Original Post — Direct link
12 months ago - /u/Mod_West - Direct link

Originally posted by We0921

I just want to preface this by saying that most of what I'm about to say is my opinion:

The 06 style used textures sporadically, which have a sort of dated charm to them (Like some of the paintings). The new style (and current style) avoids textures almost completely and uses models instead.

It's a bit strange when some places skew towards the old style and some the new style. It's very odd seeing the solid-colored play-doh trees in Prif and Soul Wars when the rest of the game has the standard leaf texture trees.

It's tough as well because I think some of the OSRS artists want to somewhat modernize the game's art direction, and it definitely seems like it's been a work in progress.

The model artistry seems to trend towards texturing with polygons (See Piscarilius planks vs Port Sarim's), which can look pretty great at times (Shayzien's hedges) and others not so much (Crash site cavern walls/floors)

However, I do have to say that their environment artistry has been much improved. Stranglewood and new Shayzien are some awesome environments that I think would look absolutely worse if they were made in the old style. I just hope that they don't shy away from giving some places extra love in the same way they did Hosidius and Shayzien.

I'm curious to know what people think of this stuff

That’s a great breakdown and hits the nail on the head 😅 Id say the first few years of OSRS lacked a lot of cohesion down to a mix of poor planning and no feedback process to make sure there was alignment. Over recent years the art team is sitting at 11 people and I think you can tell that the new areas and reworks have greatly benefited from this expansion!

When it comes to the use of textures, it’s a tough one to crack. As mentioned the tooling is quite broken which means adding textures is time consuming and tedious so we tend to avoid it where we can. I think the aforementioned “play-doh” trees was an experiment that perhaps took the style too far from the classic textures we know and love. With Shayzien I wanted to see if we could blend the poly-colour trees in with textured trees which I think was quite successful but still disappointed players who prefer the original 2004 map design - although this could be down to the way I set dressed the Shayzien area as I really tried to push it as far as the tools would let me 😅 the pathing isn’t as open (by design) which seemed like another sticking point for players as a lot of the scenery joins together to make very few through ways when navigating about.

Ultimately the tree/texture conversation is one we’re still actively having today and has been a topic for Varlamore as the area has required quite a few new bits of foliage 😁 While the majority of interactable trees are textured, I’d argue that even before we started working on OSRS a lot of foliage was solved using poly colour over textures, so it isn’t something the current team came up with in a vacuum. Take a walk through Karamja and you’ll notice outside of the core trees (palms) that the majority are polycolour and that area has never been changed in the past 10 years.

I hope players like what we’ve done with Varlamore, it’s one of the most exciting expansions we’ve done and I really hope it’s clear that we’ve learnt a lot as a team since the original release of Kourend when it comes to art style and area design 😁

12 months ago - /u/Mod_West - Direct link

Originally posted by LiterallyRoboHitler

FWIW, I've always felt that the "new" approach is markedly less jarring for structures than for living creatures, especially humanoid ones.

I don't mind what the buildings in varrock and fally looked like after their updates, but a lot of things like varrock guards, new trees, and most of the prif stuff feels totally out-of-place.

Is there any intent to go back and fix some of the early graphical update missteps? I imagine the tech is better-developed internally by now, and (say) fixing prif would almost certainly pass polling.

Yeah, it would be nice to go back and fix things that missed the mark but it’s difficult getting them into the schedule as it isn’t new content which is hard to market. That’s why the reworks for Hosidius and Shayzien were packaged with other content (Kebos and AKD)

Returning to the Elf models would be a massive undertaking but if we are ever to venture into that part of the world again, I’m sure we could address it - if time allows 😅

We did change up the Varrock guards recently! We should probably apply the same fixes to the knights of Camelot too but we’ve not had much feedback about them! I suppose they’re out of sight and out of mind for the most part 👀

12 months ago - /u/Mod_West - Direct link

Originally posted by PurpleAqueduct

With extended draw distance even powerful computers struggle when the camera is zoomed out. I don't know if it's just crazy high polycounts or something else, but those areas are consistently laggy for me when none of the pre-OSRS areas are (nor are modern games with high graphics settings lol).

That’s because the engine has no LOD system which is also why the render distance was so small to begin with! The 3rd party launchers extended it which for the most part wasn’t an issue as they also enable the GPU to process graphics rather than just a single CPU core the Java client utilises. However, in some of the new places this really adds a tonne of geometry to the viewport which tanks FPS. There’s definitely improvements we can make here but I’d prefer we solve it with better tech rather than limiting the ability to make a nice environment. I might be a bit bias though…

12 months ago - /u/Mod_West - Direct link

Originally posted by reb1995

no feedback process to make sure there was alignment.

I thought there was plenty of feedback about random and arbitrary design changes for thinks like the elves. They should be changed back, all of them, because it was wrong to change them in the first place.

That’s not what I was talking about, I was saying we had no internal reviews in the early years. We as a team decided to change the elves and I’m sorry that it didn’t go down as well as we’d have hoped.

As I said, we’re open to revisiting the elves but it would need to be paired with a project in that region for it to be viable. Sorry you didn’t like the changes, I know - change bad! Grr