Monday 21 July 2014

Modder re-creating Diablo 1 in Divinity Engine.

Someone started this project 4 days ago on a whim to test the Divinity Engine and found I really enjoyed it. So, I've decided to create my first large mod for Divinity: Original Sin. It will be called Diablo: Original Sin (subject to change) and here's what I have planned:
  • 26 hand-crafted levels, including the Hellfire xpack levels, ranging from 64x64m to 512x512m
  • New quests (no handholding minimap marks or map markers)
  • Traps to detroy your party (they can be disarmed or destroyed from a distance, good thing you have that rogue in your party to locate those traps...)
  • lockpicking doors to secret areas
  • high perception ratings to discover more secret areas
  • co-op puzzles to reach new areas (read your lore to find clues)
  • hand-placed unique items
  • 1-4 player co-op (or take solo control over your own party of 2-4)
  • Full dialogue and lore through books
  • music from D1 and maybe D2 since this is a turn based cRPG engine (battle music, atmosphere music)
  • dark gritty world, dark gritty dungeons

Plans when the Divinity Engine gets more function
  • New/reworked magic schools, spells, spell icons, and combos (Chronomancy, Necromancy, Cryomancy, Holy Magic, to name a few)
  • New enemies, new item models
  • New crafting recipes
  • New hirelings with their own story

What it will not have
  • Randomized dungeons
  • Clickfest combat
  • There is no cow level

Once I have Tristram completed and the 1st level of the dungeon made, I will release a "demo" with very limited dialogue and quests.