Deep Rock Galactic, a co-op game about dwarfs in space mining for minerals and fighting bugs, has been out on PS4 and PS5 for a couple of months. And it’s been amazing to see so many new players join us in the caves of Hoxxes. Whether you purchased the game while it was available with PlayStation Plus or recently, welcome back!
The PlayStation release of DRG happened during our first season in the game, and we will soon launch our second season on May 5: Season 02 – Rival Escalation. This season features four new secondary weapons, and that gave us the opportunity to design them with the DualSense wireless controller in mind from the start.
When we were working on the PlayStation version of DRG, we decided to use the DualSense controller features as much as possible to improve the in-game weapon experience (see our previous blog post on how the DualSense controller improves mining and mining). from Deep Rock Galactic). combat). Below you can read how we’ve used the DualSense controller features for each of the new weapons.
The ArmsKore spool gun
Haptic feedback helped bring home the feeling of power from each weapon. Pick up the Coil Gun in this new season: Although small and compact, the weapon packs a lot of punch. And with haptic feedback we could really convey the point with increasingly stronger pulsations during the loading phase, communicating the large amounts of unstable energy, which is released with a big kick.
Nishanka Boltshark X-80
The Boltshark was the most subtle of the bunch and benefited greatly from the finest possible detail that haptic feedback provides. Although it is quieter than the others, it gave us more room to emphasize the small details of the clicking of the crossbow parts, the bolts being placed and the string hitting against the barrel when firing.
The fragment diffractor
The Shard Diffractor was the simplest of the bunch in terms of design, firing a persistent laser with so much power that the player can barely stand. However, transmitting that power for such a long time through rumble would be too much compared to other secondary engineers. We decided to go with a softer rumble on the beam and put an emphasis on the power of the impact. Due to the detail of the haptic feedback, the strong impact gives a feeling of power.
The kitchen of waves Colette
The wave pot was very different from the other weapons in that it did not have projectiles, but instead functioned as a dangerous flashlight. Therefore, we wanted to create the feeling that small parts are moving around inside the gun as it fires, without drowning out the overall vibration of the gun. Which is a level of detail that haptic feedback makes possible.
The DualSense controller really helps us make every weapon feel different in the game. In designing each one, every aspect of development is focused on emphasizing the feel we want the player to have when shooting it. From mechanics, models, animation, sound, effects, etc. We also do Overclocks for each weapon which allows players to customize the effects of each weapon through offsets.
The most extreme type of overclock, Unstable, helps us emphasize the theme of each weapon. Each of the above weapons comes with new overclocks. An example would be Blister Necrosis for Colette Wave Cooker, which has a chance to spawn weak spots on enemies you hit, while also increasing heat generation and decreasing cooldown rate.
Season 02 comes out May 5 on PS4 and PS5. We hope you will give these new weapons a try and experience how the DualSense controller really brings each of them to life.