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Fury

3,554 bytes added, 03:01, 5 April 2009
Fury Questions
These and many other questions were discussed in a recent [http://www.diii.net/blog/comments/on-the-drawing-board-7-the-barbarians-fury/ On the Drawing Board article] about Fury. See it for much more on this issue.
 
==The Fury Meter==
 
The visual representation of how much (or little) Fury a Barbarian has accumulated has undergone numerous changes during the development cycle. As of April 2009 the mana-like Fury bulb was gone, and a three-level, traffic light type system was in, with all new graphics. The evolution of this graphical change was discussed during Blizzcast #8, in March 2009. [http://www.diii.net/blog/comments/blizzcast-8-live-with-diablo-iii-goodies]
 
::'''[[Bashiok]]:''' You’re both working on a system which is the barbarian’s fury system. [How it's represented has] changed quite a bit. Can you guys go over how UI and effects are coming together to create the new fury system?
 
::'''[[Mike Nicholson|Mike]]:''' Yeah well it’s always an, again, an [[iterative]] process right, and one of the problems we had with one of the systems we had tried out was – it worked – but from a peripheral vision you couldn’t see what was going on. We wanted to be very clear and very bold about what was being done, so traditionally what happens is design will come to me and we’ll talk about what are the goals we need to accomplish. And then I’ll do some mockups and then I take it over to Julian and hope he can make those mockups look far better than my mockups.
 
::'''[[Julian Love|Julian]]:''' And I think where we’re at right now with it is the recognition that spending your fury is what we really want you to be doing, we want you to see it as a commodity to spend in order to gain access to more power, and that wasn’t really being communicated so clearly with the other one. So we’re trying to accomplish that goal of making it more, yeah, you know when to spend, you know what you’re spending but you don’t necessarily have to look directly at it. So effects plays a little bit of a role there, but I think we’re trying to not put effects in there just for effects’ sake, but only do it when we think that it’s going to help you really read and understand what’s going on.
 
::'''Mike:''' Yeah, before one of the problems was you would see the build up more than what you had to spend. Like you would build your fury up, and then you know “bonged”, and you’d have an amount you could spend. But everything was sharing the same visual space and you couldn’t necessarily discern one from the other. And again from an art standpoint, sure it worked, it was ok, but it wasn’t conveying the gameplay. And gameplay is king, you’ve got to make sure that it comes across in every way.
 
::'''Bashiok: '''Can you describe for those listening what it currently looks like?
 
::'''Mike:''' Let's see... if I had to use a cruel comment, one that I made myself as I was making it, oh "It's the fury traffic light". Because it's three spheres stacked vertically, and no we’re not making them three different colors, but you know as I was doing it I was like oh great, it pretty much well assures us that we are not doing different colors because it will well indeed look like a traffic light. But that’s the gist of it, because when you're playing hopefully your vision is in the center of the screen, and this is going to be to your right and down below. So you need to see a very bright graphic that kind of flashes to let you know, that even if you flick your eyes down there you’ll see I've got two or three of whatever that is to spend. Really that was the goal. Hopefully Julian and his team will ramp it up, so that, because we want it to catch your eye while you’re doing it, but not be a distraction.
==World of Warcraft Influence==