Video | Happy Birthday to Mod Shauny and Mod Ramen! | Land Out of Time Music
Upcoming Player Owned Farm Changes
- Newspost
- The proposed changes are NOT final!
Clan Cup
- Info-page | Clan Cup Forum
- First Jagex hosted clan cup in 4 years.
- No date currently.
Art
Art Team
- We work with any team (MTX, Lore, Cutscenes) and help interpret what the designers want and provide solutions.
- How long something takes depends on what you are doing and why you are doing it.
- Are you creating a concept or something that needs to have restrictions so it can be easily implemented?
Anachronia
Initial Island Model Design | Additional Design #1 | Additional Design #2
- We first stared with making the environment before the dinosaurs.
- We knew there was a volcano, and some ruins in the middle of the island, and we needed a landing spot.
- We already knew what the biomes were but had to discuss the locations and what was within them.
- Created a rough idea of the map and went crazy at first and toned down later.
- From there we made some plants as it was easier to focus/went with the environment.
- Once we got infornatuib about dinos we moved to them.
- The early design of Laniakea included a snake that acted as a pet and interactions.
- There were problems with doing this and her lore.
- The Hunter Master design was supposed to make him stand out.
- We kept the vibe of the character over the several iterations.
- Seedlings - Creatures who didn't make it in the final island design.
- Overall idea was a mix of Korok in zelda and Kodama and Princess Mononoke.
- There were in the center of the island at a shrine, and were super cute.
- Sometimes we try to provide cool solutions and go crazy with ideas.
- Overall we needed something unique but generic so it could be used all over the island.
- Some of them could be use for future ideas.
- They had to be colorful and blend in with the environment.
- At first we tried an extreme ideas where they were combined with plants.
- These were too extreme. They wanted a creature of dragonkin experiments, dragony dinos.
- They also wanted normal dinos, so we added feathers.
- We gather all the ideas and try to find similar art types.
- We made color variations for all the dinosaurs.
- We don't give the wrong idea when we color them, for example purple might mean venomous.
- Initially: An approach to an island, ruins, and a landing is what the cutscene would be.
- We made a story board for the first landing that didn't make it to the end.
- Slayer master wasn't a thing at this point.
- I spent an 2 afternoons total for all of the story-board.
- Since we knew what the dinos were, we could make the weapons better, as they were made from elements of the dinos.
- Not all weapons could be added, but the mage ones have a varation added to SGS.
Music and Audio
- We are thankful for all the comments we've read and everything someone has said.
- 12/13 tracks came out with LOOT. A few tracks aren't listed, so probably more.
- We can't give everything right away, you have to play the game.
- We want to embellish the game a bit more even if they aren't full songs.
- We decided late into production for a voice over for the cutscene.
- Mod Dio did it.
Audio files
- We go out and find stuff or use a library of sounds to make these sound effects.
- To make up a set of sounds is about a day if we have good sources or longer if we have to go out.
- It also depends on how many variation you want to make.
- Stegosaurus - Special Attack | Eating | Death
- T-Rex - Roar | Special Attack
Venomous - Idle | Tongue Attack/Special Attack
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Stegosaurus sounds had to be heavy, punchy, in-your-face.
- There's a ton of mixing as you don't want it too loud as there may be a bigger dino later.
Big Game Hunting
- The music and cutscene music was made by Ian.
We had to fake stuff and code it in. It isn't as simple as giving an audio file to a dev. Part of the job not many people know about.
We had a little bit of melody for BGH, and cut stuff out and moved it for consistency. And we work off each-other.
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Most of it human based, but it's mixed, sped up, and put through a ring modulator and the tremolo which is a frequency modulation.
- Ring modulator is the same process for the famous Darlocks?.
Tunes
- Beasts of Anachronia - Heavy and powerful as you're killing creatures which builds up with more fun.
- The Forgotten City Orthen - Wanted it to be an echo of the past.
- Discover - Reflects on the details of the island (delicate).
Bank/Weapon Diversity #2 Beta
- In the next week are looking to launch this beta.
- Not everything is final, and details can change.
Weapon Diversity Details
- Some weapons are left off intentionally and we won't be pushing them.
- We aren't covering whips at all, as it's unlikely to release whips in the future, they are unique weapon.
- Batch 1 Weapons will be brought back with their updated effects.
