Diablo Remember official Diablo comic book they cancel last year just before Blizzcon?! Look at this front cover lol (yes this is LILITH!!!) |
- Remember official Diablo comic book they cancel last year just before Blizzcon?! Look at this front cover lol (yes this is LILITH!!!)
- Evidence leaked Lilith page from Diablo Art Book is legitimate
- /r/Diablo at Blizzcon 2019
- Diablo 4 has five classes. Pick 5 that you'd like to see in the game
- If there will be no D2:R, retry the original D2!
- Wallpaper: Fiery Runes II: Belial - Lord of Lies (Art by Secret-Schwarz)
- Behind the Gear: How Hero models work
- How could Blizzard reintroduce all evils in D4?
- Diablo III tattoo brainstorm.
- Error Loading Hero
- An inside look to Diablo, Thanks to David!
- Will Diablo 4 be a 3rd person game?
- The Diablo font has changed slightly. The "spike" on the A doesnt curve as much and is more sharp. The "spike" on top of the D is more prominent, and the "flange" on the O is more defined.
- What to expect of Diablo II RM?
- Is Hellfire separate? I know this is stupid...
- Error retrieving hero list
- Diablo 4: Do's and Don'ts that will make or break the game.
- Diablo 4 needs more open ended maps
- URGENT ! How do I change Diablo1 sounds?
- [POLL] Which game Blizzard is gonna introduce first at Blizzcon 2019? Diablo 4, Diablo 2 Remaster or Diablo Immortal??
- Let me try asking this a different way. What was/is it about D2 you found great that you did not get, or feel was done poorly in D3?
- 2019 release ?
Posted: 27 Oct 2019 05:57 PM PDT [img]https://i.imgur.com/llWNWrB.jpg\[/img\] LMFAO!!! Now we know WHY they dont release this last year and we know for 666% that D4 Lilith leak from Art of Diablo book is legit!!!! HYPEEEEEEE [link] [comments] | ||
Evidence leaked Lilith page from Diablo Art Book is legitimate Posted: 27 Oct 2019 04:01 PM PDT John Polidora, the author of Lilith's concept art which shows in the leaked "Art of Diablo" page, replied to the same twitter thread from WeakAuras ( https://twitter.com/WeakAuras/status/1188214015765483521?s=20 ), confirming that the image is actually from him. He later deleted his post (maybe he was requested to do so?). Here is the Tweet link with the now deleted reply. https://twitter.com/op_Vox/status/1188344889433571330?s=20 This is the closest thing we might get to a confirmation if the page is actually legitimate... [link] [comments] | ||
Posted: 27 Oct 2019 07:46 PM PDT Hello everyone! Blizzcon is this week! Most of us will be in attendance, covering Blizzcon from the show floor. Those of us not at the convention (myself included) will be watching from home, providing updates to the live thread as well as hanging out in Discord. As always, we will be hosting our yearly meetup, this time however we will be in a different location! The meet-up will take place within the Slaughtered Calf Inn, located in Hall E, on Friday at 4:30PM PT. We will have sweet stickers as well as a limited number of Horadric Cubes to pass out so stop by and say hello! TL;DR [link] [comments] | ||
Diablo 4 has five classes. Pick 5 that you'd like to see in the game Posted: 27 Oct 2019 06:53 AM PDT
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If there will be no D2:R, retry the original D2! Posted: 27 Oct 2019 01:18 PM PDT Before you tell me what was not good in D2 and what is horrible by todays standards and only nostalgia holds it up... I know all these arguments by now... Nevertheless, the hype for D2:R shows me that a lot of people still have fond memories of D2. So if there will be no D2:R announced, give D2 a try/retry and thank me later! If you want some QoL changes and/or are tired of bots, I can definitely recommend the mod PoD. [link] [comments] | ||
Wallpaper: Fiery Runes II: Belial - Lord of Lies (Art by Secret-Schwarz) Posted: 27 Oct 2019 09:49 PM PDT Fiery Runes II: Belial - Lord of Lies (Art by Secret-Schwarz)
deviantART: http://fav.me/ddj7k5g twitter: https://twitter.com/Holyknight3000/status/1188644994414006272
Featuring the amazing artwork of Diablo3-Belial by secret-schwarz.
