Next up on the design docket is fortnite items

  • Next up on the design docket is a discussion of the design and development of fortnite items Gems. Most importantly, the thought process behind the most recently-introduced gems is explored. As you may remember, nine new gems were inserted "including four wrought stone that concentrated on Necromancy", one of the trademark features in War for the Atlas. Senior Game Designer Rory discusses moving from a general discussion of abilities that would be inserted and how stone could fit into that design matrix. For instance, taking the base skill of Detonate Dead and changing it with the addition of a stone was something the team. Of course, some skills worked better than many others in this respect, however, as Rory says, all that is part and parcel of game development. .

    We had prototyped a skill codenamed "Infernal Sweep" that was a fiery subject of effect sweep attack that exploded nearby corpses. Early testing revealed it felt awful to use, having to swing twice to first kill several enemies then again to detonate their own bodies to get larger area damage. The ability was visually spectacular, but did not play well unless it was fostered in the beginning place and damage to the point where it both invalidated the roles of Sweep and Infernal Blow. This ability went back to the drawing board and we'll probably see it again in future with added mechanics or without the reliance on corpses.

    The article further goes into specifics about Support Stone and how design iterates from concept to completed job. You can test it all out here.

    Similar to gems, a range of "elder uniques" were inserted in War for the enjoy best service Atlas that can simply drop from The Elder himself. Game Designer Hrishi took some time to discuss the Cyclopean Coil, Blasphemer's Grasp, Nebuloch, Hopeshredder, Shimmeron, Impresence along with Watcher's Eye. Each has its own distinct market in Path of Exile, both in terms of its unique appearance, but also in terms of what it adds to the overall player experience through characteristic focus, ailment focus and much more.

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