How will Diablo 4 be? Here is the latest information

in diablo4 •  5 years ago 

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The countdown continues for the #game #Diablo 4. Important details about #Blizzard's new game, which will reach millions of gamers, have surfaced. The development processes of the game, some new in-game visuals and many details about the game are also revealed.

Diablo IV The team talks about how they achieved important development goals while working from home and first shared an update on the features announced at BlizzCon last year. There is also information about how Diablo IV's storytelling is made more immersive by developing interactions and conversations with the characters in the game, how some multiplayer gameplay features will work in the open world, some points about things and progress, and much more. In addition, for those who love hunting treasure goblins, some items that have fallen in their recent gameplay tests are also included in this update.

Here's how Diablo 4 is the latest information

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Here is the latest information about the game shared by the Diablo IV team:

TEAM INSIDEGAME TESTS

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As with many other games, we shape the development process of Diablo IV around team goals. These often reveal a version of the game that we can play together and talk about. For example, as a result of our goals for BlizzCon 2019, we tested a demo version of the game as a team. This gave us the chance to announce the game at the show. This gave us a preview of what other team members have achieved so far. It also allowed us to perform a load test for demo, catch new errors and make improvements before the show. For our ultimate goal, we focused on completing all the elements of a region known as the Dry Steppe. Story contents, open world elements, item system, PvP region,

Our goal was for the team to play the game from home for two full days. After that, we would examine some data and talk about our reactions. Of course, we play the game constantly, but mostly we examine certain features or areas. Playing the same version for several days as a team offers us a different perspective. In this way, we can see how compatible all the available features are during a longer game session. Even before moving from home to work, we knew this was among our goals. Of course, this has become a nice way for us to come together as a team. Similarly, we hope that talking about this gameplay test and sharing screenshots with you will provide more context for our next updates (or increase your curiosity for future issues). Of course, it should not be forgotten that the gameplay tests do not represent all the progress we have made. Our work on other parts of the game continues. Kuru Bozkır is a region that we especially focus on and make it a completed experience so that we can only make some observations. If you liked (or did not like) this approach, feel free to share it with us. So we can adjust our future updates accordingly. As always, your comments are very valuable to us. If you liked (or did not like) this approach, feel free to share it with us. So we can adjust our future updates accordingly. As always, your comments are very valuable to us. If you liked (or did not like) this approach, feel free to share it with us. So we can adjust our future updates accordingly. As always, your comments are very valuable to us.
A FEW POINTS FOR SKETCHES

Here's how Diablo 4 is the latest information

Covering episodes with boxes allows us to play episodes whose images are incomplete.
As part of the development process, images are often kept as drafts, so teams can easily test and work on their ideas. If something is not fun, the cost of throwing out sketch images is much lower than in the final images. When we share models or screenshots with you, they are usually advanced enough to adequately show our vision for the game. We don't show you sketch images most of the time, because they don't adequately reflect the power of our game engine or the artistic skills of our friends on the team. Of course, in this article, we thought that you would like to see how the sketches take their final form since we share the "behind the scenes" information about how we made the game. Some of the images we will share in this article may still be incomplete.

Here's how Diablo 4 is the latest information

A classic demon concept, from sketch to the ultimate game visual.

STORY EXPRESSION

In Diablo IV, we have developed a few things about how we present the story. First of all, we want to talk about the speeches. In D3, we used the interface elements with the character's name and portrait. We are currently trying to use camera angles, some of which are created automatically by tools, and some are specially adjusted for conversations. In simple interactions between you and the characters in the game, we bring the camera closer to the characters (by preserving the game's isometric perspective). We use an animation library to reflect the general atmosphere of the conversations. Although we adopt a similar camera approach for more complex conversations, at this point, the movements and animations of the character are specially prepared. In this way, we are able to present complex story moments while keeping you in the game world as much as possible.

Here's how Diablo 4 is the latest information

A slightly closer bird's-eye camera helps us convey simple story moments.

The second storytelling technique we have developed is real-time cutscenes or RTC. Here we control the camera and approach storytelling as in the movies. So we save this technique to the most important moments of the story. There are some big advantages to having these in real time. For example, we can show your character as part of the scene with the armor he is wearing at the moment. They are also displayed with your current resolution and graphic settings. Therefore, the fluency of the game is also preserved. During our BlizzCon demo, we showed you our first work on real-time in-game cinemas. Our cinematic and game engine teams have worked on many improvements since then. Therefore, we were looking forward to see the cinematic that will bring excitement to the peak in the Dry Steppe experience. Obviously, we can say that our expectations were met as a team. You can find a screenshot below that our friends in the story and cinematic teams allow us to share with you (it's okay to see this because it doesn't contain much detail about what's waiting for you).

Here's how Diablo 4 is the latest information

Diablo IV's in-game cinematics give the desired dark air.

OPEN WORLD

One of the important new features we brought to the Diablo series is the presentation of Sanctuary in the form of an open world. While focusing only on storytelling is an option, we will have a variety of open world systems and content to explore along the way. If you want to take a break from the main story and go for a ride, craft things or do PvP, you are completely free in this. During our gameplay tests, we often observed this diversity. During an average gameplay, it took several hours for team members to complete the regional story. But our friends, who focused solely on the story, completed the episode in half the average (of course, it was still possible to complete the side content after that). ARPG that has passed the completion (and re-completion) of the story and the side content in the game as you want,

Here's how Diablo 4 is the latest information

We can guide our designs with the data we collect in this type of gameplay tests. The distribution on this map shows the busiest areas of Kuru Bozkır.