This artists work is stunning. This just pops so well. I wanted to capture their work but also change the lighting to match the setting of the essence runes.
There aren't to many Belial fan arts and I'm glad I found this one. Plus Secret's original version is so under viewed and deserves so much more. I hope people find their work through this wall.
That's all for now. Brace for BlizzCon people the Hype-trains flooring it now.
HK
Art (C) Secret-Schwarz [link] [comments] | ||
Behind the Gear: How Hero models work Posted: 26 Oct 2019 11:37 PM PDT My last post talked about some of the philosophy that went into building our hero characters. In this one, I wanted to talk about how they are constructed. This continues from my 2014 documentation – some details are out of date. The observable facts of Diablo 3 hero models
Less-apparent functionality of hero models
World of Warcraft comparisons
There is a lot of information there, so let's take some bits apart.
What I think is important to talk about here is that I am describing a system. It works in the game, and it follows a distinct logic. But you have to remember that, when we started, we had to invent this system! How heroes in Diablo II were visualized is nothing like how D3 heroes work. We had to create this system in a massive negotiation between the leads of several disciplines. Our Lead Designer, Jay Wilson, could have put forth a lot of demands, but he mostly asked for that our heroes have as many items visually represented on their models as possible. He also wanted Pants in the game. The Artists wanted to have as much freedom as possible to make every piece of armor look as cool as possible on the heroes. The Programmers and the Tech Artists had already implemented a look system for heroes on the Blizzard North version of Diablo III. Their goal was to make sure that whatever strategy we selected was practical and performance-friendly. The producers just wanted a system in which art could be produced at a reasonable rate of speed. Even though everyone was working together and in good faith, that negotiation took a long time. The Barbarians and Witchdoctors that appeared in our announcement video used an in-between armor methodology that doesn't match how they work today. But one thing that we agreed to early was that we were not going to use shared hero models. World of Warcraft has shared models to tremendous success. A single chest armor texture works on most of their humanoid races, including heroes and monsters. That was terrific for them, but we didn't want our human Wizard and our human Barbarian to look anything alike. So we decided on unique bodies and subjective armor. The same Level 10 boots look like leather boots on a Wizard and wrapped sandals on a Barbarian. It's a little weird, but from the perspective of the player, it mostly works. But since that level 10 boot item is something different for each hero, we had a lot of support to do. Every pair of boots in the game is actually multiple assets. It was a lot of work and a lot of data to keep track of, but we knew it was the way to go for our game. But I think that the most significant challenge of figuring out our hero look system is best demonstrated by Phroi's Barb. Phroilan Gardner was a Diablo III character artist that originally worked at Blizzard North. He is a talented painter with a strong vision for characters. He was particularly in love with the Barbarian, and more than anyone, Phroi is responsible for the look of that character. His Barb concepts are some of my favorite images to come out of Diablo III. Phroi modeled the first Barbarian. What we needed at the time was a cool character- how different items would change the character's look wasn't yet set. But we had Phroi's barb in-game, which was valuable for development. You need something to test environments, monsters and abilities, with, and it helps if it doesn't look like a stick figure. Phroi's barb looked a lot like his concepts, with giant claws, a spiked belt, and a massive chain girdle. As we started figuring out how putting gear on a hero would work, Phroi's barb looked less and less practical. That massive spiked belt looked awesome… would every belt look like that, just with a different texture? We were going to need a lot of torso armors. How could we develop a massive array of armor pieces if they were as specifically-detailed as this model? Phroi's answer was that he would gladly model every piece of gear for the barbarian. And I believe that he would have! But the answer from production was that we didn't