Diablo

Foreword

The Diablo games have some really nice game mechanics which I often refer to elsewhere, but perhaps the bestiary was a bit generic so I never really drew anything from the games, until now.

Diablo 1 & 2 monster redesign

The idea with the monster lineups below is to develop some kind of interesting light/med/heavy/special/boss variants which are reasonably consistent in terms of race/monster type morphology, and take some opportunities to have some global consistency across the entire bestiary. For example, maybe all demons have certain anatomical parts which are simply pronounced differently. Maybe the Scavengers and Quill-rats are related. I don't know much about the Diablo fluff though. There are a whole buncha books that I haven't read.

These concept are haphazard first or second iterations, and there are a lot of gaps. I was going to say missing gaps but then I caught myself.

Diablo monsters

The original fallen ones looked more like generic goblins. I think they're creatures, and not demons, despite looking a bit like imps ingame. The D3 fallen ones are interesting, facially, so I borrowed features from those. Actually those might be based on what seems to be an older acrylics painting.

Diablo monsters

This sheet is a better example of how monsters could be varied. It might be possible to just make a single 3D model of a typical specimen, then distort it into the needed variations.

Diablo monsters

Diablo 1 had a tendency of throwing incredibly annoying enemies at you, like those warping mages if you were a melee guy, or the knights if you were a sorc... I think I defeated Diablo after having thrown Berserk on those bodyguards of his from safe outside of his quarters.

Diablo monsters

Playing around with the idea of the Ghoul also being a mage of some sort. The other drawings are mostly random thumbnails with little consistency. I'm a sucker for 'nude' skeletons, but I haven't drawn any here. I'm not really a fan of the colored skeletons in Diablo though. They should all be bone colored as far as I'm concerned, perhaps with varying equipment levels instead.

Diablo monsters

Assorted Diablo 2 monsters. The Tainted gorilla-like monster felt a bit too cool and bulky looking, so I decided to play up the creepy with nasty teeth and a starved lion look. Then there's the similar baboon demon, which might be the same species so to speak. I decided to try out some of those long nasty teeth which you see on deep sea fish.

Diablo monsters

Some failed rhino/horned demon exploration. I think it should be more of a sturdy, chunky thing, with a nice charge look to it.

Necromancer, Amazon-Rogue, Corruped Rogue

Necromancer, Amazon-Rogue, Corruped Rogue. Indeed, it's a black lace thong (perhaps with a thematic bat pattern). However, the females in Diablo mostly wear some kind of flimsy loincloth rather than a bikini bottom.

As for skimpy clothing on females in games... remember the words of wisdom by Jean Rasczak: Never pass up a good thing.

For me, the problem doesn't really lie in how the characters look graphically, because games like Diablo and nearly all RPGs are abstract to begin with. If you have war axe, it doesn't matter if you hit with the pointy spike (stab), the blade (forehand), or the hammer (backhand). It also doesn't matter where you hit, so you can't really stab the girls in the bare midriff. Monsters often have arbitrary resistances and stats, and info like that is rarely ever communicated to the player in an intuitive way. No monster ever drops what it's actually wearing. Instead you have stuff like bee swarms dropping breastplates and town portals.

Most computer RPG games are about popping the bubble wrap and climb that nonlinear level curve. See those damage numbers float over the heads of the enemies. With systems like that, the issue of practical armour design hasn't really bothered me. One might even say that sexy armour quite affordable because of it. all I need to be told as a player is whether my outfit looks cooler than before... so it's a relativistic deal.

That said, I think it would be fun to have a swing (forehand, backhand, stab) * effort (jab, normal, fury) combat system where you can have fun combining blows against enemies, not stabbing the skeletons, not clubbing the fluffy yetis, not cutting the armoured knights.

I actually programmed one such system for a Golden Axe project, but ended up doing no animations, because a lot of them would be needed. I also had features like push back, edge sharpness, weapon reach, with strength being modified by equipment agility and weight, bunch of character and equipment OOP. It was one of those projects where the design doc became so detailed it kind of turned into working code...

