"Everything has been positionally driven, data wise, or otherwise by Diablo 2 Resurrected Items that same 25 frames-per-second-logic cycle," Rob continues. "The simulation in addition to itfrom that, we can have an uncapped frame-rate for animation along with other things. That is 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 its assets and not only recreate the visuals in 3D but keep the core code and create that operate across multiple programs and input methods -- there could obviously be a to-do list. If the match was twenty five years old, this to-do list probably includes finding anything and everything related to the game's development.
"We have a manufacturer, Matthew Cederquist, along with my fellow designer Andre Abrahamian, they went to all the bodily warehouses appearing through filing cabinets," Rob Gallerani recalls. "People actually had filing cabinets at any point in their life. It was also going through people's desks. They would find folders on drives which were only called,'We should probably back this up at some stage'. Old marketing and advertising materials. It was not simple, but it was very exciting."
"In addition to this physical envelopes and binders we found stuff in the code also," Rob Gallerani says of the other side of this equation, Diablo II's source code. "Diablo II is operating on an engine which goes straight back to the first Diablo. So we had moments where it had been like, why is this in the engine? And then you're like,'Oh, a light radius used to Buy Diablo 2 Items matter in Diablo one'. There is a torch, there's body components. What was a little mad was because of the nature of the way we were like let's take all of the artwork and make it 3D, we really started making 3D assets for content that wasn't even used or was turned off"