- Erebus
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Member for 15 years, 1 month, and 23 days
Last active Sat, Jun, 5 2010 21:28:46
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Jul 14, 2009Erebus posted a message on New Blizzard Contests- You Could be a Winner!I am considering entering the fan art contest.Posted in: News
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Jul 10, 2009Erebus posted a message on A bit of cool info about loot systemPosted in: NewsQuote from "24Seven" »I guess I'm in the minority in thinking that party globes are a good idea. Imagine you have a party with a couple tanks and some range players. If the globes are distributed evenly, how do the tank characters heal themselves? The problem with party globes is that damage is not going to be even distributed so making health evenly distributed creates a problem.
(Plus it sounds very pinko commie ;->)
I think that may be why they are experimenting with skills for the tanks that will allow them a slightly better chance to survive a bit longer in close range ie: On death hit gain 30 health for Barb. -
Jul 10, 2009Erebus posted a message on A bit of cool info about loot systemPosted in: NewsQuote from "edwith" »One last note, if you are in a group kill the boss and say an item drops for your friend, he happens to not pick it up for some reason, he doesn't want it not enough room etc. but you want it, youll never no its there. It would make sense if it would become a 'global' item after a certian amount of time regaurdless of whether it has been picked up or not.
I like that idea of having an item become global to all players after a specific amount of time, however we aren't sure how the inventory system works exactly right now and they have suggested giving the player a more flexable system that doesn't require "tetris" space organizing so I can't say if it would ever really be a problem that a player can't pick up an item. I'd imagine in D3 there will be a much larger "economy" online and that no matter what drops players would be able to sell the items for cash to an NPC etc and then it would become open to the global market for a price anyway. In that case, like everyone before has said, if you are playing with a fair minded friend it shouldn't be a problem for them to share if something comes up that could help you along. -
Jul 7, 2009Erebus posted a message on Win A Trip To BlizzCon!I entered a few days back when I saw it on the front page, thanks for the heads up. I hope I win too, but odds are none of us will :/ I hardly ever win anything. lolPosted in: News
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Mar 3, 2009Erebus posted a message on Mobs that looks slightly different by BashiokYes, most likely they would have to alter the engine, if it all characters were going to all of a sudden have to be a combination of several different meshes to create a character, not only that, but all the characters they have made up to this point would have to be scrapped or they'd have to cut them all up into pieces and hope it worked out. Plus they would have to go back and rework the animations to be applied to the new divided mesh. There is no reason to make Diablo this way...it doesn't make sense for what it's supposed to be doing. Having characters be a combo of meshes is the exception to the rule not the standard practice by any means. It only makes sense to complicate things like that if it makes sense to game play, as I mentioned Quake works this way so that the head can be looking one direction, the hands and torso can play a shooting animation and the legs can run all independent of one another.Posted in: News
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Mar 3, 2009Erebus posted a message on Mobs that looks slightly different by BashiokI don't think anyone is arguing that "It can't be done.", by going back and reading all the previous posts you can see clear examples of why the process of RANDOMLY generating spikes on this creature would be a task that is more indepth than simply clicking a few buttons or typing a few lines of code.Posted in: News
Yes indeed you can theoretically script something that would randomly generate spikes in designated locations on a mesh, but why would you do that? Why wouldn't you just edit the mesh by hand, it would end up taking less effort. The thing is though that you'd still have to take the time to retexture the new meshes anyway. The whole work flow you are suggesting would take more time than actually just making a new variation on the character. The reason Spore was brought up was because people are assuming that it's easy to drag one part of a model and place it in another position. You CAN detach part of mesh and then weld the points to another part of a mesh or another mesh all together, but from an edgeflow point of view and with polycount in mind it would make more sense to make a new character from scratch if you wanted pieces of a character in different positions. We've already brought up the topic of bones etc. You'd have to re-weight the new mesh to make sure it deforms correctly regardless of how it's created. You can't leave these things up to pure computer generation. Why take the time to have the computer make something then go back and test it and tweak it to make sure it's right when you can just make it right the first time yourself?