Anyways, with warhammers/picks and crossbows around, it might almost be safer to run through dungeons in just your shorts. ;P

Comments on similar (looking) games

I actually haven't played that many. Titan Quest looks like it has a more active town with guards defending the perimeters, but I don't know much more about the game. I never got to play NOX, but I liked how the line of sight was pronounced. Baldur's Gate had that nice space-bar pause feature and I really liked going berserk in the town. I'm ashamed to say that I never played Planescape Torment or Arcanum. Or Jagged Alliance. I think I stopped playing Fallout when I found out that my character wore grannypanties or something. While some of these games might only be graphically similar, I should probably investigate them further, because I'm open to experimenting with the action RPG formula.

Torchlight is maybe a bit too cartoony for me. Actually... I don't mind cartoony. It's just that it's Malt Cross cartoony. I liked those kind of proportions when I was younger, but now I prefer... well, the opposite.

To simplify things a lot, I tend to recognize three main proportion styles:

Tree trunk proportions can be cool for certain kinds of blocky mecha (Asimo-like) (using blockyness as a consistent theme), but when it come to armor and demon designs, I want to see some more variation in silhouette flow. I've been avoiding doing demons with Rhino/Brontosaurus (yes I will continue to call it that) legs. Maybe the Shambler is somewhat excused though, because it's all stompy and I just want to hug it. It's arms/hands are pretty OK anyways. I like how the lowpolyness of Quake forced the pointy simplifications of silhouette.

Thoughts on game mechanics

Cherry picking

Here are a few of Diablo's features that I liked, but would change a bit:

Stuff that I didn't like

Random ideas

Scribble: GUI. I can't use the HP/Mana globes from Diablo, so I came up with a new innovative shape called cylinder (plus clingy stone babe).

Idea: The player can roll/design and manage their coop/mercenary NPCs as if they are player characters. Actually, Diablo 2 : LoD kind of did this. It's an interesting concept to play around with, but it might be frustrating to have a character that you've invested into die because the AI is crap at controlling it.

Idea: Items can be "worn in", increasing their efficiency when used by owner. When "wear in" has been maximized, the item can be named. Rationale: This feature will increase the character-item bond and make the relationship feel more solid. Being able to just swap out items left and right with no effect makes that relationship feel more flimsy. In real life, we both have close relationships to inanimate objects, and we grow used to handling them or wearing them (cars, pencils, shoes, etc).

On top of this, the player could grow proficient in using, say certain types of weapons, like swords, maces, bows. I can see many approaches to how the level-upping would work here:

Idea: Forcing the player to grind on new enemy types by reducing the XP earned from commonly defeated monsters. Weaker enemy types could have their XP yield depleted faster, because the complexity of the interaction with them is lower. Perhaps the XP yield could regenerate, encouraging the player to move to new areas, or old areas.


Creating an identity for my Diabloesque

If I were to make a Diabloesque game, I think it's important to give it an unique identity, both in terms of setting and game mechanics. The game would need some kind of punch which gives it instant character.

Setting

It's perhaps more common in sci-fi settings to use a clean, orderly society as the evil antagonist. There have been a few games where the player fights for evil (e.g. Overlord, Dungeon Keeper), but what if evil angels were to invade a peaceful underworld? Instead of having chaos, gothic ruins and skull totems spreading across the land, dull, clean, pompous architecture and orderly columns of mindless angels come marching in.

There are a few problems with this setup. It's a lot easier to think of interesting evil-monster enemies than it is to come up with a varied good-guy bestiary. Equipping things on the morphologically diverse bodies of hero monsters is another problem. Perhaps the player is a very humanoid demon, with monsters being mercenaries or summons.

As for the angel monsters, it might be possible to take classic monster designs and style them with clean clothes, pleasing symmetry, and strict stature. Monsters could be absorbed into the angel ranks in the opposite way that angels are often corrupted in typical RPGs (i.e. they would be tidied up).


Mechanics

My preferences always have a leaning towards less gamey games. With gamey I mean mechanics or visuals which break fourth wall and tells you that you're playing a game. Examples are:

So, if I could have my way, I would design a game which could stand a little player abuse, or demand self-responsible players.


- by Arne Niklas Jansson, 2011