News Liste Dead by Daylight
[img src="https://clan.akamai.steamstatic.com/images/11814497/51eef8e8e0ad3278da3b7b332eced2fab4f321b2.jpg"][/img][/p][p][/p][p]We have many details to lock in still…how fast it moves, how long does it last, etc., but we’re excited to see how promising the concept is. [/p][p]Here is the doodle our designer created to explain the concept:
[img src="https://clan.akamai.steamstatic.com/images/11814497/81db435b7ca02c8ad96cee44dc109a83ff4d9c7a.jpg"][/img]
After getting the sign-off from our Creative Director, it was time to work on the prototype. Our Design Team discussed the concept with the Programming Team, who broke the concept down into smaller pieces.
The first step was to create a basic projectile (think Hatchets, Axes, UVX...etc.) and adjust its size, shape, material and gravity.
[/p][p][/p][carousel][img src="https://clan.akamai.steamstatic.com/images/11814497/6bf42693a49bc2d0d8da6d5d65c4f561157aa632.jpg"][/img][img src="https://clan.akamai.steamstatic.com/images/11814497/51a7f260ed3fc017bb53953cf0b4694e3478539b.jpg"][/img][img src="https://clan.akamai.steamstatic.com/images/11814497/82a6bc3aa751fea5f17189471a15b11ae6abfd5e.jpg"][/img][/carousel][p]Then we worked on making sure that the pillars were always spawning upright and were not influenced by player camera. We also explored snapping the pillar base to the ground as it moves along.
[/p][carousel][img src="https://clan.akamai.steamstatic.com/images/11814497/7aec1269c3fbd40eafe7f1e11771729d67dda883.jpg"][/img][img src="https://clan.akamai.steamstatic.com/images/11814497/3549701cda5aac36eecaaa3eb31eaff62686d827.jpg"][/img][/carousel][p]
Next was to get the pillar moving through collisions and define the impact on its speed…does it need to slow down while doing so? Does the quantity of obstacles impact the speed? [/p][p][/p][carousel][img src="https://clan.akamai.steamstatic.com/images/11814497/e4fa45bf97643f110d5f9255464ce812c9f764ac.jpg"][/img][img src="https://clan.akamai.steamstatic.com/images/11814497/bbb0eb79497d8ad8f49be0d10e06029b7a015843.jpg"][/img][img src="https://clan.akamai.steamstatic.com/images/11814497/a408be47f479cbd85a67324af7b1520d66b142b1.jpg"][/img][img src="https://clan.akamai.steamstatic.com/images/11814497/7e925d0216cb4f4ec447ca2e1f4a059f3b819e23.jpg"][/img][/carousel][p]And finally, we added Sin and injury functionality. Upon contact with Survivors, it’ll first apply Sin before being able to damage.
[/p][carousel][img src="https://clan.akamai.steamstatic.com/images/11814497/48f2ae1e7b4b7c9de6b0e4596515ad243d53f252.jpg"][/img][img src="https://clan.akamai.steamstatic.com/images/11814497/f3e9e439cca0c420326dadb54b471a24c0d88f74.jpg"][/img][img src="https://clan.akamai.steamstatic.com/images/11814497/d8b8e7985ff3a317db8238b745f3d86eb343a032.jpg"][/img][/carousel][p]
Along with the Trigger mechanic that launches the projectile in a straight line. [/p][p][/p][carousel][img src="https://clan.akamai.steamstatic.com/images/11814497/9499bd2c9f7a227ca516221ee42e722eaa05da2f.jpg"][/img][img src="https://clan.akamai.steamstatic.com/images/11814497/af43b6e9ab33953181327af89b2d66705458ad4f.jpg"][/img][/carousel][p]We worked alongside other teams to help us get the prototype ready for the playtest. The VFX team provided the temporary visual for the pillar, and the audio team provided the feedback sound effect (SFX). [/p][p]We played the new prototype internally and received positive feedback from other developers. [/p][p]Next step is to playtest this version with our consultants and players from the player squad and determine if we have reached our goals of increasing depth and skill expression. [/p][p]That’s it for today. We will keep you posted in our next update! [/p][p]Grimm, out [/p]
Release:14.07.2016
Genre:
Multiplayer-Shooter
Entwickler:
Behaviour Interactive
Vertrieb:keine Infos
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop
