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For Diablo II: Resurrected, which includes the game

  • May 4, 2021
    "It's a different type of challenge," Rob Gallerani, Primary Designer Diablo II: Resurrected informs us when asked about the decision to go 3D whilst maintaining the 2D core. "I will assert that it is easier than trying to OSRS Gold reconstruct brick-for-brick the entire game. I'd rather take the Sistine Chapel and rotoscope it over afterward be like here is a bunch of pictures, go build it over here. It does have unique challenges because we're seeing behind the curtain"

    For Diablo II: Resurrected, which includes the game and the Lords of Destruction expansion, one way to consider it is because rotoscope or tracing sense. Using the inherent assets and game as a way to drive the 3D layer. On top of taking each and every element and recreating it, animating it, adding textures, and light too -- that the challenge mainly derives from the nature of moving 3D.

    "When you've got a sprite-based 2D world it's a horizontal thing on a level thing. And now you have stairs with elevation, you have undulating ground a sword has to fall onto. Even simple things such as readability become a challenge, like a Paladin's Aura. The way that you're able to view the Aura very definitely tells you you have that particular Aura. What if you're walking through a grassy field and the aura is being obstructed by grass because that is 3D now and it's physically on the ground 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 backdrop could be fancy pillows, it could be piles of skulls, it might be sand dunes, but it's really just a horizontal image," Rob Gallerani explains. "When you fall a sword, that's a 2D sprite. It is only a flat sprite and Buy RS Gold it sits on top and you'll see it. As soon as we have a 3D sword resting on 3D skulls and bumpy things, we can't only get it done there since it would clip through all those items. So we need to be certain that it leaves on a pass that's on top of these things. There is a lot of loose ends that need to get accounted for when you're bringing a 2D sprite to a 3D world."