Jedouard
Diabloii.Net Member
Monster Randomisation
I noticed in a screenshot of "The Unburied" for the bestiary update that there were 7 or 8 identical copies of the monster in one room. The same goes for the hordes of wall-climbing monsters the barbarian fights in the first gameplay video. This reminded me of the days of the Diablo II and even Diablo I, where we were working off of the same cookie-cutter sprite.
While DI and DII were indeed fun at the time, if Blizzard would like to get the player more into the world, micro-level individualization of the creeps would be really helpfull.
I have four suggestions for randomization:
1) Divide the any given monster type's texturing into six or seven parts (leg, leg, arm, arm, head, abdomen, back, etc.) and then have five or six skins per part.
2) Make the "body" size for any given monster type vary by a given percentage, say 30%.
3) Make the movement of the creature dependent on the above. If the skin of the creature is pretty gnarled up at the legs, give him a limp. If his arms are more muscular and he is huge, then make him swing like a brutish hulk.
4) Lastly, make the monster types stats vary according to all of the above. Beaten up, infected, hobbling, tiny variants are weaker than their brutish, fast, big counterparts.
This would not only be quite enthralling in terms of "feel" and storyline, but it would also cause the player to really think heavily about strategy, prioritizing his damage-dealing toward the more threatening variants and taking into consideration movement speed, damage, etc. of each individual creep.
However, I understand that there may be hardware limitations to this.
I noticed in a screenshot of "The Unburied" for the bestiary update that there were 7 or 8 identical copies of the monster in one room. The same goes for the hordes of wall-climbing monsters the barbarian fights in the first gameplay video. This reminded me of the days of the Diablo II and even Diablo I, where we were working off of the same cookie-cutter sprite.
While DI and DII were indeed fun at the time, if Blizzard would like to get the player more into the world, micro-level individualization of the creeps would be really helpfull.
I have four suggestions for randomization:
1) Divide the any given monster type's texturing into six or seven parts (leg, leg, arm, arm, head, abdomen, back, etc.) and then have five or six skins per part.
2) Make the "body" size for any given monster type vary by a given percentage, say 30%.
3) Make the movement of the creature dependent on the above. If the skin of the creature is pretty gnarled up at the legs, give him a limp. If his arms are more muscular and he is huge, then make him swing like a brutish hulk.
4) Lastly, make the monster types stats vary according to all of the above. Beaten up, infected, hobbling, tiny variants are weaker than their brutish, fast, big counterparts.
This would not only be quite enthralling in terms of "feel" and storyline, but it would also cause the player to really think heavily about strategy, prioritizing his damage-dealing toward the more threatening variants and taking into consideration movement speed, damage, etc. of each individual creep.
However, I understand that there may be hardware limitations to this.