Original Post — Direct link

Vod


Hotfix

Inquisitors staff piece:

  • Extremely rare chance while training within the fort when the pylon is active
  • Rare chance while training within the praetorium, where chance increases relative to the level of the hotspot you're excavating
  • Praetorium chance is increased if the pylon is active
  • The base drop chance of receiving a staff piece from the praetorium has been decreased from what it was prior to the hotfix

Spear of Annihilation tip:

  • The drop chance has been decreased

Other

Archaeology has a whole is still being monitored.

  • Eldritch issues are being looked at.
  • A job has been put in to swap certain artefacts in Velucia's Bandos 2 & 3 collections.
    • The Goblin generals' order is intended and will remain as is.
  • Adding chronotes to your currency pouch is still being looked into.

Intro - Deciding on a Skill

  • Skill's History: January 2018 -> March 30th, 2020.
    • Originally tasked to have it launched in summer 2019.
  • The skill was chosen through a validation process, what's best for the game: business, community, devs.
    • Before we just came up with cool ideas and got them approved.

Validation process

  1. Asked for skill ideas with the following criteria:
    • Runescapey, interesting, fun, fit into the world
  2. Narrowed ideas down to a shortlist of 6 skills:
    • Archaeology, Sailing, Spellcrafting, Animal Training, Merchanting, Necromancy.
  3. Pitched each skill as to how they would fit into RS to get raw reactions from different people with different backgrounds.

Deciding on the skill

Top 5/6 skills occurred during the summer months of 2018.

  • Necromancy came out on top however it was too similar to Summoning, Prayer, and Magic.
    • We also weren't looking to make an Elite skill.
  • Narrowed it down between Archaeology and Sailing and made playable demos.
  • Archaeology was a dry word from are marketing team since it sounded like a boring skill.
    • We really fought for it by describing in a fantastical/magical sense.
    • Not digging a hole in the ground, but dig sites in hell or in the sky.

Demos and Development

Images are pulled from an internal group chat which is why they aren't cropped the best.

Playable Demo

  • Demo was patched together in 2 weeks.
  • It was meant for Runefest but never made it and was used in playtests instead.
  • Moved away from making the area look like a dig site and more towards moving into something more fantastical.

Demo Dig site - Vault of Heroditus? (Kharid-et)

Made a short playable demo of all the aspects of a dig site in order to get feedback and showcase the idea.

  • Small selection of materials and 3 artefacts.

  • Mysteries (Lost Areas)

    • Helped introduced the concept of research, relics, and exploraiton.
    • Figure how how to get into the Vault by using an object. (Made the final cut).
    • Use simple puzzles so players know what to do next.
  • Big doors were important to us for some reason and they made it in.

  • The relic is found by solving a three column puzzle to form a pathway to reach it.

Core Loop - Cleaning items

  • When you discover items they are dirty and you had to clean them before using them.
    • It didn't make the final design due to the excessive amount of items you'd need to clean.

Jmod Focus

While Ryan was putting interfaces together Rowley was designing content on dig sites (mysteries).

Ryan's Lost Areas

  • Used random generation concepts to create lost areas and to help design dig sites
  • Bonus doors would require certain artefacts, similar to DG.
  • Map icons placeholders:
    • Fishing - normal room | Clothes - bonus room | S and E represent start and end

Rowley's Test Squares

  • Test squares which include everything for reference: excavation, NCPs, items, etc.
    • These are only on test servers.
  • These items are dropped and you can see what they would look like if they were on the ground.
  • Spears have different states (damaged, augmented) so that's why there are numerous ones.

Design Progress

Collector's Noticeboard

  • Created early on in early 2019 as we knew what we wanted.
  • Interface is progressing even if things look like they are removed.
    • Testing different interface interactions or icon apperances.
    • Added different collection logs as a way of testing the system out.

Research

  • This is for into the design and is similar to release with placeholder icons.

Relics

  • Initially you could only have 1 relic of each size (Small/Medium/Large) but it was restrictive.

Journal

  • Arch journal background placeholder.
  • 6 Dig sites = 5 current ones + 1 Dragonkin one.
  • Languages - Concept where you gain language xp/progress as you do research.
    • Upon reaching a certain level you could unlock certain things and read books/
    • Removed this concept as it basically put a barrier to those who enjoy lore.

