Diablo 3 Day & Night Cycles explained first time by bashiok, this is very interesting news for Diablo 3.
Like WoW had it’s UI mods and other technical enhancements, any chance of this appearing in D3?
I’m hoping you leave the enemy highlighting up for modification as well. I don’t know if I like it or not but who cares as long as you can change it yep yep.
We’ve talked about this before but we don’t have any plans to support UI modification. As far as toggles for certain visual options, those are always possible but I wouldn’t promise anything yet.
Will the desert have different area’s where the is no uproar of sand blown in my face?
Act II has a variety of locations that aren’t just sand blown desert. New locations and changing scenery keep things interesting. We’re upping the ante, so you’re not going to go into an act and it’s essentially the same look and tileset the whole way through. We keep a theme but there’s a ton of variation possible, even in a desert.
Day / night cycles ?
Hrm, I don’t believe we’ve talked about Day/Night cycles before. It was something that was discussed early on and if I’m not mistaken they were actually implemented in some form at one time. Well, we don’t use trueday/night cycles. What we do is progress the time of day as you advance through the story. So you’ll be in a mid-day sunny, wind swept desert, and then you’ll move into an area where it’s maybe dusk, and then the next area will be night time. So you get that sense of passage of time, but it also allows us much greater control over the look and quality of each area and scene. The visual quality of a “playable painting” isn’t something we couldn’t achieve with a day/night cycle, so it was pretty easy to decide to hand craft each area to support a specific lighting scheme. It also allows us to do all sorts of fun stuff we probably just couldn’t justify if there was no guarantee it would be seen because a player may rarely or only briefly see it as the virtual sun made its rounds.






