moarandmoar

moarandmoar



09 Feb

Comment

Originally posted by Dethfuse

I really enjoyed the look and feel of the frost escalation area, especially climbing up the snowy cliffs and along the rickety bridges. What were the inspirations for the art direction of the area and were there any locations from the real world that contributed? Also do you plan on making future areas as immersive as this one?

Thank you! We had a lot fun working on this map :)
A lot of the creative direction came in parallel with the development of the Frostwarden people, imagining a place these hardy folks would have come from. There's something very awe-inspiring about polar regions, with giant earth carving icebergs and heavy snow storms.. where very few creatures can survive.

Comment

Originally posted by saltshaker167

Why did you make the runs between fights in Fresca so long?

Do you have plans to do anything about the frustration of multiple people building for the same avatar and then inevitably getting angry when somebody else takes it?

In short, we thought it would be cool to try something different :) If you take the element of Frost itself as inspiration, you get a different vibe from it than you would with say Shock (Frost I might correlate with survival and stark, vast landscapes, with slowing down, whereas Shock I might correlate with a chaotic, fast passed vibe.) It was a risk for sure, as Escalation is more known as a fast paced gameplay so that can perhaps be a bit polarizing, but we've also gotten some positive feedback from those that like the immersive quality of the level itself.


14 Oct

Comment

Originally posted by Ragnaniak

Untamed Wilds brought a beautiful Escalation, with diverse arenas and atmospheres.

But the interactions between the player and the environnement is still mainly limited to fighting the Behemoth, taking a new amp in a crystal and jumping from round to round.

What about interactions such as gathering plants, investigating in old treehouses, breaking rocks/trunks to progress, or to block/injure the Behemoths, etc.?
It could still be possible to progress ignoring all those, but it could also deepen the immersion of the Escalations?

What do you think about this?

I think this is sort of addressed in this reply https://www.reddit.com/r/dauntless/comments/jb83pm/dauntless_untamed_wilds_ama/g8twvvi?utm_source=share&utm_medium=web2x&context=3
However to expand on this, yes! But it's always been a bit tricky to balance some player's desire to explore with others who just want to jump into battle. I think we opened the door for more diverse experiences with the two new missions this season and we hope to explore more options in the future. :)

Comment

Originally posted by CreativeGuy66

Question 1: So can you explain the environment of terra escalation. Especially the huge tree that Agarus is on.

Question 2: Will the far slayers build a new home in ramsgate or are they just gonna sleep on the ground on in the cave by Xelya. Little huts would be nice.

Question 3: So when we kill agarus what happens to the "tree" left behind. Dose that become agarus or what.

Question 4: what ties dose granny have with the alcamancers faction if any.

Question 5: any plans for a daylight cycle in ramsgate. Mabe we could see the aurora borealis in ramsgate when it gets cold.

Final question: how long is dark harvest gonna last. Its my favroite event.

#2 Word on the street is Xelya and friends are putting down roots in Ramsgate :)

Comment

Originally posted by DogeIsSandvich

Any plans to improve the interaction of islands on a hunt? Don't get me wrong, fighting the behemoth alone on a hunt is really fun, but it would be super nice to have some more things to do on an island other than fighting the behemoth. I know we already have resource collecting like picking Ironthistle and it's fun in its own way, but your slayer only really swipes at it and that's that. I think it would be really cool if there was something else to do on islands during a hunt like looking for lore pieces, discovering new plants/ores (writing them down in a journal or something), maybe encounter fauna unique to that island that may or may not be friendly, or having to avoid natural obstacles like poisonous shrooms or lava that naturally appeared on the ground.

Totally! We've long had a desire to diversify the player's experience on islands, and lots of new things will be coming with Hunting Grounds:
https://playdauntless.com/roadmap/hunting-grounds/
For the Escalation islands as well we're always looking for new opportunities for gameplay while still maintaining the fast paced experience most players are looking for.


27 May

Comment

Originally posted by Gonhog

Hey PHX, sorry to be that guy, but I love this picture and wanted to set is as my background, but when blown up it’s actually really low quality. Can we get a really crisp picture? I only ask because I love it

we also have a gallery of high rez screenshots here: https://playdauntless.com/media/#screenshots
I will flag this to right folks :3


22 May

Comment

Originally posted by saltshaker167

From looking at the art in different parts of the game, it's fairly obvious that the blaze escalation map has far more detailed and thought-out artistry than any other environment in the game. Is this because you spent so much time on it, or does it have to do with increasing development resources over time?

I think that Blaze escalation benefited from being the follow up to Shock escalation, where we were discovering and working out what exactly escalation was and how we wanted that player experience to feel in general. When it came to make Blaze we had all of that work to build upon just need to execute on a new theme. :) It also helps that the escalation maps are linear and tailor-made to one behemoth and theme, vs needing to be versatile enough to be a home for many types of behemoths.
Also, as we continue creating content, we are building up a library of art as well as honing what works and doesn't work as far as our processes and pipelines.

Comment

Originally posted by Rouxlade

how do u design islands of escalation , i mean for example for the torga it was clear that firts island were with a tropical theme and as u got closer to the volcano the islands was more dryer, but what is the theme for next escalation ( dark ??) in general and do u design the mob first and then the islands to go with a the mob ?

I talked a little bit how we design our themes around the elements for escalation in another answer.. but as far the next season which is Umbral themed, I can't go into too much detail yet, but we were definitely trying to explore another aspect of Umbral as well make the island feel consistent with the Hunt Pass :)

In general we have designed our behemoths first, and then created a setting that makes sense for them, but for the season following Umbral, the island and behemoth are being developed more in tandem.

Comment

Originally posted by Syraleaf

How do you clearly draw the line between normal plants and gatherables and how often does this pose a problem to the team?

We try to make plants that are gatherable pop in a few ways.. they should feel a little bit special or unusual, maybe a bit more vibrant and large, set apart from clusters of normal plants in their placement. Also they sparkle! :)

Comment

Originally posted by browubstep

Where do you get ideas/inspirations when creating a behemoth and the environments of Dauntless?

I'll answer this one with regard to the escalation islands as that's what I've been focusing on lately :) For these last few islands, we use the element of the season, for instance Blaze or Shock, and start exploring a mood and a biome that would fit the element and the behemoth (if the behemoth has already been established) Then we start gathering reference and mapping it out into mood board, and start having concept artists explore themes, compositions and props. Ideas and inspiration can come many different places, but the element as a kind of creative prompt is what sparks it all.


21 Jan

Comment

Originally posted by wizzypetes

Plz add more hollow logs PHXL

deal.


09 Nov

Comment

So. Good. <3


03 May


22 Mar

Comment

Originally posted by Rhyav

- Are current material icons from Behemoth drops (claws, fangs, etc.) placeholders?

- When will we see a new biome?

- Any news on dual Behemoth hunts?

- What's your favorite teletubbie?

Cheers!

I can't say for sure when, but I can share that a new biome is in *early* development ^_^


25 May

Comment

Originally posted by Qu4tr0

I absolutely love the cinematic! You all did an amazing job at it.

I actually loved it so much that from two days ago when it was posted on YouTube to now I've done nothing but trying to learn Premiere Pro and sample some beautiful moving wallpapers from it.

Still have one I want to make, but I'll be posting them soon enough. I don't think I'm good at it and that they really are worthy of the cinematic, but they're decent enough for me to use with Wallpaper Engine, so maybe others will enjoy them too.

Thank you for all your hard work and I'm glad you liked the meme!

I have watched this way too many times.
Even though I've seen and heard the cine so many times it haunts my dreams (background: been working on it for many months) I can't stop watching this.
Bravo friend <3