![]() ![]() It’s actually more fun, a lot of the time, than more complicated monsters. In a game with dozens of enemies onscreen at once, basic mechanics like that make it easier for the player to process what is needed of them. ![]() ![]() He also mentioned that the Act IV monsters were getting complicated, and recommended we build the character around a simple mechanic: a single attack with a massive windup that will punish you for not moving out of the way. ![]() He simply told us that the lineup required a heavy hitting large enemy. With how well the monsters were going, Jay had taken a pretty hands-off approach. So what you have is a dev team that has worked out all their issues figuring out how to make their game, and is now turning out high-quality monsters very quickly. Nathan Lutsock via reddit: Act IV was developed last, and Act IV is intentionally short. It’s just a super processor-efficient model that has a good, distinct shape. The actual wasp model was so effective that we ended up using it all over the game. Making players move around is an important goal, and those super-bright big bullet projectiles are meant to scare you out of standing still when slugging it out with Lacuni and such. The swarm works in a big group of similar swarms, but really shines as an add-on to a pack of melee monsters. FX filled out the swarm with cosmetic tiny insects.Īll the D3 monsters are meant to contribute something in the context of other monsters. The tech artists and the animators were the real stars, making a flexible rig that could move all the elements around and animations that made them move chaotically in a non-repetitive way. The best way to update the D2 swarm required us to give them a real model, which we managed with several insect models. Nathan Lutsock via reddit: The origin is pretty simple-we wanted to update the D2 dot monster, which was crazy silly and fun, and yes, create a bullet hell experience. ![]()
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