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Published 1 year, 9 months ago

Games Blizzard Published by J. Doe

Diablo IV Quarterly Update—February 2020

Table of Contents

Introduction to Quarterly Updates

UI Design, Controller Support, and Co-Op Angela Del Priore, Lead UI Designer UI Design, Controller Support, and Co-Op For anyone who isn’t familiar with user interface (UI) design, our team is responsible for communicating game systems to the player and providing players with the inputs they need to engage with those systems. So while we are focused on helping the player achieve what they want to do, we also need to balance that goal against the vision for the game while maintaining the clarity of what our interface is trying to communicate.

BlizzCon Demo Feedback

Inventory We saw a lot of feedback around the inventory, either regarding its coloring, the style/size of the item icons, or overall aesthetic. To avoid interrupting gameplay with pockets of inventory management, we’re not planning on bringing back different-sized items.

With item icons, we’d initially pursued a painterly style to stay in line with the overall art direction of the game, and we’re finding that it doesn’t come across as well when we’re talking about small elements in the UI.

Rebinding Left-Click A surprising number of players asked for the option to rebind their primary skill to anything but the left mouse button so that they could separate moving from attacking.

In addition to giving players the freedom to assign any skill to any slot from the get-go, all skill slots can now have their keys rebound. We’re committed to supporting skill rebinding for controllers as well.

The Left-Corner Action Bar We went through a lot of iteration on this piece of UI. However, based on usability test results, the team’s feedback, and the feedback we received from the demo, we’re going to move the default position of the action bar back to the bottom center for PC players.

Supporting controllers on PC

We wanted to give players the ability to switch between the two options freely, so our UI needed to be unified enough that swapping hardware inputs on the fly wouldn’t throw people completely off kilter. A unified UI means our layouts are more grid-based for ease of navigation, but it doesn’t necessarily mean an identical interaction flow.

Original article

Feb 26, 2020 at 21:12


Video provided by Blizzard.


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