Phil Shenk Profile picture
16 Mar, 10 tweets, 4 min read
This may be boring for some but next is color palette tech in D2.
In 2000 PCs were too slow for full-color games. Graphics cards were rare & didn’t support fast 2d ops. Everything on screen used the same 256 colors. Thanks to @davidbrevik for refreshing my memory 😜 #d2memories
D1 had 1 palette for ALL art which informs the OG Diablo look- Very somber & grey. It’s cool but also limiting. In D2 we wanted lots more variety especially in locations. But there was still the tech limitation of only 256 colors on screen at any time. They needed new tricks!
Making ideal palette for D2 was very hard for 3 main reasons 1) Lots more variety vs Diablo 1 (esp more locations) 2) New art during dev meant changing palette as we went 3) Dynamic lighting, which requires shades of colors that don’t necessarily exist in the original art.
The solution was two clever things: 1st @davidbrevik & Mike O’Brian wrote some VERY clever code for finding the best colors from 24-bit source. It was smart about knowing what would be needed for lighting for example. VERY magic secret genius stuff that I can't explain 🤪
2nd was idea of breaking the palette into 3 regions- UI had about 32 colors that never changed at runtime. Chars & monsters had 128 also fixed. But environs had their own 96 colors that CHANGED act to act. Since environment tiles never crossed acts we could do this.
Fixing the UI & Char regions meant we could update those sub-palettes during dev & not mess up the other areas. We did this when we put in things like a new class or monster OR if new sprites looked bad because they couldn’t find a good color on the current palette region.
But like I said, environments were free to have their own unique colors act to act (maybe even dungeon to dungeon I'm not sure). As long as we knew 2 sets of tiles would never mix on-screen they could have their own color set.
I love how a change in tools & engine makes a game look so much better. Both D1 & D2 were 640 x 480 w 8-bit rendering but I think D2 looks MUCH better- Certainly D2 feels more “colorful” :)
None of this matters anymore- For better or worse we can use ALL the colors now 🥳
OK next is the monster I did after Big Head- Corrupt Rogues! This was a big project because they were the 1st real component unit. CR’s were the test for the component system before I built the Amazon :)
Full disclosure this is very CRINGE for me for a variety of reasons 😳

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More from @pshenk

9 Mar
1/9 Today is BIG HEAD the 1st monster I did for D2. When I started there wasn't much to see in the game- A temp char, a skeleton, basic dungeon. All would be redone later. @mediumclawboy gave me the docs so far. This was the monster planning sheet for Act 1:
#d2memories
2/9 I recall none of those really grabbed me. Erich said "well those are flexible" so he let me just make something up. This is what I came up with:
3/9 Side note, I had come from a small shop w older PCs & had to justify software. At BLIZZARD- "well what do you want?" I was kid in candy shop! Back then for Max cutting edge was "MetaReyes" (metaballs) and "4D paint" (projection painting). I used both for Big Head!
Read 10 tweets
8 Mar
THE START - 1997 I was hired at Blizzard North. This was my dream job. Me landing it was a series of LUCKY THINGS IMO
Previously I was at Maxis South in Austin TX where I was working on a Diablo-like game called Crucible. Here's how that played out:
#d2memories
1) There I taught myself 3DS Max v1. It was JUST out & I actually 1st learned on a janky beta version because the current artist only knew old DOS 3D Studio. During this time I also beta tested Character Studio so I was 1 of the 1st in the world to learn it.
LUCKY THING #1
2) Crucible was "Diablo like" but started b4 D1. Inspired by old Gauntlet coin-op. When Diablo came out we PLAYED THE SH*T OUT OF IT. I had sinking feeling our little game would fail :(
BUT it showed at E3 & BlizzNo saw it. They asked q's & it went on their radar.
LUCKY THING #2
Read 8 tweets
8 Mar
In the next few (weeks? months?) I plan to tweet through my history at Blizzard North on Diablo II & LoD. Mainly work I have 1st hand exp with but probably some personal memories FTTT. Feel free to AMA & I’ll do my best.
Pls follow if you’re interested & RTs are appreciated :)
I’ve been wanting to do something like this for a long time. With D2 interest rekindled due to the upcoming Diablo II Resurrected (very stoked for that!) now seems like as good a time as any. I’ll be using #D2memories so others (devs & fans) can add to the project.

My goals are:
1) Game archeology from maybe the biggest, last, most ambitious sprite game before 3D took over. The team came up with a lot of tricks to push 2D about as far as it could go with the technology of the time.
Read 7 tweets
7 Mar
MORE BLOOD. So it looks like there were just 2 blood sprites in D2 (for hits not stuff preset into the environ). Small & Large. These were rendered in 16 dirs (missiles & chars had 16 dirs enemies had 8 IIRC) @davidbrevik @davidtglenn @MaxSchaefer @mediumclawboy #D2Memories
I got to thinking,. just two sprites for ALL THE BLOOD coming out of everything that ever got hit. Two fun trivias of possibly hazy accuracy:
1) We kept all the blood separate (eg not baked into art) so we could color it green or w/e for different territories. I think for Germany we used green? (some regions don't allow red blood). 🤢
Read 5 tweets

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