We're back with the third part of our DCC NEWS series! Let's take a look at what's new and upcoming!
◈New Mode Development - As mentioned in the 2nd DCC NEWS series, we were continuing the development of new modes for the game. - Though the development is still in progress, the modes we're going to show has been selected and should be announced in the near future!
◈Game Play Improvements - Based on your feedback from the previous two tests, we're continuously working on improving elements of the game such as adding cameras for weapons and improving the stun mechanics.
◈ DCC Roadmap - We're working on creating and finalizing the roadmap of DCC. As soon as it's completed, we'll be sure to share it with you all!
◈Community - Come and take the user survey on DCC’s Discord Server. We would like to hear your opinions! - You can check out news regarding the game, unreleased illustrations, and events on DCC’s Official Twitter. - Subscribe to DCC’s YouTube channel and check out our development footage!
DCC NEWS#3
Club members!
We're back with the third part of our DCC NEWS series! Let's take a look at what's new and upcoming!
◈New Mode Development - As mentioned in the 2nd DCC NEWS series, we were continuing the development of new modes for the game. - Though the development is still in progress, the modes we're going to show has been selected and should be announced in the near future!
◈Game Play Improvements - Based on your feedback from the previous two tests, we're continuously working on improving elements of the game such as adding cameras for weapons and improving the stun mechanics.
◈ DCC Roadmap - We're working on creating and finalizing the roadmap of DCC. As soon as it's completed, we'll be sure to share it with you all!
◈Community - Come and take the user survey on DCC’s Discord Server. We would like to hear your opinions! - You can check out news regarding the game, unreleased illustrations, and events on DCC’s Official Twitter. - Subscribe to DCC’s YouTube channel and check out our development footage!
DCC NEWS#2
Dear DEAD CIDE CLUB members We're here with the second DCC NEWS!
◈About New Modes - We're currently testing two new modes, Team Mode and Defense Mode, in which players defend against stampeding zombies. - Please look forward to the mode that will be chosen to enter the developement process. We will do our best to come up with the most enjoyable mode for everyone.
◈Platform Expansion - We're preparing for DCC to be played on more platforms than originally planned.
◈System Improvement - Including the Hideout and Beholder Mode, we will continue to improve technical factors so that DCC can be played in a stable environment.
◈Community - Come take the user survey on DCC’s discord server. We would like to hear your opinions! - You can check out news regarding the game, unreleased illustrations, and events at DCC’s Twitter. - Subscribe to DCC’s YouTube channel and check out our development footage!
DCC NEWS#2
Dear DEAD CIDE CLUB members We're here with the second DCC NEWS!
◈About New Modes - We're currently testing two new modes, Team Mode and Defense Mode, in which players defend against stampeding zombies. - Please look forward to the mode that will be chosen to enter the developement process. We will do our best to come up with the most enjoyable mode for everyone.
◈Platform Expansion - We're preparing for DCC to be played on more platforms than originally planned.
◈System Improvement - Including the Hideout and Beholder Mode, we will continue to improve technical factors so that DCC can be played in a stable environment.
◈Community - Come take the user survey on DCC’s discord server. We would like to hear your opinions! - You can check out news regarding the game, unreleased illustrations, and events at DCC’s Twitter. - Subscribe to DCC’s YouTube channel and check out our development footage!
DEAD CIDE CLUB - Dev Diary#1
Introducing the Part 1 of the Dev Diary series: The history of the development team!
QA Team:
Ji-seok
Ji-eun
Su-bin
Jeong-min
What were the difficulties you experienced when testing DCC? - (Ji-seok) I think the most challenging part was testing the skill shot accuracy. Weapons, hooks, and shields…There were several factors are involved in the fight, and I often thought it wasn’t easy to separate them. For example, when I was testing the collider on each map, because they (maps) were so wide, I had a hard time checking these parts one by one. Another one of the difficulties was that it was a random map. - (Ji-eun) As Ji-seok said, various factors need to be tested for accuracies, such as hooks, shields, and motions, and I think it's a little difficult to test these things on side-scroll. For this reason, it was challenging to reproduce the steps needed when finding new bugs. However, as we continue going through the tests, it seems to be a lot easier than before when checking the accuracy and reproduction steps. - (Su-bin) There was a lot of motion-related feedback from users in the two public tests. Based on this feedback, [we found] there was a lot of work to make the motion smoother and more natural. So, I guess it wasn't easy to check and determine the side effects of these modifications. From a user's point of view, I thought it wasn't easy to find the best move that could look natural on the side view, and I felt that the work and test process were complex.