I don't think we need to accuse each other of not knowing what we are talking about, but I think a reasonable person will conclude that it will take a large enough degree of effort to warrant the original response by Bashiok that we are discussing. -
Mar 3, 2009Erebus posted a message on Mobs that looks slightly different by BashiokThe weapons and shields of creatures and players are in most cases separate objects in order to aid in collision detection. Also, for the specific case of the skeleton's they are symmetrical and randomly selecting different objects for them to spawn with on attachment points is a lot easier than rearranging a characters base structure. In theory the skeletons can be set up in the exact same manner as the player characters and have any armor/weapon placed on them in the same area as the avatar characters, although they most likely have a selection of only a few items designated for them.Posted in: News
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Mar 2, 2009Erebus posted a message on Mobs that looks slightly different by BashiokI think you guys are thinking that this is something that can be solved solely by a programmer. While programmers are without a doubt very important to game development, it's not just a matter of a guy sitting at a keyboard and typing some code to get what you want. Give some credit to the hundreds of artists who design and create by hand every model in the game from scratch. A lot of the discussion here is based purely on imagination. Can what you guys are talking about be done? Surely. Can it be done easily to a game that is already in progress and wasn't planned from the start of the modeling process to function that way, thats a tad bit harder than you are suggesting.Posted in: News
All the characters are a SINGLE mesh, you don't put them together like Spore animals. The creation of the models in the game and how they are arranged is not a code intensive process in and of itself. Even the randomly generated environments have walls that are pre-modeled and just arranged in different configurations by the game engine. Having all the spikes as different meshes could work, but it on the most basic level would take more polygons and thats just a waste when you are trying to make an efficient model unless it's something that HAS to be done. -
Mar 1, 2009Erebus posted a message on Mobs that looks slightly different by BashiokMost likely all the meshes in the game aside from MAYBE player avatars for armor attachment etc. are a single mesh, meaning that the parts aren't separated. The game engine would have to be designed from the start to handle different mesh parts and combine them in game for example like Quake, where the models are divided into head, torso, legs so that all the parts can play animations at once, ie: a walk/run cycle and a shooting animation. Diablo III does not look to be constructed this way therefore it is not a simple task to randomly place objects on characters bodies as some of you are suggesting. It just doesn't work that way.Posted in: News
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Mar 1, 2009Erebus posted a message on Mobs that looks slightly different by BashiokHonestly, I think that the comment that it would take a lot of work is quite accurate. Think about it, anyone who plays the game for more than a few hours and pays attention will surely be able to notice 3 variations on monsters as easily as one. While it would be nice to have that I agree it would be difficult to "rearrange" this particular monster without creating an entirely newly designed mesh due to it's lack of symmetry and organic placement. As a artist leaving the generation of monsters to chance is a lot harder to swallow if you want perfection. The best thing to do from a design perspective would be to create multiple versions by hand. Obviously it would need to be a number higher than 3 to make a large difference to the average player. I'd say 10-15 variations, to take that concept and apply that to every character in the game (They are already creating multiple variations most likely, ie: Diablo was different for the different levels of Diablo II.) then you are definitely looking at multiplying the work load for the team by A LOT. I'd think that you'd want to have the game as far along as possible then attack it again and again and again to refine it. So what someone said about them possibly reconsidering doing something like this in the last polishing phases of production is the most reasonable if they wanted to do it. Thats just my opinion. I haven't posted on these forums yet, but I felt compelled to add my two cents on this topic. I think the game is shaping up nicely.Posted in: News
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but, Ya look at the concept art, and imagine you can take the shoulders of one and it it on another and the boots etc. You can get different combos, but only so many. I don't think a Barb can ever look like another class in terms of armor. I am not sure how limited it is as maybe you can take a barbs shoulder pads or helm and put them on a witch doctor, but then I see a potential sizing problem they'd have to address. Think about if you have a person with a size 17 shoe (barb) and you want put those shoes on a person with a size 7 foot (female wizard) you'd have to give them the right size for their body. That is also dependent on if the shoulder pads and helms are different geometry. The rest could be solved by texture swapping, but the UVs for the barb are different than for any other class so that would mean, they would have to go in and give a texture for a witch doctors clothing on a barb and so on for each class. That is a lot of work they may see as something they can avoid by having the characters all look specific to their class. Also, they may say that they also chose to do this for co-op game play so that a barb always looks like a barb and you can't get confused who is who. (Maybe)
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I don't think if you put the same helmet on a Witch Doctor that it will appear the same if a Barbarian is wearing it. Only the stats will remain the same. The classes have specific sort of defined "levels" of armor with a few variations thrown in. A Barbarian can't look like a Wizard. At least thats the impression I'm getting. So you can mix it up by wearing different shoulder pads in relation to your armor type, but every suit of armor will only result in your character looking a specific number of ways, thus there is a finite amount of variation in how your character looks. How much variation there is in the end is up to how many "Steps" there are in evolution of armor.
