http://www.battle.net/forums/thread.aspx?fn=d3-general&t=221827&p=1post221827 | | Blizzard Poster |
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| | 8. Re: concern about dead mXXters | 7/15/2008 10:24:21 PM GMTDT | |
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The main reason for the corpses not being able to stay permanently is the potential number of them on screen at one time, and specifically that each corpse is affected by physics, allowing them to be blasted and thrown all over the place by the force of player abilities.
It's one of the trade offs when integrating new technology, you can get really awesome effects, but they do have a cost. In a 2D world, a sprite of a dead creature doesn't really cost any more (system requirement-wise) than a sprite of something that's alive. Probably less. In a 3D world where a creature dies and then needs to have physics calculatiXX thrown onto it so it can bounce and fall and fly around, they cost substantially more.
We remember fondly those situatiXX where you've just completely obliterated a camp of Fallen, and as you're picking up items - marvel in your destruction. That's a feeling and part of the gameplay where if we can realistically keep some of it without sacrificing features or having insane system requirements we'd definitely like to, but no promises.
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主要理由是一个画面能容许尸体数量有限。过去 2D/2.5D 里尸体的
存在跟活的怪物差不多,并不会造成什么系统的负担,但 3D里尸体
对物理特性(惯性)的影响就要做相当多的运算....这是画面采用3D
技术后的一个取舍。