Mod_West

Mod_West



05 Mar

Comment

Originally posted by ILikeSugarCookies

relatable

I’ve never really heard Jagex’s take (or Mods’ take) on PKing people that are PvMing. I guess it’s good that this is relatable.

TBF I like to fight back every now and then. Especially in deep wild if I'm being teamed by pures as I've managed to kill some of the... let's say, less skilled pkers from time to time. Only if wildy slaying though, if I'm clue scrolling all I have is a spade.

I'm still trash though and can't click for sh*t :P

Comment

Originally posted by Magnaboy

Is there a chance that this new art director is out of touch with how the players want osrs art to look? I think its a genuine worry/concern to have considering past experiences, some reassurance that the director is on the same page with the style of the game and the style the players want would be nice. I think your stuff is literally perfectly spot on to the osrs art style btw.

Their job certainly isn't to alienate the community by changing the game into something it isn't. That wouldn't be overly productive :P Ry, Gee and I are helping him every step of the way and he'll be gathering feedback from both the wider team and the player base in time but it's very early stages atm.

I'm glad you feel my work is on point, it's what I've always strived for at the end of the day :D The thing is, a lot of players have wildly differing opinions on what 'OSRS style' is and it generally depends quite heavily on the time period they played back in the day that was most formative. I personally started in 2004 and played up until 2010 and fortunately the graphics being made during 2007 was always my favorite. Areas that were updated like Falador, Varrock and Canifis are good examples. Hopefully we keep some parity with these locations as that's what I've been doing since I joined. Although I suppose I may have messed it up a few times coughdragonstonearm...

Read more
Comment

Originally posted by RNGreed

Well I've been complaining that the dwarves don't have an underground area despite being dwarves for 3 years now, though I guess that would just be a given if lova was ever redesigned. It would be more helpful to have a specific idea for a lova dungeon so let's see...some kind of minigame where you actively delve into the rock face, where you can see what's up ahead. Kinda like that old flash game motherlode. Each tile would have a dense deposit of ore or gems which you could mine multiple times. There would be hazards like explosive gas pockets, skeletons and the like. Though that would be overscoping with a capital O and mining has many viable methods already so you could argue this idea has little merit but it still sounds fun.

Yeah, it's inevitable that things won't make sense when those who are uninformed of the world of Gielinor have control over the lore. That shouldn't be an issue going forward and is hopefully clear from our additions in recent years :P

I'd certainly be up for more mining content, but as you said, it as had a fair amount of updates lately.

Comment

Originally posted by Aurarus

Textures are dangerous territory, but I'd like you to briefly look at a bunch of these areas:

https://imgur.com/a/R8QDxBJ

Classic went a lot heavier with these "crap" textures but there's something very charming about them. There are a lot more places that use them (I know entrana does for sure)

The slightly muted slate texture in the first few images are what I imagined being used for the arena

The arena, right now, is flat unlike anything else in the game besides a few spots in new content (Theatre of Blood I think has a few of these unbroken flat faces)

To me a tiny bit of "crappy texture" feels more oldschool than uninterupted bright flat ground

I know your aim was to make this area very simple and not too busy, but I think the lack of the main background of it has had the opposite effect. Without "grounding" the background, the se...

Read more

Funnily enough, there are no textures in the mimic room. I think the issue was the brightness of the assets as Ghost had a tendency to remove all lighting from his work to make them pop more. In that case that popped a bit too much :/ It works well for characters though, just not so much for environments.

I do see what you mean with the slate texture but we've as of late been moving away from textures as a whole. We have an art director now so we can start creating an actual 'art style' for future content rather than just throwing out whatever we please :P We'll lean into what has been successful in the past but I don't see us ever returning to textures.

And thanks! I'm glad you're liking the direction I've gone in with them. Hopefully more of that to come :D

Comment

Originally posted by Aurarus

I cannot get over how much I f**king love this, holy shit thank you

Literally everything about it from the terrain especially to how instead of one big grid it's like a TON of distinct areas all connected through memorable paths and variances on the theme

This rework is really just going to hold Zeah together so much better

Thanks! I'm glad you like where it's going (:


04 Mar

Comment

Originally posted by [deleted]

[removed]

If that's what you want...