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Some screencaps:
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Secondly, your computer might be able to put up with loading individual armor on top of your character, but what about the kid down the street who has an older computer that can't? They have to optimize the game so that it works on as many systems as possible. If the game was running off a server in many instances the player is limited by how quickly their computer can download data so by loading all the heavy data onto a Hard drive and calling it up via the web you drastically reduce the download times because that data is already on the comptuer. So, everyone will be on as level a playing field as they can be when they load the disk, they can't make the game for the best computer, in some ways they have to compromise for the worst computer in order to have the game run as best it can. Hence, why they might have chosen to not have the armors simply be separate objects; instead they swap the character model completely to reflect a change in armor.
The issue we are talking about relates to the fact that in D2 as Dimebog brought up was that the character classes had a set armor progression that was designed from the get go, limiting how a character could look when wearing any particular armor. So unless the small bit of info we got is wrong then they are taking a similar approach to this in D3. You are right that textures can make a big difference, I think we are all just hoping for a result that is as best it can be considering limitations. I suspect that there wont be any problems in the end with displaying armor correctly. But, No way to answer these questions at all without more info from Bashiok and Blizzard, so maybe it's just best if we all wait.
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I don't think you are being oppressive at all. I have full faith that the end product will be the best it can be. I have no reason to think otherwise given the already tremendous amount of positive things I've seen and read about in far more detail than what we are discussing right now.
However, in relation to the description Bashiok gave, as short as it was I think it's clearly stated that it doesn't effect the modeling costs the more armors there are. Perhaps it's simply an incorrect statement from Bashiok himself, however if in fact armor is displayed the same way as D2 it's because it's the best way to do it efficiently at this point. In terms of memory and polycounts it's inarguable that having the armors integrated into the models topology will make the load much less heavy on the engine, especially when you consider that they are trying to optimize the game for weaker systems and that the amount of armors in the game, if they each had an individual model would be a very large number. I was assuming, probably wishful thinking, that each armor would have a corresponding 3d model that was attached to a player character, but in the end that might not make sense. Both, because of the reasons I stated above, but also the fact that Diablo is not run solely on an online multiplayer basis and that the game has to be able to run smoothly on a home PC's hard-drive. All of these balancing issues are things developers have to juggle everyday and I don't take that lightly. I suspect that if the armors are not individual pieces that the team has found a way to lessen the problems we had in D2 where armor did not always appear as it should given what it was ie: leather looked like metal. Even if they haven't...it's not the end of the world and I don't think people should be jumping to the conclusion that they wanted to disappoint us or are lazy...that's just ridiculous nonsense.
