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Diablo iv world and lore panel
Diablo iv world and lore panel










diablo iv world and lore panel
  1. DIABLO IV WORLD AND LORE PANEL UPDATE
  2. DIABLO IV WORLD AND LORE PANEL FREE

We’re now exploring another approach more directly based off the 3D models to give them natural texture and realism. With item icons, we’d initially pursued a painterly style to stay in line with the overall art direction of the game, and we’re finding that it doesn’t come across as well when we’re talking about small elements in the UI. However, we’ve been tackling the other points from a variety of directions. To avoid interrupting gameplay with pockets of inventory management, we’re not planning on bringing back different-sized items. We saw a lot of feedback around the inventory, either regarding its coloring, the style/size of the item icons, or overall aesthetic. It’s been a few months since BlizzCon, but we still wanted to take a moment to address some of the UI-specific feedback we received from the demo and announcement videos.

DIABLO IV WORLD AND LORE PANEL FREE

Please keep that in mind as we talk through and show some of our in-progress work, but feel free to let us know your thoughts! BlizzCon Demo Feedback

diablo iv world and lore panel

Visual polish is one of the last things we focus on for this reason. 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.įor 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.

DIABLO IV WORLD AND LORE PANEL UPDATE

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












Diablo iv world and lore panel