Diablo 2 resurrected ps5 pre order3/1/2024 ![]() To illustrate the Diablo II: Resurrected team’s approach to adapting the feel and controls to PlayStation controllers, we invited Design Director Robert Gallerani to share his insights. When we set out designing the controller control scheme, we broke down the work into a handful of categories. ![]() ![]() Each of these were core considerations we wanted to be mindful of as we brought Diablo II: Resurrected to console players. With a keyboard and mouse, the player acts as an “eye in the sky” telling their character what to do and where to go by clicking somewhere. Do you perform a ranged ability on a monster? Do you walk over to a chest and open it? Perhaps you open a door? With the mouse, the players’ primary input is a click that conveys aiming or a specific ability or action. The game then guides the character to the place where it can perform the action, finding a path for you. Watch the iconic intro cinematic, remastered in Diablo II: Resurrected Tweaking the Movement This starts to have serious ramifications at many levels-but to our players, it all just needs “to work.” On a controller, however, the player is more directly acting as their avatar. On a controller, movement is tied to the analog stick. This means that the player, and not the game, is directing the character where to go. ![]() To achieve this, we turned off the game’s pathfinding. ![]()
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