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Dead by Daylight’s 10th Anniversary Party - Ticket Sale

[p]Join us on June 14th at the Grand Quay in Montreal’s Old Port for dev panels, reveals, meet & greets, gaming stations, an Art of Dead by Daylight mini-expo, and our 10th Anniversary Broadcast. Limited tickets — don’t miss it![/p][p][/p][p]Head to the Dead by Daylight 10th Anniversary website at 11AM ET on March 19 to get your tickets: https://10thanniversary.deadbydaylight.com/[/p][p][/p][p][/p][p][/p][p]See you in The Fog, and stay tuned for more updates on Dead by Daylight’s 10 Anniversary celebration![/p][p][/p][p]The Dead by Daylight team[/p][p][/p][p][/p]

Grimoire Update: Prototype Deep Dive

[p]Hey folks, today we want to give you a more in-depth update on the prototype.  [/p][p]Last time we spoke, we were exploring the mechanics for the Ray of Retribution. After several tests, we identified that the “beam”, as we call it internally, lacked the skill expression we were looking for, providing no real challenge to learn and that was no fun. [/p][p]So, we decided to take a step back and challenge our assumptions. Does the beam need to come from the Killer itself? The answer was no. So, we pivoted to a new mechanic: The Pillar of Punishment (placeholder name). [/p][p]The idea is that the Killer triggers a powerful pillar of divine energy that shoots down from above, moves through walls (at least for now) and increase its speed overtime. What is also cool is that you, as the Killer, will be able to control it.  

[/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: 




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][/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. 

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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][/carousel][p]And finally, we added Sin and injury functionality. Upon contact with Survivors, it’ll first apply Sin before being able to damage.  
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Along with the Trigger mechanic that launches the projectile in a straight line. [/p][p][/p][carousel][/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]

Dead by Daylight's creative director would "love to" do more Chapter remakes after All-Kill Comeback

For Dead by Daylight's 39th Chapter, it's taking a different approach to any of the 38 that came before it. Well, that's somewhat true, because it's the first case of Behaviour Interactive essentially remaking and building upon an old original Chapter, but naturally that involves treading on some previous ground. All-Kill Comeback sees the return of a fan-favorite Chapter with both reworked and totally new content, and the horror game's creative director, Dave Richard, hints to PCGamesN that it might not be the last time Behaviour reignites some old flames.


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RELATED LINKS:

Dead by Daylight players aren't too happy that a sequel to its K-pop chapter completely ignores one of its original stars

Dead by Daylight's latest Chapter finally adds the Korea map we've waited five years for, and my inner K-pop demon is obsessed

The Dead by Daylight Grimoire gives us a first glimpse at new Killer and Survivor designs, and the final choice is yours

GRIMOIRE VOTING OPENS

[p][/p][h3]The Grimoire VOTING is once again open for your next round of voting.[/h3][p]This time you are voting for the Final Killer Concepts, Weapon and Name[/p][p][/p][p]Survivor Final Concept, Accessory and Name[/p][p][/p][p]PLUS [/p][p]The name of the Chapter [/p][p][/p][p]What will YOU choose?[/p][p]Voting is open until Monday 2nd March at 11.59am [/p][p][/p][p]https://dbd.game/4sfCIXx [/p][p][/p][p][/p][p][/p][p][/p]

Dead by Daylight players aren't too happy that a sequel to its K-pop chapter completely ignores one of its original stars

If the sequel to a chapter about the main, original cast of Dead by Daylight isn't the time to add new voice lines, when is? That's the question being asked by many today as All-Kill, the horror game's K-pop-infused gameplay chapter, gets an encore in the form of All-Kill: Comeback. Behaviour Interactive has been quick to respond to criticism about a lack of new voice lines, but not in the way players have hoped.


Read the rest of the story...


RELATED LINKS:

Dead by Daylight's latest Chapter finally adds the Korea map we've waited five years for, and my inner K-pop demon is obsessed

The Dead by Daylight Grimoire gives us a first glimpse at new Killer and Survivor designs, and the final choice is yours

Dead By Daylight's Stranger Things Chapter 2 just hit the PTB, and its new Vecna is even scarier than the last one