have enough time to build every hero that way. And the answer from Tech Art was that we couldn't build a game with so many variants of the body section. Further, that belt, which looked so good with the chain girdle, wasn't always going to play nice with pieces like shoulderpads. We needed a more standardized armor solution. The artists acknowledged this with some disappointment. Everyone loved Phroi's barb, even those who felt it wasn't practical. But in the end, everyone contributed to the system that we ended up with. At the end of the planning and negotiation, we had a system wherein Heroes are made of four chunks- a head and torso, arms, legs, and boots. Each of the four chunks has four geometries (think "bulk versions"), and they are modeled to be mostly naked (1), up to heavily armored (4). All four bulk versions of the arms plug in seamlessly to all four versions of the torso, so they mix and match perfectly. The rest of the work was in painting textures for the geometries on each chunk of the heroes' bodies. The upside of Phroi's barbarian was that it would offer highly unique designs for each armor of the character. Our system's weakness was that our chunks could only be as different as our four bulk versions. So we did what we could to get some of that uniqueness back into the armor geometries. Our first tool was the artists themselves. They could paint five completely different armors on the same body geometry, and you would never know they had the same shape. These guys were freaking talents. Second, we knew that we could conceal a lot of the shape recycling with Helmets and Shoulderpads. Remember, those are snap-ons, and not modeled into the armor. If you have to make two sets of Barbarian armor on the same geometry, but you can paint one to show a lot of skin and have a metal helm, and the other one is painted to be covered in fabric with a tasseled helm, people aren't going to notice that they share an underlying shape. We also gave the Monks special alternative torso geometries that add large beaded necklaces. Some of our coolest Monk concepts included the necklaces, but we didn't want beads on EVERY monk armor. So Tech Art hooked up some variants that had that special look. Also, we used transparency on a lot of models to cover up the similarities. Take a look at these two (gorgeous) armor sets that Character Artist Cory Robinson did for the Demon Hunter. These both use the same heavy geometry ("bulk version") for the torso, arms, legs, and feet. First off, look at how much they differentiated simply through high-quality textures and dramatic changes in the Helm and Shoulderpad snap-ons. It's hard to tell that they have the same wireframe. Now look at the tier 15 Sovereign armor set. It has the same heavy bulk geometry as the other two, and the artist has once again used texture and snap-ons to create a new visual concept. But the massive arm spikes are suddenly gone. The geometry is still there- that part of the armor has just been made transparent, giving it a different profile (and a less evil visual) than the others. That little trick was used all over the hero armors so that your eye wouldn't start picking out similarities, and make the gear feel stale. When I think about how much art we made and the complexity of the system, it still amazes me that we made it work. And no one person could have done it- this was a giant group achievement. And I still love pulling up armorsets to gawk at- they really are works of art. [link] [comments] | ||
How could Blizzard reintroduce all evils in D4? Posted: 27 Oct 2019 02:26 AM PDT .. We killed pretty much all of them, but I really want to see all of them make a return and have to fight them again. [link] [comments] | ||
Posted: 27 Oct 2019 10:11 PM PDT Hey folks! Gun to your head, you must decide on your favorite items in Diablo III or any Diablo game as inspiration for a tattoo. The art of items in Diablo III really inspires me to get a small tattoo in black and white. What comes to mind first? Thinking of a legendary gem as a small tattoo idea too. Does anyone here already have a Diablo tattoo? LET ME SEE! [link] [comments] | ||
Posted: 27 Oct 2019 09:37 AM PDT Anyone else having issues getting into game at the moment? Receiving an "error loading hero" message. [link] [comments] | ||
An inside look to Diablo, Thanks to David! Posted: 27 Oct 2019 04:18 PM PDT https://graybeardgames.blogspot.com/2016/03/original-diablo-pitch-document.html http://www.graybeardgames.com/download/diablo_pitch.pdf #Guide - For Blizzard [link] [comments] | ||