03 Mar

Comment

Originally posted by GrizzlyChump

/u/Mod_West

Any chance at you telling a little bit?

It would be redundant what I was thinking at the time as it was so long ago :P I have a habit of laying bread crumbs down for future content just in case! A few examples would be the Slepe dungeon, the chasm of fire and the Forthos dungeon. And this I suppose... Too many dungeons get arbitrarily extended so it’s nice to have a bit of foreshadowing when possible. It also sparks curiosity in the players who come across it which gets them asking for content they may not have otherwise ;)


01 Mar

Comment

Originally posted by suprememisfit

Yes its beautiful in a grim way :)

I showed him the baby ripping apart the main character, so yeah... a bit grim :P

Comment

Originally posted by suprememisfit

Id reccomend to him Blasphemous. Great game similar tones but metroidvania style

Think I’ve shown it to him in the past, before it was released. Incredible pixel art!

Comment

Originally posted by Big-Judgment

Ive said it a million times, Nightmare is just a rip off of Orphan of Kos from Bloodborne

As it happens, Ghost was a big bloodborne fan (who isn’t?) but he never played the DLC.


27 Feb

Comment

Originally posted by Timid_Adventurer

Will the "prayer restoration for buried bones" trait still apply?

Yep, no mechanical change. It’s all tied to the dark altar :)

Comment

Originally posted by FloppableCat

Would it be possible to implement the GPU rasteriser from the mobile release of OSRS in the default desktop client? I'm wondering if that would aid with some of the performance issues with some of the larger and more detailed areas being introduced to the game as of late.

I'm of the understanding it isn't as simple as just moving it over to the desktop version, but you're correct, it would certainly be a massive help with frame-rate. I personally thought we would have had it by now but I believe it's trapped behind something else atm, likely the work being done for Clans and GIM. It's certainly on the table in the future, but until then it would be best to build environments within our min-specs. (and honestly, the more we can optimise, the more we can do anyway)


26 Feb

Comment

Originally posted by [deleted]

[deleted]

Given how long I spent optimising the grand library, I’d rather we didn’t repeat that! While each level uses multiple floors it doesn’t quite use them to the same extent the library did. I’ll keep an eye on the FPS throughout development :)

Comment

Originally posted by emeldavi_dota

Random extra idea: put another copy of the giant bosses in the giant dungeon on Zeah.

Pros: increased value to zeah locked irons

Cons: devalues varrock sewers?

It would seem strange from a lore perspective but if we can find a way around that and it passes a poll, I don’t see why not.

If we are to do another twisted league, having a way to use those key drops would be nice.

Comment

Originally posted by AssassinAragorn

Oh my God I love this so much

Glad you like it :)

Comment

Originally posted by Aurarus

/u/Mod_West

Meant to share earlier but heard from a few places people find the place a bit too bright/ cartoony

We tend to stay away from textures as they’re used so sparingly around the game and our control over them is incredibly limited :/ there are other ways we could break up the blank space but I believe the arena was kept quite clean purposely due to simplicity. If it was too detailed it would detract from the fight itself.

Comment

Originally posted by GentleTractor

To tie into that lore & create an interesting subterranean transit system you could somewhat mimic what you’ve done with Forthos by having an actual shortcut/entrance to the catacombs within each of these newly split up dungeons. So they all still technically link up to one another in a round about way while being spread around the map a bit more.

There are a few old dungeons that do that which are quite neat, even if they're not often used (like the KQ hive being accessible from south of Dorgesh-Kaan & an area in Waterbirth dungeon leading to the lighthouse dags).

Edit: Nevermind, just saw your other comment mentioning this kind of thing already, so that's cool. :)

I like that we’re on the same wave length :P

Comment

Originally posted by ZeahFeGod

Had some concerns about content leaving zeah after seeing the catacomb rework until I saw Mod West's comment. It makes sense splitting it into multiple caves considering the wide variety of monsters.

Rework of shayzien area looks great and I'm excited for the 3rd anvil coming to zeah.

If you’ve ran into any tedious bits of gameplay during your travels around Zeah, I’d love to hear them! Thanks :)