) At this point, they look at the new characters and try to base the perks on the lore of the characters After making sure that the chosen perk concepts work technically, they start prototype-ing (names etc) If a survivor stays in the individual parts of the gas cloud, they will breathe it in and that part disappears Fear of clowns "didn't stop them", "it's a fear like other fears, sometimes it's time to face your fear" "We know we're making a game that's supposed to be scary, so there's stuff in there that's disconcerning for some people more than others." - M. Cote "We couldn't avoid the concept of a clown killer any longer [...] and it was highly requested" They want him to be 100% believable; nothing supernatural (magic) or funny "Ringmaster" and a "medicine man" were other references in the early concept stages The horse, named Maurice, got partially burnt by the Entity, it's blind and the Entity gave him the third eye The map was set in the Asylum theme "because it was time to add another map to that realm" They want to revisit other realms with only one map
Tinkerer
Add-ons that currently work with Tinkerer will be reworked to be more attractive without the perk Possible perk rework: When a generator is repaired to 90%, the killer gets a notification and your terror radius will be reduced to 0 for X seconds Please give constructive feedback about the aforementioned idea and suggest other changes!
Perk concepts
IMPORTANT! Those are just concepts! The perks didn't make it because they didn't fit the lore of the new chapter Killer: Every time you break a pallet, you get a token. Once you have 4/3/2 tokens, the next pallet you destroy will break instantly Survivor: While in the dying state, 55/65/75% of your recovering progress is added to your wiggle progress once the killer picks you up
Sidenotes
They acknowledge that the blind effects by flashlights is causing frustration and they want to revisit that mechanic at some point Q&A's will only be held on reddit and for the Youtube videos, not on stream anymore A community survey about the contents of the PTB will be released "soon" No official release date, they will tell us as soon as it's set in stone Next week: Second anniversary stream!
"We know we're making a game that's supposed to be scary"
He is the guy who got completely demolished at that twitch event in asia, he should know by now that survivors arent scared
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