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The original pitch for Diablo (1994) [pdf]

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Re: The original pitch for Diablo (1994) [pdf]

#51

Earlier quoted context omitted.

I agree that D3 was a let-down. Story, graphics and all lacked the spirit, and thereby, the greatness of Diablo 1 and Diablo 2.

Path of Exile is, IMO, the true successor to D1 and D2.

Have they fixed the cantseeshit issue where environment would always occlude the player and items and enemies?

I remember that this was an issue on initial release and the devs where adamant on not fixing that or even acknowledging the issue.

Re: The original pitch for Diablo (1994) [pdf]

#52
post #7

The turn based gameplay, square tile floor design, randomized levels and loot, fantasy medieval world of sword and sorcery remind me of an earlier 1990s game called Castle of the Winds - https://en.wikipedia.org/wiki/Castle_of_the_Winds

Oh my goodness I've been looking for the name of that game for ages. I loved it (including the hardcore element of it). Though IIRC I too had merely the shareware version.

For people who like CCG and roguelike, I can highly recommend Slay The Spire [1] as it combines the two in an easy to learn, difficult to master game. Its been developed and tested by Android: Netrunner players (CCG-wise I only ever played the orig. Netrunner and MtG in the 90s, orig. SWCCG, and recently Hearthstone). The game is what I wish Hearthstone would've been, and I haven't had so much fun for 16 EUR (compare to Hearthstone...). Its available early access on Steam. Third character isn't yet available.

[1] http://slay-the-spire.wikia.com/wiki/Slay_the_spire_Wiki

Re: The original pitch for Diablo (1994) [pdf]

#54
For anyone curious, as per the pdf they planned the development to take 12 months. According to wikipedia, they pitched Blizzard in January 1995, released the game on 31st December 1996. So that is ~24 months if they started working immediately. They probably didn't. Plus the pdf doesn't mention sales and marketing (Edit: in the schedule). Seems quite an amazing execution.

Please correct any mistakes I made.

Re: The original pitch for Diablo (1994) [pdf]

#55

Anyone know how much time it took them compared to the original estimate? So cool how small teams were building games back in the days.

The original estimate is for the proposal, and it ended up taking about twice as long. It was small, but not that small, IIRC Blizzard South did the multiplayer and the cinematics among other things (after buying Condor ) so it's not possible to evaluate the time estimate/team size estimate on its own merits.

Re: The original pitch for Diablo (1994) [pdf]

#56
post #24
post #13

I'd really enjoy seeing a modern ARPG that is legitimately unsettling and dark in the way that Diablo was (and D2, to a slightly lesser extent). We've got D3, which has really fun gameplay but feels commercialized and looks like WoW, and we've got PoE, which has a lot of really brilliant ideas and has a darker theme but at no point is ever actually unsettling.

You might want to try Grim Dawn. If Turn-based works too then Darkest Dungeon.

I just picked up Grim Dawn last weekend and I've really been enjoying it. :)

Re: The original pitch for Diablo (1994) [pdf]

#58

Worth noting to those who haven't read the pitch: the original design for Diablo was turn-based . The hexagonal movement system was causing a huge headache for the programmers, however, and eventually they decided to make it real-time. The now-defunct Gametrailers did an amazing retrospective on the Diablo series at some point: https://www.youtube.com/watch?v=83bFa9qL8XQ EDIT: I also thought some of the side illustra…

Allow me to quote Diablo developer David Brevik describing when he finally yielded to demands and hacked together a "real time" version of his turn-based Diablo, by making turns elapse the rate of 20 turns a second. 'I remember taking the mouse, and I clicked on the mouse, and the warrior walked over and and smacked the skeleton down, and I was like "Oh my god! That was awesome!".' 'And the sun shone through the wind…

Timed link is wrong, use this for that exact moment:

https://www.youtube.com/watch?v=VscdPA6sUkc&t=27m

Re: The original pitch for Diablo (1994) [pdf]

#59
post #38

Thought I'd toss this out there for anyone interested that doesn't know. David Brevik and his wife stream regularly on Twitch: https://www.twitch.tv/thejunglequeen . It's mostly his wife playing various games while David is next to her playing/working on something. He will often talk about various experiences making games. He's been working on a new game, "It Lurks Below", you can find it on Steam (not released yet).…

Yeah i'm tracking his upcoming game already.

It is basically Terraria with classes (meaning that you pick some kind of special ability at the start of the game), survival elements (need to eat, sleep, etc), and Diablo style randomized loot (all weapons are gun shaped wands with wildly varying stats and firing patterns).

From what i have caught of others playing it, there are even an NPC in town later on (you plop down preconfigured buildings for them) that can reroll old dungeons.

Meaning that you can technically play the same world over and over, rather than keep rolling new ones as seems to be the pattern with Terraria.

Re: The original pitch for Diablo (1994) [pdf]

#60
post #48

I miss this game moreso than probably any others in the series, maybe any game at all outside of perhaps Chrono Trigger. There were trainers and what not, but I remember after playing through it trying to create a "godmode" character proper (no trainer) by specifically hunting for tomes to increase spells. That was probably the thing that bummed me most about D2 and subsequently D3 in that leveling spells after you'd…

I just noticed Chrono Trigger is available for iOS. Haven’t bought it yet but I hope the port is a good one. I also enjoyed FF7 on my iPhone. Glad to see Square is rereleasing titles for mobile.

I would kill for Nintendo to release a few old titles on iOS.

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