Saturday, January 28, 2012

Intuition

Well, these 3 are more of an accidental outcome to be honest. I was working on a background for a picture called intuition. The background was mainly blue and yellow. Accidently I messed up the middle (yellow) part, while working at it. To fix it, I decided to add some glow and mix some white into it. While listening to music I was mixing the colors and drawing and doodling something, mainly relying on the smudge tool.

Ironically, I soon noticed, that the outcome was a small picture in itself, even if not the intended results. I took down some of it's shinines in the upper 2 versions, using different methods.

Still playing around. Whee.






Wednesday, January 25, 2012

Desktop rework

Diablo III - Impressions

So now, that I finaly have my hands on Diablo 3, I managed to play it through with every class, which sadly (or luckily, considering how much time I have available atm), didn't take very long.

Most people who check this blog, know what Diablo is about, so I'll just focus on the new aspects and the overall feel, stead of explaining, what a "Action-RPG" is all about.

So here are my impressions so far.

Starting from the Diablo 3 main menu, it all pulses with this "Diablo" feeling. The music, background, dark atmosphere, it all feels familiar. The menu's are simply and straightforward. The graphic options, not very numerous, but as often with Blizzard beta's I'm sure there's more to come.

After typing in your account name and password, you get into the character selection screen. I have to admit, that at this point i had quite some negative impressions. When creating a new hero, you are presented to 10 different (5 classes, 2 genders) character models, of how each of them could look like in later stages of the game and sadly some of those models are butt-ugly, overpixely and the faces make me feel like I'm playing Morrowind. Luckily enough, apparently those are only models, because, both faces and appearance of real characters look way more solid.

count the polygons
On the bright side however, you can create and design your own banner. The process reminds me of the World of Warcraft tabard creation process, but you have way more options and you unlock more of them, by geting achievements. I have to admit, I really like this idea. Speaking of achievements, even the beta has quite a few of them, using the same point system, SC2 and WoW uses. Each achievement grants points and those increase the length of your e-peen. It sounds silly, but I wouldn't complain, I'm sorta bought by the system in starcraft too...

banner creation
After selecting the class and entering the nickname, the game starts. I guess the release version, might have some sort of cinematic or individual class video going on, but it feels good the way it is too. For the sake of this post, I'll focus on the barbarian as a class. Now I never liked him much in Diablo 2. With the exception of his ability to literally yell at the opponents corpse and make it drop more items, which was both hilarious and useful. In diablo 2, the Barbarian was monotone, more or less a buff up and leftclick class, usually using either Frenzy or Whirlwind only, sometimes swaping into Zerk to defeat enemies that were masochistic and didnt care about physical bashing.

Anyhow, I named my mighty barbarian "Rawr". You start out with an axe, that you can use to perform a basic attack, which you mostly won't use at all, since you also have the ability bash with level 1, which as expected bashes away at a nearby baddie on click, sorta stuns, deals bonus damage and also generates fury, instead of costing mana like in Diablo 2. The fury is the new barbarian resourse. Some attacks generate it, others use it.

It all starts with the event of a mysterious "star" falling inside the old tristram cathedral. And you are there to investiage it. You start on a cliff, near a village called New Tristram, the village where people enver learn. There was the apocalypse starting twice there, within 20 years or something and they try it again and again to live there. Obviously the town is under siege by the undead once again. You bash away some zombies and the guards let you in.

zombie siege
 Talking about bashing, the combat is impressive. You can pretty much feel the strength, of the attacks, since both sound and visuals are impressive. Defeated enemies fly away, dragged by the force of the amazing Diablo 3 physics engine and death animations are various. Critical strikes add even more eye candy. Each option: Dual wield, two handed weapons and one weapon/shield, has different animations for every attack for every weapon type. It gets even cooler, when you get new attacks. "Hammer of the Ancients" releases the accumulated fury, to smash down a single poor fellah with a summoned huge blue hammer. Cleave, is a fury generating ability that slices down opponents in front of you, with a pretty red animation. As you progress further, more and more skills get unlocked. Leap attack, allows you to jump huge heights and distances and deal AoE damage in the target area. Great for both mobility and damage, especially considering the fact, that it generates fury.

looks very juicy in motion
The big trouble is, what will you pick. In the beta, you will eventually unlock up to 4 skill slots. And even with the limited options of skills, it's still hard to decide.

A "cleave"+"leap attack"+"ground stomp"+"war cry" combination, will offer you good AoE damage and huge fury generation, but your single target damage is limited, have high cooldowns and you will have a lot of unspent fury, which feels like a waste. The "Frenzy"+"Cleave"+"Rend"+"Revenge", will offer, both single target and AoE damage, but is situational and lacks the mobility and buffs of the first build. And once again, you get to the 2hand VS dualwield VS 1hand+shield question, since 2 handed weapons generate fury slower, but the fury-using skills also deal more damage, since all damaging skills in Diablo III scale of your weapon damage and their speed is weapon speed dependent. This is better then it sounds by the way, since it also makes balancing the game a lot easier and reduces the ammount of all-around-everyone-uses-a-single-skill cookie cutter builds.

approaching


I'm not sure how many players can claim that the hammerdin in Diablo 2 was really fun to play, even if it is very effective...

The final version of the game will (is atm suposed to) offer around double the abilities per class, 2 more ability slots, 2 more passive skill slots (and lots of other new passives) and also runes. For those few who doesn't know what runes do in Diablo III - they modify an ability. Runes come in 5 types and 7 levels each and each ability gains a different or enhanced effect, with different visuals and sound effects.

