SRL Archive - RS has been updated.

[04-23-09] Development Diary: Run Energy


infested999

2009-04-25 00:46:14

23rd April 2009 - Development Diary: Run Energy


Today, we’ve released a development diary about the upcoming ‘rest’ feature. Given that we’ve already released an…accidental teaser, we thought we’d give you some more insight into the design process for this small but useful feature, which I hope you’ll all end up using.

To read this diary, click here.

Mod Chihiro
Senior Technical Developer, RuneScape Content



23rd April 2009 - Rest and Musicians


A few weeks ago, we accidentally released a version of the top level interface that had a test option on the run button called ‘Rest’. Oops! That was my mistake. Still, now the cat is out of the bag, we might as well tell you about this project. When I looked at the forums you’d made some pretty good guesses about this feature - resting is a way to restore your run energy more rapidly.

When I got the original rest concept brief it had two parts:
  • Create a ‘rest’ function that the player can use anywhere that will restore run energy more quickly than normal.
  • Create benches that would allow players to sit on and restore run energy even more rapidly.
In planning what was going to be required, I quickly came to the conclusion that benches were not the way to go. We still encounter problems creating animations that work well in software mode for when players are sitting on furniture. Also, the technique to do this would have meant only one player could sit on a bench at a time. From a gameplay point of view this would have been a problem - the last thing I want is for players to have to queue for rest spots.

So I had to come up with another idea. I toyed with cushions and small glades and the like, but they all felt a bit weak. There needed to be a reason why one spot would be better for resting than anywhere else. Mod Ash suggested that using NPCs rather than locations might be a better approach, and from that the idea of buskers came to mind. People tend to gather round buskers in real life, so the rest spots wouldn't look incongruous, and I thought they would add some extra flavour to the more well-populated areas where these are going to be placed.

Having cleared this idea change with Mod Mark and Andrew I talked to the Graphics team. These musicians were to be scattered all over the map, so had to stand out enough for them to be easily spotted, but also fit in with the theme of the area they’re in. Mod Zephyri came up with some lovely concept images of bards. They were dressed brightly, but in a renaissance style that fits in nicely with most city environments. They looked great, so Mod Brass, Mod Woody and some others got to work creating models and animations for them.

Concept artwork for some of the buskers


We looked separately at the more isolated areas where we wanted to put musicians. A lute-playing bard may look great in Falador, but would look pretty silly in Isafdar or Mort Myre, so Graphics created custom NPCs for these places. I especially enjoyed working on these as we had to come up with different ideas for why they were there. Since they were mostly embedded in higher level areas, the need for them to explain their functionality was lessened, so I could have a little fun adding flavour to them.

Since we’d decided on musicians, we needed some music for them to play. I wanted the music to be a little different than most music in the game, as these were individual musicians playing a ditty, not an epic soundtrack. The audio guys created some lovely simple pieces of music for the musicians - mostly stripped down version of the local themes. I even specifically asked for one of the songs to be really bad, which Mod Bond did really well!
An in-game screenshot of a busker


The next set of problems lay with visual feedback: how to tell the player that they were resting. I wasn't sure of the best way to do this initially, so I tried out several methods - head icons, glowing animation effects that pulsed under the player - but after some tests, it became clear to us that these were a bit too intrusive, so I went for changing the run button icon on the top level interface, with a little glowing effect to draw the eye.

So, my work is nearly done - our balancer is working on tweaking the update to ensure that the restore rates are useful, but not over-powered, and full QA, editing and translation are still to come, but hopefully you’ll be able to rest soon.

Don’t forget to have a rest every now and again! See ya.

Mod Chihiro
Senior Technical Developer, RuneScape Content

ZaSz

2009-04-25 00:50:10

I like the future update. Hate waiting to run.

infested999

2009-04-25 02:34:38

LOL Imagine if people implement it into there script. So like, the script will automatically rest for a while then run again XD

tank phobia

2009-04-26 12:58:35

Not much of an issue with high agility but fairly cool update I suppose, will be interesting to see how quick the run regenerates because I would predict that it would be faster to keep walking where you want to go and let your run regenerate normally rather than stopping completely to regenerate it.

infested999

2009-04-26 18:55:34

Well, there might be a way we could use it. Like if it were next to a mining spot we could regenerate while waiting for the addy/mith respawn..

Floor66

2009-04-27 16:01:06

Hmm but that's only with "high" ores.
But maybe for yew/mage choppers it'll work too ;)

infested999

2009-04-27 22:24:16

From: Floor66
Hmm but that's only with "high" ores.
But maybe for yew/mage choppers it'll work too ;)


There are 4 mage trees, there is always a tree there…

Maybe someday when we make a star minning script XD

sk8terbitu

2009-04-28 17:46:53

jagex is makeing runescape like classic????

senrath

2009-04-28 21:46:16

From: sk8terbitu
jagex is makeing runescape like classic????


Nope. This is just Run energy, not energy used for, well, everything.

Torrent of Flame

2009-04-28 22:16:37

Probably will be a function implemented in SRL for this.