21 days ago - /u/JagexBreezy - Direct link

Hey everyone! Gamejam has come to an end and I've been working on several things with various Jmods.

First up is continuing work on the Aura UI and UX refresh.

This gamejam we've been exploring sketches for refreshed icons that are clearer and more readable, and can be more easily identified with use over time.

Check out my tweet here and let us know what you think!

As a reminder from earlier this gamejam, this is now the direction we've decided to go for with the aura borders and backgrounds: https://x.com/JagexBreezy/status/1856279062139764741

Continuing on this, we want to next explore communicating aura tier better, as well as different colours for the backgrounds of combat and skilling auras - including putting them into a reworked interface which you can find an example of in the tweet thread above.

External link →
21 days ago - /u/JagexBreezy - Direct link

Hey everyone! Gamejam has come to an end and I've been working on several things with various Jmods.

First up is continuing work on the Aura UI and UX refresh.

This gamejam we've been exploring sketches for refreshed icons that are clearer and more readable, and can be more easily identified with use over time.

Check out my tweet here and let us know what you think!

As a reminder from earlier this gamejam, this is now the direction we've decided to go for with the aura borders and backgrounds: https://x.com/JagexBreezy/status/1856279062139764741

Continuing on this, we want to next explore communicating aura tier better, as well as different colours for the backgrounds of combat and skilling auras - including putting them into a reworked interface which you can find an example of in the tweet thread above.

External link →
20 days ago - /u/JagexAzanna - Direct link

Hey Folks,

One of our ongoing goals this year has been fostering open communication about ideas and projects in development. Game Jam is a perfect example of where it feels natural to share what our devs are experimenting with, encouraging them to showcase their work and engage directly with the community.

A great example of this is Breezy, who has been doing an incredible job across multiple platforms, sharing projects, gathering feedback, and sparking meaningful conversations. However, we’ve noticed a recurring issue in these discussions: the original topic gets overshadowed by tangential concerns. For example, this posts about his work on improving the legibility of the Aura interface has been dominated by discussions about aura acquisition.

We’ve heard your feedback on aura acquisition loud and clear. It’s a complex system that touches many aspects of the game, so it's going to take time to address and the team is investigating. While we don’t have any updates to share right now, we’ll keep you informed as we continue to investigate improvements.

That said, I’m not here just to deliver a "We’re working on it" update about auras. Instead, I’d like to highlight the importance of what this level of direct communication with developers means.

When a developer shares a project and asks for your feedback, it’s an opportunity to directly shape their ideas and be part of the creative process. But when these discussions get derailed by other concerns, it not only detracts from the topic at hand but can also discourage developers from sharing their work in the future.

We truly value our players’ passion and input, and we encourage everyone to engage with these discussions. However, we kindly ask that the main focus remain on the topic being shared. Speaking from experience, it can be challenging to sift through feedback when it’s drowned out by tangential or unrelated discussions—and that’s a part of my role as a CM. Now, imagine how difficult it must be for developers who are trying to engage directly on a specific topic. For them, having to wade through unrelated chatter can not only make it harder to gather actionable feedback but can also be quite discouraging. It’s important to ensure that when they ask for input, they feel supported and encouraged to continue these valuable conversations.

20 days ago - /u/JagexBreezy - Direct link

Originally posted by Alzarith

I was so happy to see this post but then it didn’t include changing the method of obtaining auras, which was a bit of a letdown. Please, the way to obtain auras is horrible. Loyalty points are terrible.

That said, I love the way these look. Auras have been so difficult to tell apart based on visuals for far too long, so I do like this.

Thanks for sharing your thoughts, appreciate the feedback!

(and believe me i know, it's just not within my hands atm to do more with auras)

20 days ago - /u/JagexBreezy - Direct link

Originally posted by 5-x

Truth be told you cannot improve much on the aura interface.

The actual work that needs to be done is to redistribute auras as rewards from various pieces of content across the game.

This is just straight up wrong, there's a lot that can be improved and making the overall experience of using such a system better on a daily or regular basis is such an improvement.

