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thojohn22

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  1. General Khazard for those that don't know.
  2. I think it's Mos'Le Harmless by the looks of it, and since it's known that the quest will take a part there. And nobody ever comes there, so they're safe.
  3. Where did you find the one with the dragonkin on?
  4. Anyone notice that there isn't a combat style fixed to the damage? So its not new spell graphics... I'm curious if this is quest related. First thing that came to my mind was the Jad pet. Abyssal demons are known for whips, and the Abyssal Minion gives the player a fake one. Jad is known for high hits, maybe the pet attacks the player after talking to it? That sounds feasible. I'm betting on a new livid farm spell for that picture.
  5. It's clearly something that's meant for users to do and to spend time on. Not officially an in-game update but it's still something Jagex planned on having us be active with. No its not, they just anounce it, so we know they are organising it, and maybe give a little more attention because they feel it's something special. And if they don't have any game updates with it, it's not THAT special, or they don't talk to game developpers.
  6. And how is this an update? The wildy update hasn't even come yet, and the wilderness is just an event where JaGeX employees have fun with people ingame. (Although I too think that's not necessary. Oh and they did already an event where they spawned monsters (The halloween thing with zombies)). Designing a new game is much easier then to keep coming with new ideas for over 10 years. Quests, pure coding could maybe take a day, 2 at max. But your forgetting some parts. Coming up with the idea of that quest. Writing all the conversations. Tweaking the storyline. And trust me, if you want to do it good, these things take a lot of time. And you can say the quests are very good (storyline based). And not such random quests like WoW (take this item to that person, although One Small Favour?!?) And really, for sound, it takes longer yes. Getting a gun to a random desert and recording the sound takes longer then going in a Soundbooth and recording a voice. And what I imagine with theatre mode is some sort of cinematic cutscene, which isn't hard since they have all the high poly models for normal baking. It just takes a lot of time to render. But that's what render farms are for.
  7. You don't. 10+ maps, 1 guy can make a map in about 3-4 days. Make it a very detailed map, take around 5 days then. Phyisics and AI should be in their game engine already and should only take tweaking. Gameplay for single player, I guess that's about 2-3 storylines? Wouldn't even want to start counting the ones RS has. Achievements? Simply for all games, lamest thing ever. Really, I don't need to know someone bought that, or killed that guy or had that many kills with that weapon. Not even hard to implement, just increase a global variable. Weapon balance: Compare the amount of weapons of COD with the amount of RS. And I agree, some of RS weapons aren't balanced too. But so has almost every game. Theatre mode: It's just the high poly versions of the models, and some tweaks here and there. Soundboard: Over 750 different songs, with a lot of dynamic area sounds, and sounds effects like eating, hitting,... Making the sound for a gun is as hard as making the voice for a boss. Record it, edit it, implement it. Ingame statistics are just reading the right variables. RS has 10 year of regular content updates. That said, every game is different and is hard or almost even impossible to compare. Some games rather go for graphics, others for gameplay. COD is and stays a shooter. Oh and I read the other posts: COD Black Ops still uses the IW Engine. As did the previous COD versions. And I didn't count in the time it takes to model the graphics.
  8. So they spend 1 month writing a bit of code. 1 month waiting for the code to come back from QA/graphics/etc what do they do in the second month, code something else right? presumably if they average X pieces of code per month, they're going to output 12X pieces of code per year. Even if they have to wait 1 month for that code to come back from Q/A that or they actually are just twiddling their thumbs every other month. No, given the updates a month here, all I'm saying is that they: - Fixe a huge number of bugs - Come up with 3 updates a month - Create storylines That's done with 50 game developpers in a month, now I know it's hard to think of good ideas to implement. So I'm guessing around these numbers for an average amount of time it takes to create. - 1 Week for coming up with the idea, creating all the storylines and making sure everyone knows that they need to do. - 1 - 2 Weeks for coding and implementing all the game code, while testing it too. (This is not gameplay testing, but pure code testing, takes a while too). - Now lets say, it's about 1 week in QA, in which they can fix bugs and other small fixes, or work a bit longer on the story line or game code. - Then they have another week for rewriting code after it comes from QA, or coming up with new ideas if I doesn't please them. Now all of this is when everything would be running smoothly, but if you have some game creating experience, you'd know it isn't always sunshine. If 3D models are loaded in, they need to retest their code to make sure it still runs smoothly. There's just so much to do, so I wouldn't be just saying they are slow. Edit: And this is for 3 separete updates.
  9. Actually, it's not because you're a game developper that the only thing you have to do is code. A few of the things they need to do: - Biggest task, implementing game code - Another big task, coming up with storylines and coming up with new content - Fixing all the bugs that get send by the players. - Working closely together with 2D/3D artists, if something is wrong, change it. - Rewriting code after it gets back from QA And even though a projects code can be ready, it could be that it still needs to wait for the graphics team to complete their task.
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