The UI then needs to adapt while keeping our visual language consistent across the entire game. As systems change, the UI changes with it, which can in turn cause player goals to change. So while we are focused on helping the player achieve what they want to do, we also need to balance that goal against the vision for the game while maintaining the clarity of what our interface is trying to communicate.Īs you might imagine, this means that we iterate on our UI regularly. Once again, we want to thank you all for sharing in this journey with us.īack to Top UI DESIGN, CONTROLLER SUPPORT, AND CO-OPįor anyone who isn’t familiar with user interface (UI) design, our team is responsible for communicating game systems to the player and providing players with the inputs they need to engage with those systems. So be sure to tell us what excites you most! Our goal for these updates is to cover a wide variety of subjects and, over the course of development, share something exciting for everyone. We realize many of you are curious about different aspects of the development process-some of you love reading and re-reading lore, while others of you may geek out over item tooltips or want to hear some early music tracks. We’re looking forward to your thoughts and comments on them, and please also let us know the sorts of things you’d like to hear about next. To check out Candace’s update, click here. You’ll see some amazing new art by Igor Sidorenko, read some of our in-world lore, and even watch video of these flesh-eaters in action. She shares a first look at a new set of enemies: the cannibal tribes of the Dry Steppes. Our second update is by our Senior Encounter Designer, Candace Thomas. If you’d like to jump to her update right now, click here. We are stoked to deliver the first of our quarterly blog updates with you, and this one happens to be a doubleheader.įirst, we have a word from our Lead UI Designer, Angela Del Priore, with some super cool updates on post-BlizzCon feedback, controller support on PC, and a deep dive into couch co-op. Well, we have some great news for you today. We can tell you are all excited to see more info coming from the team and about how the game is coming together. The Diablo IV development team has been hard at work since BlizzCon and we are all still incredibly energized by the response to our announcement and follow-up blog posts. Hello, and welcome to the new blog section of the Diablo IV website! Monster Family & Design Highlight: Cannibal TribesĬandace Thomas, Senior Encounter Designer The Cannibal family will have no ranged units, but they will have supernatural swiftness to make combat feel frenetic.Ĭheck out the official blog post below for more information. The Cannibal family has four members, each type has their own unique weapon and a different silhouette or stance to help them discern from one another.Ĭannibals have two melee combatants one's wielding a Two-Handed greatsword cleaver, the other one's using a halberd which allows Cannibals to leap at players from great distances.īruisers use spiked clubs to deliver intense blows.ĭual-axe-wielding swarmers unleash a flurry of quick frontal attacks. Legends say that Cannibals are a former tribe of barbarians, banished from Arreat years ago. Monsters in Diablo IV are classified into "families". The focus for Diablo IV is improving the favored 2 player couch co-op experience and come up with core progression UI screens. The PC version of the game will support controllers. Inventory layout has been reorganized and now has a more balanced composition.īased on feedback, the default position of the action bar will be moved to the bottom center for PC players.ĭiablo IV is for the first time being developed for PC and consoles at the same time. The brightness and saturation of icon backgrounds have been toned down. With item icons, they initially pursued a painterly style, but right now, they decided to go with a different approach based off the 3D models to give them natural texture and realism. The devs are not planning to bring back different-sized items. The update is closed by Senior Encounter Designer Candace Thomas who shares a first look at a new set of enemies, the tribes of the Dry Steppes. The first quarterly update on Diablo IV has arrived with an introduction by Game Director Luis Barriga, Lead UI Designer Angela Del Priore guides us through updates based on post-BlizzCon feedback, controller support on PC, and more.
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