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DiabloDay - Polish BN-Retail Chronicle

Diablo: Alpha2

This version had a new HUD, which was closer to the one we know from the retail version. This version wasn't turn based anymore. It's date is estimated to be about two months after Alpha1.
There are actually two different versions covered here, but the only difference seems to be the correct implementation of the HUD (placeholder in the first three shots and usable in the last four shots). The HUD's functionality equals the pre-release Demo and the Alpha3 (see next section). It's greatly improved in comparison to the Alpha1 HUD, but there was still room for improvements as we can see in the beta+retail versions.
You didn't have a belt for potions and scrolls. Instead you had one quick-button to assign one item to (left). There wasn't a spellbook yet, only the speedbook. The menu, map, quest etc. buttons were represented by small graphical icons instead of text in beta+retail.
Mana and Life are still on different sides of the screen (mana left instead on the right as in the retail/beta and vice versa)


Detailed Screenshot analysis!
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Almost every Diablo player has seen this screenshot...but not in this, original and unaltered version! We're seeing the warrior/fighter in the skeleton king's lair setting of a fancy nova spell. The "double damage hit" is still present in the retail version, but not shown to the player (the chance to deal double damage is clvl%). The most interesting thing is another removed enemy sub-class, seen in the upper left corner. Yellow fallen ones (with spear). This is one of two known screenshots they appear in and I have no further information about them. They even appear on the official version of this screenshot that can still be seen on Blizzards homepage!

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Here we see that the Butcher was already implemented in this version of the game, but with minor differences. His room looks slightly different, without all the dead bodies. And if you look closely you'll recognize the fireplace in the room which indicates that a bunch of skeletons spawned inside this room. This is another interesting fact. In the retail version skeletons with fireplaces don't spawn in big rooms anymore and especially not inside the Butcher's Chamber!

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This shot is -really- strange! It clearly shows a very early version of the game, but we seem to have dynamic lighting here. Seriously...I don't get it. Maybe it was an early test implementation of this feature.

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The interface is now working. Still no lighting and the player left a precious ring/amulet on the floor ;)
The game really looked boring without dynamic lighting, didn't it?

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The fighter/archer/sorceror(?) standing in front of the tavern. Griswold is gone (or not yet implemented) and Ogden stands at the blacksmithy shop (or this was how Griswold looked like in the early days). You see that there were much less people populating Tristram in early Diablo versions (alphas and pr-demo)

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Just another proof that the balancing of the spells has been changed (nova used by an archer in medium armor) and that the different character classes didn't have different graphic sets.

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Archer in the dungeon. Another, now impossible, random dungeon generation. Still no lighting.