Voidk - Executive Producer on Diablo II: Resurrected adds
"It is the 2D to 3D world translation," Rod Fergusson, Executive Producer on Diablo II: Resurrected adds. "When you've got a sprite-based 2D world it's a flat thing on a level thing. And now you have stairs with altitude, you have undulating ground that a sword has to fall onto.
Even simple things such as readability turned into a challenge, like a Paladin's Aura. The way that you can see the Aura very definitely tells you you have that particular Aura. Imagine if you're walking into a grassy area as well as the air has been obstructed by grass because that is 3D today and it's physically on the floor and growing up through the Aura. Well, you've gained realism but lost a certain quantity of readability and clarity. And there's clarity in Diablo II's 2D world"
"The background could be fancy pillows, it could be piles of skulls, it could be sand dunes, but it's really just a flat image," Rob Gallerani explains. "When you fall a sword, that is a 2D sprite. It's just a horizontal sprite and it sits on the top and you will see it. When we have a 3D sword resting on 3D skulls and bumpy things, we can't only have it be there because it would clip through all those items. So we need to make certain that it renders on a pass that is on top of those items. There's a good deal of loose ends that all need to be accounted for when you are bringing a 2D sprite into a 3D world."
And it's that aspect, acquiring the 2D world drive the 3D layer that ensures that the team preserves the game as is. Even with incorporating an outstanding visual makeover, control support, and a contemporary widescreen presentation that supports 4K TVs and ultrawide PC monitors, it is the same Diablo II that it has always been.
"Everything is being positionally driven, statistics wise, or otherwise by that same 25 frames-per-second-logic cycle," Rob continues. "The simulation on top of it, divorced from this, we could have an uncapped frame-rate for animation and other things. That is why it's one-to-one, even though it's really just one and you are getting to see that other layer at the top."
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