The ammount of different builds, possibilities and combinations sounds pretty amazing, asuming, it won't be removed or something, like the way they removed (even if possibly accidently) the scroll of companion - a item, that can be used to summon a small critter/minion, that would pick the gold up for you, very useful, considering that gold is fairly important in Diablo 3.

party
You use gold to buy items, craft items, repair items, upgreade your stash, upgrade your artisan to craft items, auction house .... I actually hope that there will be some sort of a gambler like in Diablo 2.

Talking of items and gambling by the way, I'm slightly confused and disapointed here. There seem to be a lot of things missing or just wrong here, at least in my eyes. First of all, at least in the current version, I really don't like the way the merchants work. Browsing their items, isn't really as fun as it was in Diablo 2, I really miss this "item cluster". Also the items sold by the merchants are nearly allways: 1) the same 2) useless garbage 3) lack variety, even in the begining. I'm yet to see one of those guys selling a 2-handed sword.

Also maybe I'm the only one, but I also don't like the item management system. Especially with the bigger inventory and the fact that we should NOT pick up white and grey items, after the last patch, since they are nearly not worth any gold and are not needed for crafting any more, I really want bigger items icons back. You rarely get so many magic items and all of them use 1x1 or 1x2 slots (in D2, there were 1x1, 1x2, 2x1, 2x2, 2x3, 1x4, 2x4), making the inventory look like a huge mess and the items look to similar and silly ( i need the same space for a dagger and my plate armor ). Besides there was some charm in the old item system, which the current one sadly lacks, at least in my oppinion, also you had to think if you want to pick up the item, considering inventory space, price, usefullness etc. Atm you just gather every blue thing you see up.

random encounter
 Another thing, which is disturbing, is that you find every blue item identified allready. Identifying the items, was some sort of an "present unpacking" with "attention giving" thing, at the moment, blue items rarely gain your attention, even if sometimes they are better then your current one.

I'm also a bit scared, that the current build is lacking affixes. Compared to Diablo huge list of affixes, including +skills, +/level +on-hit spells, +% damage, +% chance to hit, +% defense, +recovery etc etc, the current system appears a bit simple. On the other hand, it might not be the fact, but I it's just the way it feels, especially considering the fact that some of the current affixes are not too useful, like "+2 range on health globes pickup" and "+2 experience/kill", considering how rarely you need the health globes and how fast you level up. Also I sorta miss jewels,  (old) sockets and etheral items, but I'm pretty sure those will be back ingame after a while.

However, I'm not complaining about the difficulty to be honest. Sure, it's pretty pretty simple at the moment. But thats not the point. You can die in the beta, if you play for the first time, with an untwinked character, if you are uncareful and potions have a cooldown. Meaning that in the later game and difficulty, dying should be VERY simple, since potion spamming is out now and you will have to run through all the dungeons to get to the boss you want to farm, instead of waiting in Act 5 town for some random maphacking player or bot with Enigma to tell you, "throne is cleared". I really hope that the Diablo 3 anti-cheat protection will stop me from programming, the game from becoming a huge spam, dupe and cheat fest once again.

About coop by the way: It's great. The inability to steal other players items, encourages to work together and even with random parties the fun factor goes 1UP. The allready amazingly randomized maps, with a lot of random neat events are even more fun, when in a party. And I'm actually not a fan of random parties (pubs...).  I just sorta wish that you could see what other players find (at least yellow/rares), at least for bragging rights. Also the chat is a bit annoying, since it gets constantly spammed by NPC's, so you cant actually see the lines written by the player.

next level
By the way the physic engine mentioned in the begining also really impresses, with the environment. Pretty much half of whatever, you see in a dungeon or cellar or graveyard, with the exception of the floor and huge walls, can be destroyed, also often instantly killing NPC's. The much more important aspect of it, is that it looks great. It really adds to the battlefield feeling (not talking about the game), enemies flying away, projectiles beign fired from both sides, explosions and objects being destroyed everywhere. Awesome.

   
before
   
after
Will write reviews on the other classes and more aspects in a few days or weeks, gonna go to the gym now.

ceremony
interupted

Sunday, January 22, 2012

Clarity

(Btw posting via android, this is typo land)

Im a awkward person i guess.

As a gamer i played a lot of games un my life. While quantitatively notn on top, i guess Diablo 2 is the game i could identify myself with most. I played it singleplayer, multiplayer, hardcore, mods, traded, i programmed for it, joined communities, wrote my own bots....

And then there is Diablo 3. A long awaited sequel to D2. Withnew classes, new options, content, more story etc etc. I was obsessed with it. I browsed wikis, followed tweets and websites nad drooledover every new screenshot daily.when the beta finalyarrived neiter me nor anyof my friendsgot intot.

And it was drivng me crazy. I wasted more time recherching and checking websites daily then a stupid teenage girl drooling over justinbieber. Ww talk ofweeks of realtime i exepect.

And now i finaly haveit n my hand,evenif iHands and partielly temporerilly. I played it for 4 hours i think and itwas damn much fun, even if it is veryshort and easy. One would suspect id pull an allnighter and would spend all of my next days playing, even i thouht so. But the truth is sorta the reversd story.

Ifeel like my mind is finaly at peace. I know pretty much everytihng about the beta and the atmosphere was nice and relaxing (the familiar atmosphere of gore, blood and dying demons)--and after testing it i have  this sort of completition sensation, i feel more reinforced to actually take care ofthe more important things, like thesis and scheduling.

Talking of which, its sleeptime

Crystal

Timewaste ftw!

The red one is the initial version, but after a while started liking the blue one more and imporving it atm, it's sorta work in progress. The colorful one is just wheeeeee, I like changing layer options!

Friday, January 13, 2012

Cubes

Brr, still work in progress, after messing up the picture (twice), also gotta work at the outlines and bla


Green Version