Voidk - It's the same Diablo II that it has always been
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When we have a 3D sword resting on 3D skulls and bumpy things, we can not just have it be there because it would clip all those items. So we must make sure it renders on a pass that's in addition to these items. There's a lot of loose ends that need to be accounted for when you're bringing a 2D sprite to a 3D world."
And it's that aspect, acquiring the 2D world drive the 3D layer that ensures the team preserves the game as is. Even with incorporating an impressive visual makeover, control support, along with a modern widescreen presentation that supports 4K TVs and ultrawide PC tracks, it's the same Diablo II that it has always been.
"Everything is being positionally driven, statistics shrewd, or otherwise by that same 25 frames-per-second-logic cycle," Rob continues. "The simulation on top of it, divorced from that, we can have an uncapped frame-rate for cartoon along with other things. That's why it's one-to-one, even though it's really one and you're getting to see that other layer at the top."
Where does the process begin? If you should take an existing 2D match and all of its resources and not only recreate the visuals in 3D nevertheless keep the core code and create that work across multiple programs and input methods -- there would naturally be a to-do list. If the game was twenty years old, this to-do list probably includes discovering anything and everything related to the game's development.
"We've got a manufacturer, Matthew Cederquist, and also my fellow designer Andre Abrahamian, they went to all of the bodily warehouses looking through filing cabinets," Rob Gallerani recalls. "People really had filing cabinets at some time in their life. It was going through people's desks. They would come across folders on drives which were only called,'We should probably back this up at some stage'. Old marketing materials. It was not easy, but it was very exciting."
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