Original Post — Direct link

Vod | RSBANDBUpdate! 752 - Future of Runescape with Mod Osborne


Update Info

Bugs/Concerns

  • Around 11 Hotfixes including fixing the Escape ability, Farm Request turn-ins, and the BoB fix.
  • The ability to make potions from your BoB was a bug, it wasn't a QoL improvement.
    • It wasn't intentional and therefore can have unintended consequences and balance concerns.
    • We may look into making it an intended feature but there's no guarantee.
  • Dungeoneering doors scaling to 120 - Coincidental change based on how DG was coded.
    • We don't want to make any knee-jerk reactions and immediately "fix it".
    • We will be collecting constructive feedback. Should they scale to 120? Tears of Guthix does.

Post Update

  • Time has been allocated for the team to make post-update improvements/fixes based on feedback.
    • More achievements, etc...
    • Some things can't be done immediately (i.e. Seed storage, it hasn't been forgotten).
  • You weren't intended to do everything on launch.
    • Farming is a time-gated skill and Herblore isn't, therefore you can train both at the same time.
  • We won't make knee jerk reactions based on Day 1/2 feedback but instead use data.
  • We aren't worry about certain things being niche as it has it's places/uses.

Future Tech Demo

Smooth Movement Demo

Released hopefully by the end of the year. Dev Blog Friday.

  • The characters won't immediately pivot, there's a smoother feel to the animation.
    • No need to change the animation, it's done on the engine side.
  • It doesn't affect the core-gameplay.
  • It also applies to NPCs.
  • Diagonal Surging won't be affected.
  • We haven't changed the direction you faced.

Path Prediction

  • Debug console has been brought back internally.
  • We didn't have to to get more data from the server as it's purely client side.
    • The difficulty was unpacking movement code as it hasn't been touched in a long time.
  • Something we can do more efficiently since we no longer need to support the Java client.

Audio Stuff


Art Stuff

Dino Concepts | 3D Models

Process

  • Concepts are sent to a 3D artist to make sure the environment fits together.
    • There's a back and forth when deciding what works and what doesn't.
  • Everything needs to be read-able so you can tell what it is at a glance.
  • Most of what we sure is polished/finished concept art, but we also paint over an image to get a quick idea of what something should look like.
    • Takes 30/40 minutes each.
  • Seeing fan art is pretty cool and makes the work worth it.
  • We gather reference art before making content. No point in re-inventing stuff.

Specific

  • We need to pay homage to the old tree graphics while moving on to newer ones.
    • Use the same principles/assets but arranged in different ways and different leaves.
    • Research goes into the look of the trees but we also need to make sure they are Runescapey.
  • While creating the Ranch we repurposed our knowledge and experience from Anacronia.
    • Using the same assets/environment to create the pens layouts.
  • Creating the Baby Dinos we made a base mesh so we can re-use animations where we can.
    • Then re-skin/re-texture so you can have 3 creatures based on one.
    • Part of keeping them cute is the big eyes and the dog sounds.
    • The textures are restrictive since they are small, we have to be clever how we work around that.
External link →
almost 5 years ago - /u/JagexJD - Direct link

Originally posted by ImRubic

Sorry for the delay.

Suity and I were both away and were unable to do this. I was busy traveling and couldn't work on this till much later. Since this stream was primarily focused on recordings/images/noises, I highly recommend watching it back.

Appreciate this, Rubic. Thanks for pulling it together.