I did think that that video was a pretty damn good alteration. I like that the brightness wasn't cut too drastically since it's an early dungeon. It's still a tad bit too gray though, perhaps. The color scheme should just shift to include less color on one side of the color wheel. If you chose to exclude green, then keep the oranges and blues a tad more vibrant but not eye-popping. The important thing to keep in mind is that it's a dungeon that will probably resemble more of what you might expect early on so I would be okay with more calming, vibrant tones ( blues and yellows ). I don't see the need for an explosion of color, though. A stone dungeon, especially early in the game need not be so wild and extravagant with color but not completely devoid of it either. Vegas, your edit would be better for a later dungeon and I'm sure you'll see more of that sort of lighting later on.
The biggest thing that threw me off about D3 is that I was expecting a sharper, slimmer, more contrast driven and sophisticated look to the game. Not to an extreme, but more so than what we saw in the demo. I.E. Some bulk to the armor, but some tapering as well. More mature looking anatomy to the characters and sleek shiny armors and weapons without the crazy glow.
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You can generate better ideas than this, hopefully.
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There's a simple solution to this: Not have breakpoints - they aren't intuitive at all, especially to amateur players and it shouldn't be something you need to take your calculator our for. Since "frames" present a dilemma you just alternate between the next higher frame and the next lower frame from your current framerate and IAS. Say you are three fourths between 5 frames and 6 frames, the solution to this would be to attack 1 time at 5 frames and 3 times at 6 frames every 4 attacks - randomly.
You can't do this because animations are locked at certain frames, most of the time about 30 FPS. Even if you're running at 500 FPS your animations are playing at ~30. In the case of Diablo 2 it was 25, but the most common numbers are 24 and 30 -> which are conventional animation timings in film. They might be as many as 60 in Diablo 3, who knows - but "breakpoints" will be a problem ( regardless ) unless you use a "stepping" algorithm like the one I suggested.
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Exactly. CPU to GPU bandwith is fairly large nowadays, but it's still really slow to pass from one to the other. Deferred Shading was used in Killzone 2 ( they even released a technical doc describing their process ). It's very well known now, even though there aren't many titles that use it yet because it's fairly new, and looks amazing.
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It has to do with the fact that it calculates everything on the GPU in screen-space, without having to re-query geometry from the CPU in a separate rendering operation, and can use depth queries to bypass geometry that doesn't need to be considered for the algorithm. It's way more complicated than that but that's the gist. It is by no means a "cheap" algorithm in that it requires a lot of overhead because it does multiple shader passes, but it can also do screen space normal shading and fog shading with depth information.
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It would be folly to think that their modeling choices weren't HIGHLY influenced by WarCraft as well. Just look at the armor on the Barbarian, a lot of the uninspired architecture and props in the first dungeon ( not to say there isn't some really good stuff as well ).
Some newer shaders that made use of dynamic lights would be nice, not just in the environments but for spells also. That's why I suggested Deferred Shading in some of my other posts. This is what I'm talking about:
http://www.youtube.com/watch?v=WhIeHOPyvGw
Deferred Shading allows you to render many dynamic light sources at once per frame with little increased cost per additional light source.
And they would seriously benefit greatly from normal and specular maps. I really hope they decide to go that way.
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Yes and I think Veeshan is saying that it's a rehash of WC style thus it is not "new", which I agree with.
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Or you could make it so every time you level up you can redistribute one skill point. Or maybe only at certain levels. The problem with the system you propose is that I don't think there should be an additional "experience" bar for something like respeccing, it sounds cluttered. This would also mean that once you got to high levels you would have less ability to respec your character because you will now be gaining levels much slower. This would preserve "definitive character builds" because higher level characters would pretty much be locked in to what they chose earlier on.
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For a game like Diablo that focuses so much on acquiring items, it may have been a bit slower, but it fit very nicely. I think a truly creative person would have taken the idea and evolved it with quicker methods of organizing items and perhaps multiple item selection methods such as mouse dragging, and more. I think they really should focus more time on this element before the game is released instead of resorting to something so abstract as the WoW item management system. Item tetris worked because it was so hands-on. It was like a billionaire (Scrooge McDuck!) counting his money.
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Since when... and according to whom? If you are reading the forums I would hope this little theory of yours is beginning to develop cracks. When has art direction not mattered!?
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So you believe that simpler is better then? You don't think they should actually advance the things that worked in Diablo but instead use what systems that worked in WoW ( many of which were simplified and neutered versions of Diablo systems )? WoW is very far from a perfect game ( I loathe the game myself and many of my friends who have played it for years say it's just a waste of time ). With all this talk of "something new", you'd think fans would rather see a fresh spin on something they haven't seen done in 10 years instead of favoring more WarCraft ideas so that there is little uniqueness left in Diablo to make it a fresh new experience.
They have been developing the game for at least 3-4 years! That's a long time! It should be nearly completely as far as general gameplay is concerned.
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