Will Diablo 4 be a 3rd person game? Posted: 27 Oct 2019 07:23 PM PDT It's been confirmed there was a cancelled 3rd-person perspective Diablo game (explained as similar to Dark Souls). How would you feel if we got something like this with D4? Ideally there would be an option to switch between 3rd-person and classic isometric view, but I can see this being difficult to implement from a logistics/art direction standpoint. [link] [comments] | ||
Posted: 27 Oct 2019 11:51 AM PDT | ||
What to expect of Diablo II RM? Posted: 27 Oct 2019 01:11 PM PDT Ive never played a "remastered" game before... I presume we could expect the usual... higher resolution, HD character/ item/ world assets... minor QOL improvements. Anything beyond this? Could we hope for added stort, new items, etc..? Or is that like a .0005% chance? [link] [comments] | ||
Is Hellfire separate? I know this is stupid... Posted: 27 Oct 2019 02:28 PM PDT I'm a stickler for spoilers, and I did Google a bit but was afraid to delve too deep. Do I need to finish Diablo before opening Hellfire, or is Hellfire just Diablo with an extra side story? [link] [comments] | ||
Posted: 27 Oct 2019 04:42 AM PDT Anyone else just get disconnected and now cant get back in? [link] [comments] | ||
Diablo 4: Do's and Don'ts that will make or break the game. Posted: 27 Oct 2019 08:22 PM PDT By this stage, Blizzard has probaly finished the design of Diablo 4 and are in implementation for some years - Good for them! With all that has happened (HK, controversies, iconic blizzard people leaving, activision), it feels that it will be impossible for them to deliver great games going forward. Hence why many have lost hope. If Blizzard was the Blizzard of old, you know, the one we loved, how would they make D4? I'm bookmarking this post to compare it with their anouncement and the eventual reveal of D4 design spec. People's perception is very important. As an engineer turned businessman and selling consumer software, I'd be interested in your opinions here. As good and conscious consumers we should reflect on what we asked of blizzard and what we got. If anything else, we've been spewing requests on the Diablo forums for almost 10 years now. It's time to see if they have been listening, which can only be shown and tested by their actions/choices and not by just making a post or anouncement. I understand we might get a D4 that could be irrelevant with the action RPG genre. In that case I'll drow my sorrows with the possible D2 remake, or in one of the many upcoming ARPGs. So as a big fan of past Diablo games, these are some of the things I always wanted, even from D3: Do's:
Don'ts:
[link] [comments] | ||
Diablo 4 needs more open ended maps Posted: 27 Oct 2019 06:06 AM PDT My memory might not be good.. so pardon me if I m wrong.. but I remember that 3-4 act maps in Diablo 3 where very linear.. Like they did not have open field.. Players where hopping from act to act in linear manner. In D2 only the last map was linear. So I hope they add more open ended maps in Diablo 4. The open feel is reason why I liked first area in Diablo 3.. [link] [comments] | ||
URGENT ! How do I change Diablo1 sounds? Posted: 27 Oct 2019 05:51 PM PDT | ||
Posted: 27 Oct 2019 05:30 PM PDT | ||
Posted: 27 Oct 2019 04:36 PM PDT My last post turned into a shit show. That was likely partly due to my poor wording that some apparently found offensive or antagonistic and, looking back, I guess it kind of was. D2 is, in my opinion, a good game that was great and ground-breaking for its time. I do not dislike D2. I just don't liken it as well as I do D3. Likely, that is partly due to my having played D3 first, partly to the fact that I don't have a lot of time to devote to playing and probably a bit because I'm playing it at a time when that style and type of game is no longer new or novel. I freely admit to all of that. So, how about we try this again? Tell me what it is that is so great about D2 that differs from D3. Can we please refrain from purposefully antagonistic and argumentative comments and replies, though? I'm pretty tired of seeing, "you're just an idiot who doesn't get it" or being told I'm just a dumb kid. I'm actually 35 and spent a lot of my formative years playing games for Sega Genesis, Super Nintendo and a lot of PC games installed from floppy disks like Tie Fighter and Command & Conquer. Both of which I still enjoy playing, btw. Ok. Let's hope the hate and rage is kept to a minimum this time. [link] [comments] | ||
Posted: 27 Oct 2019 05:07 PM PDT |
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