Runescape Kingdoms Update
Coming to Kickstarter on the 31st of May.
Runescape Kingdoms
- It's a co-op (1-5 player) narrative board game where you play within the kingdoms of Asgarnia and Misthalin.
- Although the base game is based in the F2P area, we can add additional kingdoms as we add expansions.
- We support a single player experience as well.
- It's inspired by both Runescape and OSRS but it's own separate entity.
- We've worked closely with both game's designers to keep it in the theme of Runescape.
Why Kickstarter
We went in with most of the development done rather than a complete game to leave us some wiggle room for feedback.
- 2 Main reasons:
- To receive and gather feedback from fans.
- To put that feedback into the game.
Gameboard
- We added our own spin to all of the different existing maps of Gielinor, and went with a fast-travel style.
- Our artists went in-game and took screenshots to emulate the look/feel of the in-game world on the board.
- The gameplay involves moving your miniature on the banners with the dotted lines indicating how you travel.
- Players will draw from particular decks based on the area of the gameboard you are on (indicated by the color/banners).
Campaigns
Took the narrative content in the video games and turned them into campaigns.
- The core box, Shadow of Elvarg, will contain 4 campaigns each themed around 1 of the iconic quests in each location.
- Vampyre Slayer - Go around collecting the stake, hammer, and garlic to eventually slayer the Vampyre.
- You can interact with campaigns as quickly or as slowly as you'd like since there's a lot you can do in the game.
Miniatures
We've been through several iterations on the miniature art style and tried to make them feel familiar but unique.
- They represent your avatar and position on the gameboard.
- Players are not constrained by their miniature and can develop their character in any direction they want.
- Stay tuned for other non-player miniatures such as Elvarg's.
Skilling
Within the video game there's a hard barrier where you need a requirement before you can do something, but for the board game we've taken a soft barrier approach. The higher your level the higher chance of doing something successfully.
- You roll a number of dice depending on your level in comparison to recommended level.
- 1 Dice: If your level is lower.
- 2 Dice: If your level is equal.
- 3 Dice: If your level is greater.
Other
- Partyhats are a thing.
- There will be an upcoming stream of Jmods playing the boardgame on stream.
- One thing we do in our Kickstarter campaigns is create a digital version to show a taster of the game.
- We make the game in English to start off with, and if there's a high enough retail demand then we look at other languages.
'Accidental' Fletching & Firemaking!
Goal
Create a new skilling method which requires Extinction to drive people to do the quest, whilst being a pallet cleanser from all of the the serious storytelling before the next storyline begins.
- The skilling methods we made are random so it made sense to have a guiding hand (tutorial).
- Acted as an excuse to add all of the punny dialogue.
- Fletching/Firemaking were selected because they had the lowest player engagement for their core loops.
- They also work well together since they use the same materials.
Rewards
Elder God Arrow - Balance Concerns
- 3 Plans of attack:
- Plan A: Buff Anima rates (specifically for Bik, and look at adding Wen's to Arch Glacor hardmode).
- Plan B: Adjust the Elder God Arrow creation Anima cost.
- Plan C: Rebalance arrow component production.
- Greater Ricochet using 7 arrows isn't our core focus but it is a symptom of the combat system.
- This could be an issue that is addressed but only after we fix the above.
Other Details
- Allowed for a good use of the Elder God Wars anima.
- Mod Sponge and the combat council helped us design the t95 arrows effects.
- Have 2 types that didn't require much though (Ful/Jas) and 2 players could player around with (Wen/Bik).
- The dinarrows don't have a buff against dinos since there's not much value in adding it.
- The Necklace of Salamancy fills that niche now.
- We wanted to keep the arrow in the same style as the main types, but it can be expanded on in the future.
- The t120 arrow in the concept art isn't planned but it's just a visualization of keeping a design open ended to evolve.
Trivia
- Mod Abe and Mod Stu are equally responsible for all the puns and dialogue.
- Initially the activities took place in a post-war Senntisten, but the design ended up changing several times.
- The mechanics haven't changed much but the activity themes were changed to fit Anachronia.
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Zygomite Carestyling - There were a lot of designs but we kept it simple.
- Instead of a chair we just kept a barrel.
- Instead of burnt Zygomite hair, we had them become bald.
- Seggregation - Galgalar's dialogue contains a large amount of egg puns.
- Eggsperimentation - The symbols and unique textures were designed to assist colourblind players.
Other
- We can take a look at:
- The furthest zygomite walk time during the Zygomite Carestyling activity.
- The Augmented tinderbox and Orthern's Furnace not working.
- Players can obtain skilling pets, and strange/gold rocks whilst training.
- Osseous' roar also impacts at the area since it was changed to be included within Anachronia.
- Players within 5 levels will receive 3 free teleport scrolls.
- They can also be bought from the Farmer's Market for 100 beans.
- The Strange Egg drop rate is ridiculous, so don't go hunting for it. (Surprised people got it day 1).
- It pairs with another secret item added with War's Retreat.