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Monster

227 bytes added, 12:07, 7 October 2010
Deaths
::'''Bashiok:''' Julian back to you, one of the major effects systems is the death system which kind of goes over how monsters die. Which is one of the cooler parts of the game, and we’ve seen a little bit of that before at WWI and BlizzCon, but what is the system and can you explain it to those listening and what does it do in the game?
[[Image:Critical-hit1.jpg|frame|A Dark Cultist gets splatted by a critical death.]]::'''Julian:''' Yeah, something pretty close to my own heart there, was we really . We recognized that monsters really live to die in Diablo. You really We developers don’t have a lot of time to express their personality, and you don’t have a lot of or much time to try to make your the character's experience with monsters meaningful. Most of what you’re players are doing is killing them. So one of the things I was really we were interested in doing during development was making as many different ways for monsters to die as possible. So that was kind of the goal, and think we’re up to something like 35 ways for any given monster to “bite it” at this point. But the basic theory is to really extend on the idea that Diablo II started with, which was that you would hit monsters and you would see the damage you did to them reflected on them. And we said, well let’s take that further, monsters could burn to death when you hit them with a firey sword, and then we added the idea of crits and monsters could explode across the screen, and it just kind of went from there. But that’s essentially the idea.
::The basic theory is to really extend on the idea that Diablo II started with, which was that you would hit monsters and you would see the damage you did to them reflected on them. And we said, well let’s take that further, monsters could burn to death when you hit them with a fiery sword, and then we added the idea of [[crits]] and monsters could explode across the screen, and it just kind of went from there. But that’s essentially the idea.
===Critical Deaths===
[[Image:Critical-hit1.jpg|frame|A Dark Cultist gets splatted by a critical death.]]Monsters that die to a [[critical hit]] get a special "critical death" animation, which is extra gory. The monsters literally explode, leaving chunks of themselves scattered across the ground. These animations are customized for whatever type of damage killed them; the chunks have flames licking across them from fire damage, sparks and arcs from lightning, etc. Physical damage critical deaths tend to leave huge slicks of blood, and give a battlefield a lovely post-massacre patina.
===Special Death Animations===Monsters that die to a [[critical hit]] get a special "critical death" animation, which is extra gory. The monsters literally explode, leaving chunks of themselves scattered across the ground. These animations are customized for whatever type of damage killed them; the chunks have flames licking across them from fire damage, sparks and arcs from lightning, etc. Physical damage critical deaths tend to leave huge slicks of blood, and give a battlefield a lovely post-massacre patina. These special deaths are even extended to individual skills, with acid spells causing them to dissolve, [[Locust Swarm]] bugs eating them down to their bones, [[Disintegrate]] turning them to ash, and many others. Lots of these effects were demonstrated during a panel at [[BlizzCon 2008]], an lovely excerpt from which [httpyou can view below<youtube>rxHFhg55v1o<//www.gametrailers.com/player/41498.html can be seen here].youtube>
==Component System==