Are you ok with the fact that theyll look at ur beautiful bow then scrap it and offer us ugly alternatives because jmods cant stroke their egos while making ur stuff instead of theirs?
Sorry West, not a personal dig at you whatsoever and I love the direction that OSRS is taking. I am just kinda heated seeing things posted by twitter /RS_NEXT_GEN who goes into the rs3 cache.
Just something thats being noticed is that lots and lots and lots of stuff has been made for rs3 in the past, like, an overwhelming amount of completed content, that is then just chucked in the cache and left to gather dust. OSRS probably doesn't do this cause of your connections to the players, limited team, polls and stuff. But some cases at hand include completed models for monsters, dungeon fabs, perks and other content that mods must spend hours and hours on just to show very little to nothing in the end. Like, a lot of it is actually very good and it doesn't make sense why it's still there and never comes out. So much variety thats never there.
And I know this happens in games dev all the time but RS3 seems to have A LOT.
Oh, fair enough. I must say I follow that account quite closely too and do sometimes wonder where they're getting their information. Some of the stuff they've posted about OSRS is generally public info already but a little spread about the internet so rarely seen in one place. The RS3 stuff is interesting but some of it is wrong from the bits and pieces I've seen so I wouldn't take it entirely at face value. I suppose it's still quite indicative of the way RS3 functions though so I understand your grievance.
We've definitely not shelved much work due to the reasons you've outlined but it happens and it is the way game dev goes sometimes. Occasionally entire games never see the light of day so having 100+ models and environments collecting dust isn't as bad as it could be.
https://www.reddit.com/r/2007scape/comments/557o12/infernal_cape_design_strawpoll_week_2/ (#2 is the winner, and you can find the link to the first one where #5 was the winner)
Unsure about osrs site polls, since the community presence is strong on here. All of these polls have winning designs that look much better than what we have in-game so not sure what you're talking about. In fact, every design on those polls is much better.
Didn't Jagex specifically tweak the designs to have larger circles and larger outlines around them? It was so it would look right from all distances I think? As for the darkness of it, that's supposed to be something about how the RS engine lights characters and is an engine limitation, yeah?
There was a Jmod post about how they didn't want it this way, but it was all they could do right now because of engine limitations I think. Sorry it's been a while, but I'll look for the post but you know much more than I do on this so feel free to correct me.
Option 2 looks pretty close to what we ended up with. Regardless, it was an iterative process and that reddit thread is clearly not the end point. I wasn't involved with the making of the asset but we were a 3 man art team at the time so I was quite involved behind the scenes. All designs originated from player suggestions and if there were any changes they were either from feedback or tech limitations.
If your issue is the way it's rendered in the vanilla client then it has nothing to do with the design of the asset and I'm failing to see your point. It was literally a design guided by players ideas and feedback. We can't please everyone ¯\_(ツ)_/¯
The in-game cape barely resembles #2, which is a fantastic design.
I don't think you understand. I didn't complain about how its rendered. I stated that I remember reading a post about it being designed this way on purpose due to rendering limitations when it came to view distance and lighting meaning it's probably the best we can really have right now.
Okay...I think I see what you mean. Sorry for misunderstanding.
Let's get into the nitty gritty. Option #2 has a slightly edited lava texture (the same used on the fire cape) scrolling behind black polygons while the in-game infernal cape uses a brand new texture which was attempting to simulate option #2 as close as possible. The issue I think you're referring to is the limitation we have with our vertices. There's only a finite amount of space we can have between vertices before they snap together. To make sense of this, zoom into your player characters face, notice how one side of the face blinks? That isn't blinking, that's the vertices snapping together due to how low fidelity the vertices grid is. When we tried to put #2 into the game, it genuinely looked horribly deformed because of that issue. It's a hard one to explain but you'll have to trust me.
The design principals are the same tho... black shapes with a red/orange glow between them, the main difference being that with #2 the black shapes would be entirely static and therefore wouldn't scroll. We're always fighting against the limitation of the OSRS engine and we can hardly be blamed for not listening to the players when we run into those types of hurdles.
Thanks for explaining that. That makes more sense. This is a really old game and I don't think a lot us (myself included) think about all the limitations that have to be fought and worked against for designs.
Are the engine limitations things that can be improved over time or is that not realistic?
That's alright, understandably it's hard to know the specific limitations we face working on such an old game from an outside perspective :P
For this issue in particular it's a tedious one to fix. The 2008 HD update fixed it for RS3 back in the day but it required hiring a considerable amount of staff to scale up every single asset in game by a factor of 3. There might be better ways to solve it nowadays but I imagine it'll still be quite expensive.
Not all of you. Ur one of the ones i really like. Still sacrificing the preference of personal creativity is nice to give us what we want.. but uve made so much original stuff that the community hasnt premade I really am not talking down to that
Thanks, I guess :P I do disagree that any of my colleagues have been ignoring player feedback in an attempt to improve their portfolio and stroke their egos. Sometimes things just don't go over well and we're all to blame for that. It's impossible to please everyone at the end of the day.
At the end of the day you guys coming short isnt what truely frustrates me. Its the competitiveness and lack of morality in the way people play to obtain flexscape. Its the sociopathic natture thats killed pvp. Its the lack of resources to fight bots and scummy behavior that kills pvp for people who have genuine interest in the challenge in it and/or fun in it whether seperate at the same time. You jmods are doing the best and anyone who has move out of their parents house can see that. Im sorry for the shit you have to read. I know you wouldnt have replied if there wasnt atleast an ounce of truth in what i said at the end of the day but that doesnt mean its where the heart is. I love you guys man dont take the hate to heart its just criticism
Edit: its also a bit in the endless rng pit of 2000h collection log completion way cox/nightmare type drop tables are designed. Im a minority but me and alot of the people who play hard without being elitist assholes about the game agree that itd be fun to just have something thats both consistently engaging and rewarding than spending a year waiting for the weekend warrior raids to pay back anything. Having some new item doesnt change the way the game feels until it changes the gameplay, which is why i f**king love scythe and have developed some salt over the reddit scythe designs not being in the poll
Edit 2: ok i looked up to find the ornament kit i liked and find out it was added as an alternate by u guys and im a salty ass for nothing. Lol. Still what i said here about my real frustrations are pretty on point
All valid points. There’s certainly ways we can improve and I do feel bad that we’ve yet to solve a lot of the pressing issues you’ve raised here.
If you were salty about the scythe orn than that’s fair enough. We should’ve approached the situation differently as it was all a pivot from our original idea which made it a bit of a scramble to get it all together. Hopefully we’ll learn from that and try to handle the situation better next time :)