- Shops are split between Melee/Ranged/Mage Weapons and Armor Shop and Useful Supplies Shop.
- All weapons are located in the shops.
- Added an Invention Perk Generator - Create any gizmo perks you want.
- Fun Fact: If you want to do a free-by shop you need coins as one of the items.
Melee
Weapon | Effect |
---|---|
Shortsword | Reduce your maximum hit damage by 1% but increase your minimum hit damage by 3% (stacks to 2% reduced max and 6% increased min for dual-wielding shortswords). |
Rapier | Chance for your abilities in combat to no incur a GCD on your next ability, 2% with a single rapier equipped or 5% dual-wield rapiers. |
Hasta | Ability to use 2h weapon abilities while equipped. |
Claws | While wielding claws in the main-hand slow 5% of damage given in a critical hit will be applied as extra damage over time that lasts for 7.2 seconds, While dual-wielding claws the damage is increased to 10%. |
Scimitar (Existing) | For every 5% missing health on your target, you have a 0.5% increased critical chance. This effect is doubled if you're dual-wielding scimitars (At 5% health on target, the player should have +9.5% chance to critically strike, with two scimitars that increased to 19%). |
Longsword | When you miss with an attack gain a 5% accuracy buff for 10 seconds (If you miss whilst the buff is active, refresh the timer). |
Battleaxe | Deal 0.5% more damage for every 2% adrenaline above 80% (This effect would apply AFTER adrenaline costs have been taken. |
Warhammer | Basic abilities and auto attacks hit all enemies around your target. |
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Warhammer: Here is an image to show the targets the Warhammer would hit.
- The monster is your primary target with the knight representing where the player is stood whilst attacking. Each of the red crosses shows here the Warhammer should be attacking on basic abilities and auto-attacks.
Magic
Weapon | Effect |
---|---|
Staff | Your ultimate abilities can no longer miss and when you cast an ultimate ability you gain 5% accuracy for 20 seconds. |
Wand | Critical strikes reduce the cooldown of Magic abilities by 1 second. |
Orb | 5% chance to save the runes spent when your chosen spell effect occurs. |
Book | 10% (multiplicative) increased chance for your spell effects to occur. |
- Orb: In addition, we should be making the Normal Spellbook spells spend runes when their effect happen to be consistent with the Ancient Spellbook if this isn't the case.
Ranged
Weapon | Effect |
---|---|
Darts | Deal 5% (or 10% if dual-wielding) more damage to poisoned targets. |
Javelins | Hits all targets between the player and your target for 100% damage dealt to primary targets. |
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Javelins: For example if the player was throwing a Javelin at a target 5 squares away dealing 1,000 damage and there were two NPCs in a line between the player and the target, they would be hit for 1,000 damage in addition to the primary target.
- Here is an image to help represent this effect - the monster shows the primary target and the knight icon represents where the player is. All of the red crosses represent where the Javelin would also hit.
Bank Beta Details:
Main Interface
- Bank Display
- Players can move/adjust the size of the bank outside of Edit-mode.
- Bank Space has been increased from 1271 -> 1320. (The number is combined now).
- The search function is instance and isn't cleared upon withdrawing.
- Various filter options will sort items into specific categories.
- Filters: Clean Up, Members, Non-Members, Worn Equipment, Tradeable, Non-tradeable, Placeholders
- Clean up - Sorted by where the items can be re-obtained.
Presets
- Players can now right-click save Presets.
- Preset settings allow you to toggle inventory, equipment, and familiar slots for each preset.
- You can drag-and-drop items into the preset to edit it without needing to re-do the entire preset.
- Presets will withdraw lower-dose potions if you run out of higher-dose potions.
- Presets will know the exact augmented gear to withdraw.
Tabs
- Number of tabs increased from 9-15.
- Tabs can be toggled to be horizontal or vertical.
- You can now change the icon and names of each tab.
- Icons show all the skills icons, a clue icon, and a gp icon
Placeholder
- Click the placeholder icon will set a placeholder when withdrawing all of an item from the bank.
- Presets automatically create placeholders.
Other
- You can change the left click withdraw amount.
- When selecting the equipment inventory left-click withdraw will automatically equip items.
- Same with the familiar inventory respectively.
- Empty slots icons will appear if you withdraw all of an item without leaving a placeholder.