Team QA's daily routine - (Ji-seok) First, [we] check the Project Management Tool (Jira) and then measure the job volume. Then, we need to compile and schedule the content for each week. I feel as the main task is to talk to related departments to related departments while responding to additional requests. Another big task is to figure out how to solve and organize work-related difficulties while designing automated tests. - (Ji-eun) I usually do the leading of tests while providing training and guidance to new team members. - (Su-bin) The first thing I do is check the Project Management Tool and mailbox. If a task was not completed the day before, I try to handle it quickly, which I think is essential.
What made you start your career as a QA? - (Su-bin) I was thinking about more development-concentrated work than QA, but I guess part-time experience in QA led me to full-time QA work. I considered doing QA could go beyond superficial testing and affect game development while making the game perfect, so I was attracted to this part. It's like you're working on strengthening jewelry and making it hard. It feels like I'm making the quality of the game more sophisticated and stable, so I felt that QA was a fun fit for me. - (Jeong-min) I applied for a part-time job at the recommendation of an acquaintance and started it without much thought because I like games so much. It was fun to analyze and learn the game while continuing QA work. I could combine game development and QA to make my favorite game.
What do you find the most daunting aspect of your work? - (Ji-seok) When designing a test, I draw a structural diagram with a map in my mind. It isn't enjoyable to go through this process every time, but I think the best way to keep things on a record. When new people join the QA team, I think it’s valuable to understand the history and work done so far by looking at the structure diagram, so that is why I continue to proceed with this process. - (Ji-eun) The process of checking items such as equipment and costumes was made into a case, but tens of thousands of cases were created. That's why I think it would be best if this could be automated as soon as possible. - (Su-bin) It's not a routine thing, but for example, I test each of the high-end options, and it's hard to compare them with the naked eye, so I had to zoom in and capture them and then look at all the screenshots. I remember that [this process] was a little tricky.
Any interesting episodes or incidents? - (Ji-eun) During the testing process, I sometimes feel that the QA team's intuition is sharper. For example, they may think, "If you do this here, you'll get a new bug." And when we actually do that, a new bug appears.
What is something that helps or gives you energy throughout the day? - (Ji-seok) Looking at pictures of dogs. - (Ji-eun) Eating sweets. - (Jeong-min) Watch my team members play pranks. - (Su-bin) Having a sweet drink after work.
One last word! - (Ji-seok) Not just the QA team, but everyone is working hard to make it fun for the users to play DCC, and that’s why I think we can provide you with a good game in the end. I would appreciate it if you look forward to it. - (Ji-eun) I'm hungry! - (Jeong-min) It's a business, but I think DCC is a fantastic game. Playing it at home after work is enjoyable, so I hope this charm will be delivered to many people as soon as possible. - (Su-bin) As Jeong-min said, playing DCC is always fun even though I test and play it daily as a job. So it's a game that makes you look forward to playing more, so please look forward to it, too!
DEAD CIDE CLUB - Dev Diary#1
Introducing the Part 1 of the Dev Diary series: The history of the development team!
QA Team:
Ji-seok
Ji-eun
Su-bin
Jeong-min
What were the difficulties you experienced when testing DCC? - (Ji-seok) I think the most challenging part was testing the skill shot accuracy. Weapons, hooks, and shields…There were several factors are involved in the fight, and I often thought it wasn’t easy to separate them. For example, when I was testing the collider on each map, because they (maps) were so wide, I had a hard time checking these parts one by one. Another one of the difficulties was that it was a random map. - (Ji-eun) As Ji-seok said, various factors need to be tested for accuracies, such as hooks, shields, and motions, and I think it's a little difficult to test these things on side-scroll. For this reason, it was challenging to reproduce the steps needed when finding new bugs. However, as we continue going through the tests, it seems to be a lot easier than before when checking the accuracy and reproduction steps. - (Su-bin) There was a lot of motion-related feedback from users in the two public tests. Based on this feedback, [we found] there was a lot of work to make the motion smoother and more natural. So, I guess it wasn't easy to check and determine the side effects of these modifications. From a user's point of view, I thought it wasn't easy to find the best move that could look natural on the side view, and I felt that the work and test process were complex.
