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Blizzard after diablo immortal
Blizzard after diablo immortal









blizzard after diablo immortal blizzard after diablo immortal

“But with Diablo Immortal,” Cheng says, “we thought, ‘Hey, we know that we're a mobile-first game, we're going to have most people direct control let's go ahead and add the Icy Ground property.’ And now you really feel like you're sliding around on a slippery surface.” Fluid fightingĭesigning for mobile allowed the team to play around with other gameplay mechanics, too. Pointing your character to walk across a frozen lake, and watching as the game automatically takes care of the slippery surface, doesn’t feel nearly as engaging as it does to directly control their movement and slide your way across the tundra.

blizzard after diablo immortal

With players controlling their character’s movement by pointing and clicking around the map, the game’s auto-pathing takes over to compensate for the icy ground beneath them. "Diablo Immortal is probably the most ambitious Diablo game" Rod Fergusson Platformers like Mario, Kirby and Rayman have had players sliding across slippery surfaces for decades, but Cheng says Diablo’s traditional, indirect control scheme made the feature tricky to implement.

blizzard after diablo immortal

It’s a simple concept and one that may not strike you as particularly challenging to implement.











Blizzard after diablo immortal