JagexBreezy

JagexBreezy



22 Nov

Comment

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...

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Comment

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 int...

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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 ...

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Comment

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.

Comment

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 player...

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Comment

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.

Comment

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)

Post

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

Continuin...

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12 Nov

Comment

The update is actually basically finished. After these two weeks of gamejam, we have a final week of development then it's RC the next week and then release that next Monday (9th Dec).

You've seen the other comments but i've been very active on discord throughout all of development asking questions on basically everything, seeking suggestions, even put out a few tweets asking for suggestions on various things. All this while also keeping an eye on other socials and just absorbing discussion and using learnings from 110M&S to feed into this one.

Someone else here posted a good summary of what the update includes but there's also my comment here https://www.reddit.com/r/runescape/comments/1g19a6c/if_woodcutting_fletchings_110_exp...

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31 Oct

Comment

Incredible work throughout!!

Thanks for making each day in October that much better :D Going to miss seeing these on a regular basis


13 Oct

Comment

Originally posted by Japanese_Squirrel

Thanks for the info!

I have a smaller proposal then.

Being able to create a full inventory, 28 of most unstrung bows (and so on) in just 50 seconds is weird for modern game standards.

If you see this to be an issue, then perhaps a simple solution is to re-evaluate the length of time it takes to make a single bow and adjust everything else to match it? For example by a factor of 28. If we changed it so a single unstrung bow now takes 50 seconds to create, then you can also make log gather rates x28 slower, exp gained by x28 and so on, making production time more "weighty and realistic". Do a 28:1 rate conversion for existing logs when the update is released and update current GE prices of logs by x28.

Catch my drift?

I'm sure most people would love to see production rates be matched more closely to smithing.

Reminder to anyone reading that multiplying by 28 is just my example.

That's precisely what i'm referring to with the tweaked mechanics part - "Fletching will have an upgrading system for the Eternal shortbow and crossbow" :D


12 Oct

Comment

Originally posted by RS4When

That's a lot of info, thank you for sharing and obviously you're passionate about your work and it means a great deal for long term players.

One question that came immediately to mind, why would player dislike getting more bolts per bar for the other tiers? or a timer to trees no matter the tier? If I misunderstood and you implied that its not just a simple patch and would require more dev time, then fair enough, it doesn't belong in this update.

More than happy to! Ragnarok's valkyrie queen was whooping my ass so i needed to take a break :P

and yeah it's the "not just a simple patch" part :)

Comment

I have been summoned, hello and good evening!

This week's stream was just a little something I hit up Yuey about cause I wanted to show some behind-the-scenes of development of 110 Mining & Smithing because i like sharing the inner workings and showing off concepts and ideas and how they evolved, which players (including myself) always love seeing from games.

At the end of the stream i wanted to tease some 110 WC & Fletching details because why not build a little hype and tease folk. Now, i'm cautious of sharing too many details in tid-bits in different times and places because ideally most of the info would come in a more consistent manner e.g. an RCE blog (coming soon™!) but i thought it's worth addressing some of the things mentioned in this thread :)

I'll start by saying it's very important NOT to underestimate the amount of time full skill reworks take and what you're actually asking for in reality. M&S rework took ~18 months to develop (but actually lo...

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09 Oct

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Thanks for the summary!

Will share much more info on the update as a whole soon :D

Comment

Originally posted by 5-x

It wasn't clear to me whether hatchet of "Earth and Song" is the final name for the item or just a placeholder for convenience. Perhaps /u/JagexBreezy can chime in.

It's Earth and Song yeah!

Also witchwood will be required for the L&D hatchet


08 Sep

Comment

Awesome write up, super interesting!

I had a fun time researching how swords were made when i was designing the creation process of the MW sword. Albeit i didn't do the graphics, this was a fun read :D

Fun fact - ex-Mod Bernie, the character artist responsible for (iirc) Solak and the M&S rework armours (and a bunch of other stuff) made us the Masterwork Sword as his leaving gift. It was never planned, just something he surprised us with

Comment

Congrats!!

Don't play down such an achievement, everyone has to start somewhere and your RuneScape journey is about YOU! and honestly if i could re-live my days of climbing up the PvM ladder i absolutely would, it feels so good.

Keep at it and best of luck on the rest of the bossing adventures ;)


30 Aug

Comment

Originally posted by Minimum-Safe3154

I'm okay with that. The pickaxe just seems a little underwhelming, considering the steps to get it from start to finish require a decent amount of effort.

I hope i didn't come across as ignoring your comment, just wanted to provide some context. Generally if you're expressing that you'd like the T100 tools to be more exciting in some way that's very valid feedback :D

Comment

Originally posted by --Dawg---

I noticed Golden Rocks for the Priff statue were not dropping from the Primal rocks. I was able to get all the Strange Rocks, just wondering if anyone else has tried getting Golden rocks from Primal rocks and been successful?

Do you mind passing me on your RSN please? Stu has taken a look but can't see any reason you shouldn't be getting strange/golden rocks, but would like to see what your setup is :)


28 Aug

Comment

Originally posted by Minimum-Safe3154

Can be pickaxe of life and death not have the same stats as a primal +5?

The new pickaxes follow the same structure where both pickaxes(+x) of a tier are the same stats but the 'special' one is augmentable which is its benefit and so we want to generally be consistent where possible