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5 bytes added, 05:24, 23 June 2009
Information Through Graphics
===Information Through Graphics===
[[Image:Barb-cleave2.jpg|thumb|300px|Cold damage [[crits]] freezes targetsthe target. (The red slash is part of the [[Cleave]] skill graphic, not fire.]]The visuals tied to damage types are meant to add eye candy, but also to inform the player about events occurring on the screen. As Julian Love explained during BlizzCast #8, in March 2009. [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies]
::'''Bashiok: '''A lot of the effects that you make factor in to the abilities that the characters are using, so fire and arcane and all that stuff, but in the world of Diablo it seems like there are very specific magic types that exist... it is actually a pretty broad spectrum, but is there any limitation there to what you can do with different damage types?
::'''Julian: '''Yeah in fact that’s a common input that I’ll receive is “Hey this guy’s a fiery this or whatever, but can we make that fire look green?” And that’s where the sort of designer in me has to kind of come out and say, wait a minute if we make fire green all of a sudden it’s a bit of a miscommunication in terms of the gameplay. And so there is a bit of constraint there that, at one point I’m trying to make things look as epic as they can, but at the same time they have to be really clear to the player so that they’re not confused that you know, green fire might mean poison. Then there’s the other part of it which is it’s really easy in my department to make a big mess. We can just clobber the screen with so many effects that you just can’t see the game anymore. So those are really the two constraints we really work with most.
 
 
==Critical Hit Visuals==