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From Bashiok
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However, If you look at it in the sense that Diablo II didn't actually have nearly as many individually unique weapons or armor ie: at a certain point no matter how you mixed and matched your character would appear as one of maybe 12-15 pre-rendered variations on a sprite. Similarly with weapons most of them looked the same ie: every long sword looked like a long sword except for different stats. (See Edit at the Bottom)With that said because of the 3d engine I would expect a vast array of quickly identifiable variations that wasn't possible in D2 especially since armor is unrestricted on a per class basis. So there wont be any problem in making your character look different except for a few cross class weapons. As much as it saddens me, thinking about the extreme amount of work that goes into making each and every one of those variable items, anyone can come to the conclusion that Diablo 3 is a huge workload. (See Edit at the Bottom)
I get the sense and in fact have the personal opinion that Blizzard is first and foremost concerned about quality from each of their departments. The animation department by it self would probably prefer that if a character was to enable a drastically different weapon that it have a specific effect on the character as a whole while it fights; from an animators perspective that is the end goal to lend to believability and professionalism in the final product. Specifically if a casting character is holding a two handed weapon (As mentioned in the original response) then all of the 300+ skill animations need to be altered to reflect that change and if you are going to go to the trouble of doing that, your basically going to have to invent a way for a character to look cool casting with an axe which would mean re-working an animation from scratch not just moving a hand over from a pre-existing file. They could do that and the problem would be solved, but would it look right? Would they be satisfied with that or is it better to skip what is reasonable to skip and add to the game in other ways that aren't a compromise in their opinions.
Seeing that there will be likely in the 300+ category of animations for each class that would be 1,500 animations for just the playable characters without weapon variations. Then if there are 1000 monster types with say 20 animations each on them that would be another 20,000 animations for the department. So (Purely guessing at this to make a point the numbers could in the end be more or less for all I know.) that would be a total of 21,500 animations that need to be created in the development cycle. So lets say that Blizzard had 50 people working on animations for D3 that would roughly equal out to 430 animations each. If they did them all perfect the first time and got them approved (Which probably would never happen.) that would take them roughly a year if they completed one and a half-ish each day. Not to mention that they have to add and create particle effects etc. to each skill that requires them. So in the end if they are looking to meet a release date would they really want to go back and then probably more than double their character class animations for the sake of having each class be able to use every weapon in the game? They could cut those down, by letting character classes share animation clips, but would that look right if a Witch Doctor moved like a Barb when carrying a Long sword? Again, if it's not going to be the best it can be why compromise?
Anyway...if you think about it in those terms...it's not something you'd take lightly when managing a games development schedule as well as obviously not being something that can be solved as easily as some may claim. There is always an easy way yes...but is it the right way to make a game?
On top of all this, we know that the game play mechanics will be different for D3 in that we do not individually assign stats to our characters and rather they are upgraded for us as we pick from the now larger skill tree. How can we judge the end product of the game without knowing exactly how it's going to work and playing it hands on. I doubt that the final game will be anything, but up to the high standard we are all expecting.
^Technically speaking D2 was a 3d game in that all the sprites were modeled, animated and rigged in 3d then simply rendered as 2d sprites. It's not that it's easier or harder to do in D2 rather that D2 was far less complex due to the limitations of the time. D3 has a higher bench mark to hit, in order to meet the demands of current gamers. At least in my opinion.
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Hmmm...I missed this part:
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While it doesn't effect the fact that all the animations would have to be altered as I previously figured, that info does change what I thought was a larger workload in modeling each individual armor for game-play.
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Ya Seth the game will utilize magic and effects to both spice up gameplay/visual interest as well as give you something else to work for as you level other than finding or purchasing new weapons as you gain money. The effect in that screen is just preliminary test and I hope to expand on it as well as improve on the effects and animations as I continue to develop more ways for you to destroy demons in fun ways. Hopefully when you get a chance to see these things in motion you will enjoy them to an even greater extent as the animation as well as sound associated with the attacks adds quite a bit.
I haven't yet officially decided how I am going to release the game, I have considered a model where I'd release the game for free possibly asking for donations from those who felt they wanted to help. The official release wont be for a while, so it somewhat depends on how expansive the game gets and how many people are interested in playing it. It's all just projecting into the future right now my main goal is always to make the game the best it can be for both me and you, I'll worry about pricing details when we get to the bridge.
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I think that may be why they are experimenting with skills for the tanks that will allow them a slightly better chance to survive a bit longer in close range ie: On death hit gain 30 health for Barb.