Team QA's daily routine - (Ji-seok) First, [we] check the Project Management Tool (Jira) and then measure the job volume. Then, we need to compile and schedule the content for each week. I feel as the main task is to talk to related departments to related departments while responding to additional requests. Another big task is to figure out how to solve and organize work-related difficulties while designing automated tests. - (Ji-eun) I usually do the leading of tests while providing training and guidance to new team members. - (Su-bin) The first thing I do is check the Project Management Tool and mailbox. If a task was not completed the day before, I try to handle it quickly, which I think is essential.
What made you start your career as a QA? - (Su-bin) I was thinking about more development-concentrated work than QA, but I guess part-time experience in QA led me to full-time QA work. I considered doing QA could go beyond superficial testing and affect game development while making the game perfect, so I was attracted to this part. It's like you're working on strengthening jewelry and making it hard. It feels like I'm making the quality of the game more sophisticated and stable, so I felt that QA was a fun fit for me. - (Jeong-min) I applied for a part-time job at the recommendation of an acquaintance and started it without much thought because I like games so much. It was fun to analyze and learn the game while continuing QA work. I could combine game development and QA to make my favorite game.
What do you find the most daunting aspect of your work? - (Ji-seok) When designing a test, I draw a structural diagram with a map in my mind. It isn't enjoyable to go through this process every time, but I think the best way to keep things on a record. When new people join the QA team, I think it’s valuable to understand the history and work done so far by looking at the structure diagram, so that is why I continue to proceed with this process. - (Ji-eun) The process of checking items such as equipment and costumes was made into a case, but tens of thousands of cases were created. That's why I think it would be best if this could be automated as soon as possible. - (Su-bin) It's not a routine thing, but for example, I test each of the high-end options, and it's hard to compare them with the naked eye, so I had to zoom in and capture them and then look at all the screenshots. I remember that [this process] was a little tricky.
Any interesting episodes or incidents? - (Ji-eun) During the testing process, I sometimes feel that the QA team's intuition is sharper. For example, they may think, "If you do this here, you'll get a new bug." And when we actually do that, a new bug appears.
What is something that helps or gives you energy throughout the day? - (Ji-seok) Looking at pictures of dogs. - (Ji-eun) Eating sweets. - (Jeong-min) Watch my team members play pranks. - (Su-bin) Having a sweet drink after work.
One last word! - (Ji-seok) Not just the QA team, but everyone is working hard to make it fun for the users to play DCC, and that’s why I think we can provide you with a good game in the end. I would appreciate it if you look forward to it. - (Ji-eun) I'm hungry! - (Jeong-min) It's a business, but I think DCC is a fantastic game. Playing it at home after work is enjoyable, so I hope this charm will be delivered to many people as soon as possible. - (Su-bin) As Jeong-min said, playing DCC is always fun even though I test and play it daily as a job. So it's a game that makes you look forward to playing more, so please look forward to it, too!
DCC NEWS #1
Dear DEAD CIDE CLUB members, Here’s a sneak peek into some of the new content that the DCC team has in store for you!
◈New Mode - The DCC team is currently working on a PvE mode and a PvP mode with your feedback from the FTW as the basis. We will be revealing little bits and pieces of the new modes at a time.
◈UI/UX Improvements - New content will be added and the menu structure will be changed.
◈Gameplay Improvements - We are currently working on gameplay polishes, such as making QoL improvements and bug fixes to items like the grappling hook.
◈Next Test - Team DCC is planning on returning with new modes and content, as well as with improvements to the game, on the third quarter. We are working hard to polish the details and bring you a finalized notice of future schedules and tests, so please be patient!
◈Community - Come take the user survey on DCC’s discord server. We would like to hear your opinions! - You can check out news regarding the game, unreleased illustrations, and events at DCC’s Twitter. - Subscribe to DCC’s YouTube channel and check out our development footage!
Steam Wishlist Event #1
Club Members! We’ve prepared a special event to get you hyped! We’ll be giving away Steam Gift Card to lucky club members!
See the details below and check out our official Twitter and Discord to see all the upcoming events and rewards to come!
◈How to Participate? Step 1. Log in using your Steam account. Step 2. Wishlist the Dead Cide Club game Step 3. Follow DCC twitter and Retweet the event posting [Tip] There’s a high chance of you winning the prize if you like the event page!
◈Prize: Steam Gift Card $10 / 10 Players
◈Winners Announcement : 2022. 7. 27. (KST) * Only the selected winners will be announced on Twitter. * The exact amount of the gift card may vary depending on the exchange rate of each country.