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28th May 2009 - New Dwarf Quest: Diary 4 & Postbag

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Dwarf Diary

 

Today we've released the fourth entry in the development diary for the new dwarf quest. This one describes what goes on in the implementation phase of the project.

 

 

 

To read the diary click here.

 

 

 

Mod John A

 

RuneScape Developer

 

 

 

 

28th May 2009 - Coding and Writing

 

 

 

The implementation phase involves two main tasks. I've got to write the code to make everything work, and I've got to write all the in-game text. One of the exciting things about this job is that the same developer gets to do both of these tasks, whereas in other games companies they might be divided between different people.

 

 

 

Coding

 

 

 

You may know that RuneScape is written in Java - our company name, Jagex, stands for JAva Games EXperts. It may come as a surprise, then, that my job as a content developer involves no Java at all.

 

 

 

We write in a scripting language called RuneScript, which our Game Engine team has created specifically for making RuneScape content. The Java-based game engine then reads this RuneScript code and makes it all work. RuneScript is constantly being changed and expanded as we add new features to it to allow it to do new things.

 

 

 

Writing

 

 

 

Writing the in-game text (character dialogue, messages, item descriptions, etc) requires a different set of skills and techniques from writing the code. It is also difficult to know when it is good enough. A piece of code either works or doesn't work, but a piece of dialogue can be quite bad without being wrong in any definite way. It's a delicate balancing act conveying all the necessary information, while also being entertaining and dramatic, and doing all that in the smallest amount of text that I reasonably can.

 

 

 

Most of the time, I write dialogue straight into the code as I am coding it. For some of the more important passages, I plan them out first in a text file using a screenplay-like format. Whichever technique I use, it's important to then test the dialogue in the game to see how it looks.

 

 

 

One of the trickiest parts of writing is making sure that each character has their own voice. I have to be aware of that character's personality traits, how they are feeling, and their relationship to whoever they are talking to. This is especially tricky when dealing with existing characters such as Commander Veldaban, who already have some dialogue in the game.

 

 

 

Placeholder graphics

 

 

 

The new quest involves NPCs, objects and areas that the Graphics team haven't created yet. I need to be able to test the content I'm writing, so I'm using placeholder graphics to stand in for them. These placeholder graphics tend to be bright blue and blocky they're designed to be clearly visible rather than to look good. They're a little like a 'blue screen' in movie-making.

 

 

 

Once I've got the quest working with these placeholders, the Graphics team will go through and replace them with the final graphics for the quest. In a later diary, Ill be able to show screenshots that give a better idea of what the final quest will look like.

 

 

 

Right now, the 'bare bones' of the quest are just about playable using these placeholder graphics. It's ugly and obviously incomplete, but it basically works. My task now is to fill in all the gaps and add polish, which is a larger job than getting it working in the first place.

 

 

 

placeholder_graphics.jpgBlue placeholder graphics

 

 

 

Graphical rework

 

 

 

Last time, I told you that we were planning to graphically rework all dwarf NPCs, but I didn't know whether or not this rework would go live with the new quest. Since then, it has been decided that the dwarf graphical rework will not be going live with the quest; the quest will go live with old-style dwarf graphics, and the dwarf NPC rework will happen later. This means that the Graphics team now have time to rework every dwarf in the game, without having to worry about getting them ready in time for this quest.

 

 

 

Mod John A

 

RuneScape Content Developer

 

 

 

Postbag From the Hedge

 

The Postbag from the Hedge brings news from Zanik, last seen in The Chosen Commander. Her determination to experience the surface world has led to interesting sights, one of which she shares with you in this edition.

 

 

 

Elsewhere, the dwarves explain why scorpions can be found at mining sites around the world, while Mother Mallum and Vanstrom Klause break their silences.

 

My skin is finally getting soft
I'll scrub until the damn thing comes off

http://forum.tip.it/viewtopic.php?f=30&t=796024

 

Shoulda looked before posting. I can see why you missed it though, since news updates are usually more popular than 11 replies.

 

 

 

Edit: Damn, ninja'd.

?r=191108

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Currently will be using my Oni Tsurugi account to attempt to get 99 on all free skills without spending any gp, just for the sake of doing so.

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Ah. It wasn't in the top few, so I didn't notice it >_>

My skin is finally getting soft
I'll scrub until the damn thing comes off

Thanks for reporting. :thumbup: As mentioned, please use the older topic.

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