2012年7月20日星期五

Reread "Diablo 2" development experience "Diablo 3" had kind of moved you?


   The original title "Postmortem: Blizzard's's Diablo II", the article is "Diablo 2" senior developer developer Erich Schaefer in "Diablo 2" successfully listed October 25, 2000, near the famous industry website gamasutra. gamasutra's "Postmortem" series of columns specially invited to the game makers after the completion of the game development, game development experience, and review of the development process in all the right and wrong income loss, was rather an afterthought, after see the meaning of the Ming. Erich is also since people talked random affixes system of the founder. He recalled in the article from the "dark" to "Diablo 2" developed by the hardships and achievements boutique immense pride of the game.
   Cipian asked only to express my respect for Blizzard North.
   After four months of arduous sprint stage, the generation of dark and finally in 1996 the second day of Christmas tablet a. At that time, we fully did not expect a follow-up game development as most developers are likely to have experienced the same, after such a long development cycle, we are obviously not ready to re-enter the dark world of preparation. We were only able to determine is: we want to avoid making the same mistakes do not go through the final stage of so arduous. "Diablo 2" is a tablet on June 15, 2000, and before this we have a full boil for 12 months.
   "Diablo 1" after the sale, we spent about three months to collect and to seek the views of our next project, but no real good ideas. After discussion, the return to the dark world of ideas quietly into our line of sight, after a recovery period of several months, we suddenly realize that we no longer dark and weary. We remove failed to achieve the vision of the early generation of dusty work, combined with the judgment of the outside comments and players on how to "Diablo 2" to create Niubi sparkling conduct brainstorming.
   Diablo 2 was never not had a formal design document. Of course, we still have a rough plan, but most of them are brand-new content: four towns instead of "Diablo"; a completely different role and before the three of the five new role; there are many brand new dungeons , vast wilderness, as well as greatly expanded items, magic and skills. We are fighting to improve every aspect of the first generation. "Diablo" in every role only three kinds of armor appearance, "Diablo II" is used the composition of the system so that it can produce hundreds of variations. "Diablo", "unique" boss monsters have special skills in the "Diablo II" will have randomly generated hundreds of changes in the system.We will enhance the image quality, using real transparent, colored light and quasi-3D perspective mode. The checkpoints load will become past tense. The story is the beginning will be taken into account, and will be reflected in the mission. We know this will be a huge project. Because we are part of the basic gameplay is more perfect, so we think we should invite some new people, develop some new tools, so basically we only need to pay the original twice the amount of work we can create four times the original content game.Originally in our development schedule, development time is expected to be two years.
   Although the role of players in the game is only 75 pixels high, but they are in accordance with the high-resolution modeling and rendering, so that the character selection screen and promotional materials. This is a stand firm Paladin.
   Diablo II team is formed by three group: the program group, the role of art group (all moving objects), the background art group (all animals), each group of about ten people.The development process is open, all members of the group can contribute. Blizzard Irvine assist in the development of network programming class warfare network support. Blizzard film department (also the Irvine) contribution to the transitions between each scene film, and assist the design of the story.
   "Diablo 2" almost all of the original painting and film transitions are rendered in 3D Studio Max to create materials and 2D interface elements are mainly using Photoshop to make. The program is mainly written in C language to write comes with the C + +, version control is to use Visual Studio and SourceSafe,.

Draw detailed sketches, such as this is the third act  hut in front of the modeling background art painting.
   Blizzard North, the predecessor of vulture game was created in September 1993. We get a contract to Acclaim Quarterback Club game ported to handheld devices, is more compelling for Sunsoft Justice League Task Force game ported to the Sega MD. Silicon synapses, which is later renamed as the Blizzard Entertainment company is in the development of the Super Nintendo version of the game. Vulture company finally told the idea of ​​the development of Diablo Blizzard Finally, in the development process, Blizzard's parent company acquired a vulture, and was renamed Blizzard North. After the mess after this series of restructuring and change of ownership, we (Blizzard North) eventually retained an independent team. Our team are very stable growth from the "Diablo" 12 to 24 "Diablo II" began when a scale until now more than 40 people. We will be 100% energy into the development of the game. In order to ensure that this concentration, the Blizzard headquarters in Irvine is responsible for other aspects such as quality management, marketing, public relations, technical and customer support, and the battle net server operators and so on. Our parent company, Havas Interactive is responsible for sales, manufacturing, finance and other business operations.

A lot of time is spent crafted the first act, because it may be used as a beta test or show. Amazon is a complete role.
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