![]() And it's not like within the team there's a lack of desire to do that, it's just that we don't want to do it if it's not going to play well or it doesn't look good. ![]() "I think people really remembered it in like one or two places where it was prevalent in 'Diablo II,' but forget that it almost didn't exist in the other 90 percent of the game.But if we can find one dungeon where it's really good to use it, and we can create a lot of gameplay out of it and make it look cool, then yeah, we'll do it. we've really found that you needed other light sources to be able to make the game look good." However, that doesn't mean the beloved light radius won't show up in "Diablo III." "Not in all dungeons, but there might be in some," he revealed. The new artworks, other than providing cues on how the design effort works on a so graphically rich and complex title as Diablo III, help out to introduce the creature just added to the game bestiary: perhaps the Dune Thresher resembles too much certain giant sand worms hot in the Hollywood of the Nineties, nevertheless the introductory tale. The Diablo III 2.7.4 PTR testing period begins on July 12 and will run for two weeks. "If you took an environment and you basically lit the whole thing up with just a flashlight, it works way better in a 2D game. Wilson said the team tried to make use of the light radius, but it just didn't work with a 3D engine. Lead 'Diablo III' designer Jay Wilson told me that even though 52,000 'Diablo' fans have signed a petition asking Blizzard to return to the darker. Because some of the areas of past "Diablo" games were so dark, the player had a circle of light following them around to help them navigate the depths of dungeons. We were told today that it's not going anywhere. As the lead content designer on Diablo III, Kevin Martens has learned a lot over the past two years. Andrea Toyias, Casting & VO Director for Diablo III: Ive been in the industry for over 12 years, starting at what is now Vivendi Games, working. Technical Director, Jason Regier Art Director, Christian Lichtner Lead Console Designer, Jonny Ebbert Lead Designer, Kevin Martens Lead Level Designer. ![]() Another part of the game that some hardcore fans missed was having a light radius follow the player's character.
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