Although we had many open world activities such as item handling, events, open world PvP battles, and side missions, perhaps the most popular of these were camps. These are important points captured by the enemies, and after they are cleared, they turn into positions with friendly characters and fast travel points. Although each camp has its own story, much of the narration takes place visually and the tasks do not send you directly to these points. For example, one of the camps in the region was under the influence of a curse that turned peasants into salt piles. Another one was haunting a soul that took over the bodies of various living dead. He was jumping from skeleton to skeleton until you beat him. We liked the fact that the world changes and the people living here hope a little bit as you take back a small piece of Sanctuary.

Here's how Diablo 4 is the latest information

Here's how Diablo 4 is the latest information

The camps, which initially belonged to enemies, turn into small centers with travel destinations and vendors after their mission is completed.

Finally, mounts were also among the things you could achieve during gameplay. We really liked the interaction of the open world with mounts. You could reach your goals faster without trivializing travel or wars. In addition, the goods system prepared for the passenger carries another direction of progress. One of my favorite aspects of mounts was to personalize them by looting the saddles and to show other players that I had completed a secluded mission in the area. Of course, there is more work to be done about mounts. For example, to give a few examples of navigation and adjustment, it is not even a job to get stuck at random surface shapes at the moment or to fall off your rides with opponents' stuns. As we try and adjust the feature, such situations will get better and better.

MULTIPLAYER EXPERIENCE

It was quite difficult to create the right approach for the multiplayer experience in Diablo IV. Our goal from the start was to add elements from games with a shared world while preventing the game from entering the massive multiplayer area. To be clear, this is a philosophy rather than a technical constraint. We think that meeting with other players too often or seeing too many players will cause the game to not feel like Diablo and lose the dangerous atmosphere of the world.

Here's how Diablo 4 is the latest information

As shown here, dungeons are exclusive to you and your group, although you may encounter other players in the towns.

I want to explain our experiences during the gameplay tests with some examples. Dungeons and important story moments always take place specifically for the player and his group. After the moments of the story are completed, the towns turn into social spaces and you can meet a few other people in the town. Sometimes you encounter other players during the journey. And finally, if you go to the points where open world events take place, you may encounter large groups of players who try to fend off a cannibal attack, or want to defeat the evil open world enemy Ashava we showed at BlizzCon. In addition, while the promise has been opened, we would like to point out that although some coordination is very useful during these events, you never have to join a group. Solo players can also win prizes by contributing to the completion of the event. We think that this approach to the fluency of the multiplayer experience works well, and we look forward to sharing more details about it in the future. In our tests so far, we see that the world has a vibrant and dynamic atmosphere without compromising the Diablo feeling. We have new tools to find groups for our players who want to form groups against the stooges of Hell. They can function according to the current activity or location in the game world. In our tests so far, we see that the world has a vibrant and dynamic atmosphere without compromising the Diablo feeling. We have new tools to find groups for our players who want to form groups against the stooges of Hell. They can function according to the current activity or location in the game world. In our tests so far, we see that the world has a vibrant and dynamic atmosphere without compromising the Diablo feeling. We have new tools to find groups for our players who want to form groups against the stooges of Hell. They can function according to the current activity or location in the game world.

Here's how Diablo 4 is the latest information

Blizzcon open world monster Ashava, which appeared in Scosglen in 2019, can also appear in the Dry Steppe.

ITEMS AND PROGRESS

One of the most useful parts of our two-day gameplay tests was that we could get better feedback about the progress system thanks to the feeling of permanence in the game. The item and talent choices made on the first day made its impact felt on the second day (though some of our friends turned to secondary characters because there were more than one class we had to test). A friend of mine would always say that Diablo is a game that you keep playing in your head, and this is true for Diablo IV. In addition to the official play time devoted to the team, I could feel that the game had a place in my mind. I couldn't help thinking about the important skill interactions that I will gain, along with the items that can fall for my lineup and the skills I can finally unlock. BlizzCon ' You may have read the developer blog shared by David Kim shortly after (link). In this post, he talked about new keywords and our item system philosophies. We will have a more comprehensive update of items later in the year; But for now, if you want to get a little bit of your curiosity, you can find some items falling during the gameplay tests below!
Here's how Diablo 4 is the latest information

Various items using our new qualification system. Note that the icons are not final images.

OTHER THOUGHTS

The general feedback we received from the team was that Diablo IV is a really fun game to play even in this early period. It really excites us that the classes are shaped in a promising direction. We are looking for ways to bring similar innovations to all classes, inspired by what makes Barbar's Armory system and Druid's ability to change shape (we'll talk about it in detail in the future). We also had the opportunity to test our technology with gameplay tests. Since we were playing from home, we were able to test the game with different graphics cards, screen rates and connection speeds. We also had the opportunity to try our client-server technology by installing new versions to fix the bugs we encountered during gameplay tests. We still know that there is a lot of work waiting for us, and frankly, we are not currently able to reach an alpha or beta stage. Although we generally do not speak openly about our early targets during the development process, we think that it is especially important to share our progress with you, considering that BlizzCon will not be realized this year.

We also think that this is a very important milestone as we feel that everything we need for a great Diablo IV is in place (of course, as we get closer to completing the game,
we will continue to collect feedback and try new things ). We hope you enjoyed this update. As always, do not forget to share your opinions on the platforms you prefer. This can be your own forums, other websites or social media. We take care to read your comments and feedback as much as we can. We were very happy to meet many great discussions after our last blog post (these also helped lay some foundations on our side).

In addition, we are looking forward to learning the topics you want to talk about. Considering your reactions so far, one of the topics you want to talk about is skill trees. So we will focus on this in our next blog post. The items are also among the popular topics and we see a lot of interest in music. We plan to share more updates on these issues later in the year. Feel free to share your thoughts on this matter with us. Thank you for taking the time to update. We look forward to sharing more information about Sanctuary with you.

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