I know we often do the best we can in that area. Will these characters have quips that point to relationships with other characters outside of the Diablo franchise? But generally, we try to get the feel for the character as best we can, but the specific powers we may not always be able to hit. Though to be fair, I think the Diablo team liked our circular zombie wall so much that they actually made a circular zombie wall in Diablo, which was nice to see our ideas inspire them. So he was more challenging to get something that was close to the Necromancer fantasy, to make it playable within the context of our game. There's only so many skeletons our game can handle before it becomes very noisy, difficult to read, and he becomes invulnerable to all kinds of skillshots because of all the skeletons in the way. Because most people remember the Necromancer as a billion skeletons. What made Necromancer especially challenging for us was more on the creative side. I think art is less of a concern, we're really going for something that reminds you of that character. Even our older games like Warcraft 3, if you go back and look, the art doesn't really directly translate from then to today. We did Lost Vikings before, who don't fit in at all. Was it difficult to recreate this character from a much older game to make it look like he fit in with the aesthetic of Heroes of the Storm? Xul the Necromancer is the first Diablo II-exclusive player character you are adding to the game.
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