20 days ago - /u/JagexBreezy - Direct link

Originally posted by DraCam1

This is all cool and nice, but the graphics isn't the main issue with auras. It's the way how you obtain them, which you apparently realised with GIM release, yet refuse to do anything with it... This has been an issue for many many years now, yet nothing happens. Solving gameplay issues should be higher priority, than giving them a graphical touch-up.

EDIT: Also if you want player feedback, why use reddit and twitter, which is only used by a certain minority of players? You literally have an entire sub-menu called "Vote now!" with polls and such in game. Wouldn't that be better for feedback, than getting some certain cherry picked ones from people on social media, who might even not play the game actively anymore?...

Main issue or not, there's so much to gain from improving an interface players use on a regular basis, especially when it's something i can control vs. something i can't.

RE: Polls - they're good for getting data on binary style questions - yes/no, option 1,2,3,4 etc. but they're not good for discussion and conversation. I'm not asking if you want this or not, I'm asking what you like/dislike about it, could something be a different colour or a style of icon be better? what improvements you think could be made to the work we're showing? what QoL or additions you want to the UI? etc.

I can't get that form of feedback from a poll which only tells me how many people voted for option 1 or 2.

And also, we as game devs are required to balance and assess all feedback. It's not a case of cherry-picking from certain communities or a twitch streamer. It's about ingesting everything and then balancing it out based on what our needs and requirements are, what the players needs and requirements are, our own expertise in game design and development, which groups or types of players these things affect and so on. Hope that helps explain it :)

20 days ago - /u/JagexBreezy - Direct link

Originally posted by Sayan911

Sure there are a lot more things that could improve but the priority matters too.

Right but that's out of my control and a much bigger conversation than for a gamejam, unfortunately.

Right this very moment, the most productive thing for me is to get feedback on what I'm presenting here. The alternative is i just don't engage with players - but i don't like that. I want to be here and engage with the community and get your feedback on the UI/UX work we're doing.

20 days ago - /u/JagexBreezy - Direct link

Originally posted by woodcarbuncle

Refreshed icons are definitely an improvement. The main problem with the original ones (besides the small icon size) is that the border being large and the same colour as the icon prevents the icons from standing out visually. In my opinion communicating the tier in the icon is less important since you will never have two different tiers of the exact same aura. The new icon designs are good enough and any additional clarity for aura refreshes can be provided in the aura info when the icon is clicked.

One thing I would like to highlight is that the current order of auras is kind of nonsensical. Berserker is far away from Reckless and Maniacal, accuracy auras are sandwiched between skilling auras, and there's no logic to ordering even within the same group (like skilling auras could be alphabetical). The fact that everything is clumped together also makes it harder to find your desired aura in the icon mode. I would strongly recommend putting some time into grouping these into categories with headers, something like the currency pouch, and finding some sort of logical order for them within each category. An aura interface rework wouldn't be complete without this. Advanced search is nice to have but needing it to exist at all indicates a deeper underlying problem with navigating the interface.

EDIT: Thinking about it, I'm also curious if there's really a need for aura icons follow the same colour scheme. Like one thing that helps magic spells stand out is the different colours. Obviously the colours wouldn't be the only difference due to colourblindness, but is there really a need to not have them at all? Feels like a self-imposed limitation that doesn't provide much of a benefit

Thanks for sharing these, have noted this stuff down!

  • Colour: Something we can definitely explore. So far it's been an artistic choice to stick with a similar colour scheme as well as feedback from players to stay true to the original style when we tested out reworked ones. Personally, i think detailed icon colours would make the interface too busy so i lean toward keeping them uniform, but i'm all for experimenting with it next time round :)

  • Aura tier: I think you're right and it's something i've been pondering this gamejam. I think where it does matter is for things like aura refreshes or knowing what you have that can be upgraded and so on, but i agree overall it's less important than most the other things we're trying to achieve here

  • Aura ordering: Also with you on this, when we come to the interface portion of this it's definitely something i've been keeping in mind. Other things include tier ordering, alphabetical ordering and so on

20 days ago - /u/JagexBreezy - Direct link

Originally posted by GInTheorem

Limiting my commentary to the design, and not other aura issues:

I think it's pretty. I don't know that the icons are clearer per se? For instance, I have genuinely no idea what this is supposed to be:

https://preview.redd.it/kz45gbroeg2e1.png?width=116&format=png&auto=webp&s=c41d0790125899ca1bca12981ff51692c1d26a2c

The ones which I think are good are very closely connected to the skill's icon (see: DG, div) or core purpose (mining, fishing). The rest I don't think are really any clearer than the existing icons.

