Legends of Runeterra

Legends of Runeterra Dev Tracker




07 Aug

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Originally posted by NEBook_Worm

So you actually aren't working on Runeterra...it just falls loosely under your umbrella, along with stuff that's NOT being cancelled.

I’m working exclusively on legends of runeterra

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Originally posted by ColdyPopsicle

Hello, i did not expect you here. Thank you for your presence

:)

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Originally posted by LoreMaster00

everyone is moving out man, its scary. how safe would you safe the game is from being shut down by Riot?

Not everyone is moving out by any means. The LoR team was huge and there’s still a bunch of folks left. I wouldn’t be staying if I thought the game was close to getting shut down. :)

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Lol, nice. I like that you didn't go for the too-obvious campbell's alphabet soup joke.

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Originally posted by Elrann

Are there any devs left working on LoR at this point?

Yep!

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Originally posted by Kayviel

Hey, I know a lot of doomsayers have been posting here about the devs that were announced earlier to be moving onto other projects from PoC.

But the final post from Shawn Mains twitter threat

4 and 5... awkwardly I can't talk about yet. During the past few months we've been hard at work on Path updates that won't be rolling out until later this year. I can't spoil them, but I can say I think they're love letters to fans of the mode.

Seems pretty promising that there are some more updates coming for PoC at least that are most likely the updates they managed to finish before moving out.

Here's hoping that what he says is true and people enjoy those updates.

On top of that, I really hope that they enjoy their new positions on TFT, LoL, Project L, or the new MMO (if any of them have been sent in that direction) Because at the end of the day these guys do some amazing work, I can't wait to see what they do next.

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aw man i didn't make your list!

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Originally posted by MrTomansky

At this rate of "doom posts" it would probs be better to pin a thread explaining this situation in this subreddit and /PoC.

Heh, probably. That'd be up to the mods.

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Originally posted by Yojimbra

Chances are its just some internal shuffling going around, allowing different people to flex different muscles and keep the creative juices flowing. I wouldn't be surprised if a few devs from tft or other projects moved to LoR, they just aren't vocal about it. (Like, Mortdog is the only TFT dev that I know of)

Bit of both. We did announce that some devs are being shifted off LoR to work on other high priority projects at Riot. For those shifting, it's mostly the people that have been on LoR for many years and are ready to do some other stuff, or folks specifically working on Path. There are exceptions of course, but that's a reason so many names you may recognize from LoR are announcing team shifts.

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Originally posted by Devil-Never-Cry

Oo awesome. Good luck with it man, excited to see what you will bring (TF and nab synergy with Graves please)

*taking notes*

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Originally posted by deathspate

Don't lie to us Dan, we know you're currently posting while getting your transfer to Valorant. I know you have a passion for gun buddies, admit it!

Lol, I'm actually one of the design managers here now. I'm working on a bit of everything design related, from cards to feature strategy and more. :)

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Originally posted by TastyLaksa

Are they any good?

Incredibly good.


06 Aug

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Originally posted by QuantumSplash

Shh not rn let us doom post.

Just to be clear, this is all part of the previously announced team transfer. People have just been settling into new roles at different rates and announcing accordingly. Shawn's been doing incredible work on Path of Champs over the last year and I plan to drag him to playtests and otherwise bother him as often as possible. :)

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Originally posted by ColdyPopsicle

So basically there are no devs working on LoR rn.

Hello.

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Originally posted by Elrann

Are there any devs left working on LoR at this point?

Yup.

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Originally posted by Kindulas

Very cool post, Dan.

Kinda funny how stuff we talked about in the college game lab is on reddit now, lol.

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Originally posted by danatron1

out of curiosity, is there anything you want to add to the game, but know you can't? Any really "out there" ideas? I'm curious what ideas get discarded during design stages.

Oh absolutely. A lot of time in game dev goes into figuring out of the 30 things we want to build asap, what 3 should we be focusing on at a given time. :)

That's one reason things that seem like easy wins and obviously good ideas might take a while to make it into the game, because it's not a question about whether it's actually a good idea - rather it's whether it's the best way we could spend that time.

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Originally posted by danatron1

Honestly, sounds like a dream come true. I hope you do great things, and address the "keyword soup" design complaints.

Have plenty of ideas for new archetypes I presume?

Oodles. Always fun to see the community's ideas too. :)

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Originally posted by kaneblaise

While I don't necessarily mind this change, the explanation never made sense to me.

Players, especially casual players, don't need to memorize a list of cards that won't be randomly generated. It's not like they're scrolling through all of the landmarks that Bomber Twins can create before they play it, they'll probably never notice that a blacklist even exists and even if they do it won't actually affect their game for the worse. And players who are tuned in enough to know it's a thing are tuned in enough to know it's a thing and be thankful that useless cards don't show up as often.

The line being blurry I get, but the "they have to keep in mind this special list of cards" part never tracked for me.

This was done for the design team as well as players. Sun Disc was originally put on the list subjectively, and I was sent a request by a player to add another card to the list once they realized it existed. I brought it up at design alignment and we quickly recognized that we could not subjectively consider cards for the list; each card considered would be a whole debate and it's just not a great value tradeoff.

We explored coming up with a hard rule, but those rules were either too complex to make sense of or would add too many cards to the list. Ultimately axing the list saves us time, and removing the hidden rule is a bonus. If we need a card not to be generatable in the future, it should be printed on the card.

And yeah, keyword generation is a hidden rule too; I don't love that it's hidden and want to get that info in-game somehow. Keyword generation is allowed to stay subjective though as it's only ~20 keywords vs ~1000 cards.

Hope this helps clarify,...

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05 Aug