Restoration

  • Original Design - 3 Different benches to restore an Artefact - Prepare, Assembly, Finish.
    • Didn't do this as it was unecessary.

Environments

General

  • NPC placeholders are useful for checking map-heights, etc.
  • Discussed level design later on:
    • Where will players move the camera to, where will their eyes be drawn to?
    • What looks like paths and locations they can/can't go to. (Frustrating if it looks like they can but can't).
  • It's hard to visualize what the end product will be.

Archaeology Guild

  • Original Dig site before the graphical rework.
  • The throne room entrance was changed as it caused confusion with people being led to it during the tutroial.

Kharid-et - Initial layout was larger and had shortcuts which were removed as they felt unnecessary.

Infernal Source - Infernal Source internal part was to look like an eye of Dagon from above.

Everlight - Originally was going to be known as Farlight

Stormguard citadel

  • Workshop was temporarily in the NE part of area until it could be put on another level.
  • It was supposed to be a wide open area where if you flew far enough out you'd find it.
  • Lava surfing animaiton was used for flying until we got proper animations.
  • Flying area map heights are important since you can't see them.
    • If they are too high/camera is low you'd click on them when you weren't' flying screwing up your movement.

Warforge!

External link →
about 4 years ago - /u/JagexRowley - Direct link

Originally posted by ImRubic

We all did, though I held out for it longer than anyone (more to play Devil's Advocate). It's an awesome idea with a ton of potential. The main reasons it was edged out are that...

a) some players think we already have it with Ports/the Arc (those are only thematically associated, not mechanically)

b) some think of it more as a joke (which is why, in our opinion, we would need to showcase it first to show its potential and see it's not a joke)

c) as some implementations of parts of the concept might be seen by some as a minigame (but then Dungeoneering has that label yet is consistently many players' favourite skill)

Archaeology scored less well as a concept (because people cannot help but envision their own ideas), but scores much more highly now that we've delivered our vision of it as a skill. We could easily achieve the same with sailing (be it in the form of a skill or some other type of content).

about 4 years ago - /u/JagexRowley - Direct link

Originally posted by Thingeh

This was either a stupid or a clever way of getting the community hungry for Sailing and Necromancy to finally be actualised.

It's helpful to highlight things like this to keep the ideas out in the community, generate discussion on them. Our thoughts are that if we ever got serious about making Sailing, we would likely first have to show a conceptual demo of it (e.g. on some future live stream) to sell its potential, and to put to bed the idea that it's a meme. It was a serious consideration originally and only became a joke/meme over time, but the core idea is still a solid one - it just needs selling to people to get them out of that 'it's a joke' mindset.

about 4 years ago - /u/JagexRowley - Direct link

Originally posted by naqib94

A job has been put in to swap certain artefacts in Velucia's Bandos 2 & 3 collections.

The Goblin generals' order is intended and will remain as is.

can i ask why? makes sense to swap the spear and mansticker as well.

Wartface collects goblin artefacts; Bentnoze non-goblin artefacts. That their collections then sit in different level ranges is fine - they aren't the only collections that do so. They arguably have better rewards than Velucia too (though that remains to be seen once prices of things settle more).

about 4 years ago - /u/JagexRowley - Direct link

Originally posted by Zarosian_Emissary

Makes sense, I imagine with Sailing having been a joke for a while there would be at least several j mods who had mused at one point or another on how they could do it for real.

It was the other way round as I recall it. It was a serious idea that never came to anything, which players caught wind of, and then it became a joke, and then devs built on the joke (Sailling skill in Gower Quest, a Sailling preset name in the bank, etc). We'd have to undo that thinking first before making another serious go of it, if we ever wanted to that is.

about 4 years ago - /u/JagexRowley - Direct link

Originally posted by ThreshNotTresh

Necromancy turned into ancient summoning

To give a bit more context to this thread, we did intentionally take the spirit of necromancy into Archaeology in order to capture some of its appeal. This is most obviously seen in the narrative of Kharid-et and some of its artefacts.

Ancient Summoning took up the slack on the mechanical front too, even though thematically separate from necromancy.

Sailing sort of makes its presence felt a tiny bit with the Stormguard wingsuit (if you squint really hard). Though, this is harder to see without knowing our concept for what Sailing could have been, perhaps one day will be.