I don't remember much about the UI, but all I really want from the aura interface is (ideally customisable) categories and subcategories.

Thanks for sharing your thoughts! :D

Internally we've had this exact conversation constantly. The overall objective is to make the icons more easily recognisable at a glance vs. the blobs you see now which can get visually muddled and are straight up unreadable.

It's ok that the icons don't specifically show what the aura does, and truth be told it's actually quite hard to do that for most auras. But, the example i've been using is ability icons. If you randomly showed any of those to a random person on the street, they probably couldn't guess what 80% of them do... but with some use you eventually learn to associate the imagery to the ability and that's exactly what we're going for here.

With that being said, like you can see with the new aura icons above, we've tried incorporating things like the skill icons or imagery of the resources (like div wisps) where we could, just to help make them more unique and identifiable (less blobby).

If you do have any suggestions for iconography you think works better for any of those shown in my tweet, please do suggest. We did numerous sketches for each one to try and find the stand-out ones but that's not to say that's it done.

Thanks again :D

20 days ago - /u/JagexBreezy - Direct link

Originally posted by Mini_Hobo

Looks great, these are a lot clearer already. Could there be a theme to some of the similar auras? e.g. all the zerk auras have a red border, or all the skilling auras are green. Also, would it be possible to order them alphabetically in the selector too?

Yeah absolutely, something we want to explore when we next come to work on this e.g. zerk vs. accuracy auras, skilling vs. combat or "misc" ones and so on

20 days ago - /u/JagexBreezy - Direct link

Originally posted by srbman

My one hope from this is that the aura tiers are (much) easier to differentiate. To this day, I can't tell which auras are which tier. I know it's the corners, but they're so small and the colours are fairly similar, that they all basically look the same.

Hoping to experiment with this next time round, and also add a "tier" category in the drop-down that separates auras by tier too

20 days ago - /u/JagexBreezy - Direct link

Originally posted by Zepertix

Would adding a small amount of color to the white symbols be a possibility? If auras are broken into categories by what they do, it might make them much more recognizable.

Skill auras slightly green

Once per day auras slightly gold

Combat auras slightly red

Or something like that. It'd help picking them out from a crown at least a little bit.

20 days ago - /u/JagexBreezy - Direct link

Originally posted by DraCam1

As long as you keep an interface where auras can be found in written form, not as icons, I'm happy. You can change the graphics however it is better for people, but having just the names there in compact form, instead of large icons will always be my go-to option to have.

Also I'd appreciate if the favorite system could be expanded a little so more auras can be right click quick-selected.

Absolutely, it's not in my deck of card to remove the text-view

and yeah, more favourites is also on my list of QoL for the interface rework :)

20 days ago - /u/JagexBreezy - Direct link

Originally posted by Mr__Perfect_

As long as it's still possible to keep the UI always open so we can still change auras during PVM it will be fine.

Yeah i definitely wouldn't do that, don't worry

20 days ago - /u/JagexAzanna - Direct link

Originally posted by DraCam1

If there is clear issue with a piece of content, that has been voiced numerous times for over 10 years, which even openly got acknowledged by the devs (i.e.: GIM aura unlocks), and you show us a graphical update that the majority will not care about, because the gameplay aspect sucks, I don't know why you act surprised. The interface is fine, does its job. While it's not the best, there are way more, core issues with auras, that should have been addressed years ago already...

Nothing about being surprised, opposite really, When you know a topic is coming then you tend to already mentally tap out and that's the issue.

We want Dev's to be empowered to engage but if they feel they are just gonna get bombarded with things unrelated to their question then they are less inclined to want to engage and then they don't and everyone loses.

20 days ago - /u/JagexBreezy - Direct link

Originally posted by ChildishForLife

Ty /u/JagexBreezy, it must be tricky dealing with comments like this when all you’re looking for is valid feedback on what you are working on!

