Core Experience
CXP is another team in RS separate from Episodic & Live Ops. This allows us to focus on the "feel" of the game. It also allows us to work on improvements/modernization to the game such as with mobile and the new player experience.
Previous Projects
- Smooth Movement - Went out well other than an issue with surge/escape which is now fixed.
- Client Start Optimization - Mainly noticed on mobile but it also worked for Desktop.
- Rendering System Upgrade - Helps with rending more materials. Archaeology will use it extensively.
Current Projects
Blogs will be released covering the below topics within the next few weeks.
Highlighting
It basically it's a way for you to know what you can interact with in your surroundings.
- Outlines Colours: Red - Attackable NPC | Yellow - Friendly NPC | Blue - Interactable
- These colours were selected so colourblind people will still see different shades/hues and glows.
- There's currently a plan to properly address a colorblind mode for the entire game in the future.
- Colors can't be changed currently.
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Mobile Example | Desktop Example
- Proximity - Displays multiple outline around surrounding objects. (For Mobile only currently).
- Hover - Shows standard outline.
- Rightclick/Hold - More distinct/bold outline.
- Interact - Outline flahses
- Toggable
Canopy Cut-out
Allows you to see your player through objects such as tree foliage.
- Currently only applies to Trees but could be expanded. (Doesn't work well with trees on Anacronia).
- We need more feedback on the size of the "bubble" around the player.
- Highlighting won't show through the foilage.
Client/Movement Prediction
A system designed to eliminate input lag from your player moving in the world.
- Ground walk markers are in mobile but are planned to be released for PC.
- There is no delay between clicking and when your character moves.
- This doesn't change the behavior of the game.
- This won't resolve dead clicks, but that issue should be mostly resolved already.
- Issues:
- Combat: The game is unpredictable so players may want it turned off.
- Skilling: Animations times when running to something you interact with (Agility). This can be fixed.
- Surge/Escape: May need to be looked into.
- Server Performance issues - Input lag on crowded worlds is being worked on to improve the situation.
Mobile
A few compliancy issues need to be sorted out before it can be launched to any stores. iOS/Andorid commercial launch should be together.
iOS & iPhone 7 Demo
- Latest build is being displayed and it should be the same experience as Android.
- Compliancy Issues:
- You cannot use PC terminology.
- We need to integrate Apple sign-in.
- The iOS app communicates works differently with our bankend and make sure it talks properly.
- Once the above is sorted there will be a closed Beta (members only) similar to how we did it for Android.
- There's no timeline but Mobile will be released this year.
- iOS version - We test the last 2 versions but we'd need to check for the exact one required.
Other issues
- Improve scaling for tablets.
- Screen space - Chatboxs takes up a lot of space which is solved through Internal Nodes/Fading chatbox.
- Vertical Mode - Currently No but we may look into after a commercial launch.
- It just wasn't working correctly when we looked into.
Screen space Solutions
- Internal Nodes - Keeps track of how many messages you have unread and displays an indicator.
- Currently it's only used for private chat messages.
- It was expanded to our menu system to help guide/tutorialize players through menus.
- This will be expandable to PC but currently would only be for Mobile.
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Fading Chatbox - When you recieve a message your chatbox will appear then slowly fade away.
- Only applies to Mobile as it would be tricky/unnecessary for PC.