One improvement I would ask for the aura UI, maybe a small one, is that using the premier artefact to be able to reset an aura currently in use would be amazing! A few times I’ve tried to fit a few buffs in before the daily reset, being able to reset an aura in-use would save some Wax!

There is a current bug with the aura window where if you open the window it auto selects the last used aura but doesn’t show the time remaining/CD, you have to select another aura and then go back to see the details.

Re visuals: those look amazing and are unique enough it would definitely make me swap from a list view back the icons!

Thanks for sharing your thoughts.

On Prem artefact can you elaborate a bit? Is it the flow of disabling an aura then resetting it you don't like or?

20 days ago - /u/JagexBreezy - Direct link

Originally posted by Narmoth

Players get into end-game PvM in less than a year and are held at a disadvantage with how auras are obtained.

This work is like a car owner being more worried about the paint job of a car vs the fact it is out of gas with a dead battery.

20 days ago - /u/JagexBreezy - Direct link

Originally posted by geriatriccolon

Wait a whole Gamejam was dedicated to changing the icons of auras? Right clicking isn’t hard.

and I've been working on several things with various Jmods.

20 days ago - /u/JagexAzanna - Direct link

Originally posted by shrinkmink

I understand it's tiring having to read about inverted capes and now auras (thanks to gim) every day on your job. But surely there were some other outdated interfaces that could've been chosen to be updated instead if getting asked about the elephant in the room is gonna affect their morale?

Also going off on the players because the feedback is to focus on the important issue and not the interface is not a good look. The average player doesn't really care if the content comes from a gamejam or 3 month dev cycle. Just like you don't care how the milk/juice/water got into the bottle only that it's affordable, tastes good and that you don't get sick from it.

Depending on who you ask there will always be a better use for resources in their eyes. The project being worked on might not be ideal in everyone's minds but it doesn't mean it cant exist and get feedback.

I am not trying to go off on players but just level with them, Players wanna hear about projects in progress, so we talk about in progress projects. If the default response a Dev is gonna get when they talk about a project is "stop doing that and do this instead" it will just mean that they won't wanna talk about things as it not useful.

I want the landscape to be more open to these talks and so I gotta do what I can to make that happen and that means trying to change peoples behaviours when they engage with Devs.

20 days ago - /u/JagexBreezy - Direct link

Originally posted by yuei2

I get it’s a classic design but I just don’t feel like the red triangles or whatever you want to call those shapes ever really communicated tiers effectively. Maybe if they weren’t present at all, as in there weren’t empty ones, and instead the red ones just showed up as the tier increased that be better? 

I feel like legendary could still stand to be more distinct, the blue line is a nice start but I dunno it feels like it could use more? Sorry I know from design experience that vague feedback isn’t the most helpful lol.

Thanks for sharing, good things to consider :D

20 days ago - /u/JagexBreezy - Direct link

Originally posted by IAmLordOwen

(sorry if this is outside the scope): Will you also be addressing the way auras are sorted in the list? For example, it feels weird that Berserker isn't next to Reckless & Maniacal even though they're the same type of aura (but for a different style each)

Yeah that's on the list of QoL things to do for the interface rework portion of this project!

20 days ago - /u/JagexAzanna - Direct link

Originally posted by Ac50388

This is a pretty disingenuous “whataboutism.” If there’s no clear line between

1) fixing clearly broken things 2) fixing other things

Players are rightfully going to complain about your lack of transparency.

It’s not just that we want more transparency - we do. We also want to see things the company broke and then never bothered fixing, fixed. Because these things are game breaking. Arch Glacor invisible attack. Elite sliders. Auras.

This thread is the perfect place to complain, because as you pointed out, you’re not even working on fixing auras.

Players are fine to complain, what I am asking is do it in more constructive ways that don't just dissuade Dev's from engaging with the community as a whole.

Breezy isn't gonna be able to turn around and decide to change how auras are acquired as its a massive project that impacts all manner of facets in the game. He wants to talk about the project he worked on, get some feedback and hopefully make it better in players eyes, this is harder to want to do if instead all he hears is "you should be working on something else" and it just actively dissuades the devs from engaging with any topic that can potentially cross over with a more contentious one.