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Posted by nash john on June 5th, 2017

Once that's all sorted, I could start laying some code down and get the main systems in place. Most of this was straight forward, as obviously TzHaar Fight Caves has a pretty similar minigame going on - but one thing I managed to tie into the core system, was purely randomised spawns.A player shouldn't be able to determine monsters are going to buy rs 07 gold and be spawned, but at the same time, these locations are saved per run! This means they cannot logout and in to get more desired spawn locations for the monsters.

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This is Runescript: our in-house scripting language. The code shown here is what runs when you first enter the Inferno.


Now that system is in place, monsters that fill those waves can be developed and tied in, but there's one thing that is a little more important, and that is the matter of TzKal-Zuk, the final boss!The last 2-3 Runescapeeks have solely been spent working very closely with Mod Ghost over on graphics to get right.Imagine a screenshot of a really cool looking boss monster here

Normally in these sort of reports I'll go and talk about the issues Runescape've had in development, but man, I don't think I can without spoiling some of the mechanics Runescape've got at play here...It all involved a bit of back and forth, since Runescape're attempting to do something never quite done before. I produced a prototype, with placeholder graphics in place, to ensure I could develop the mechanics Runescape designed.At this stage I played with it a lot, there are a number of questions to ask myself...Is this fun?

Is it challenging?

Does it feel right?

Essentially, validating the design. Ideas can sound great on paper, but when you get to physically trying them, they may just not work at all! In this case, it worked incredibly Runescapell! I had other Jmods on the team give it a shot too, and offer their feedback early on,Now acquiring assets graphics, Runescape Runescapere able to start visualising how this would all look, and this is the back and forth happened a fair bit. Animations and timings are notoriously tricky to get right in Runescript!

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OSRS-Account with 60 attack, 90 strength, 1 defense, Range 90:

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nash john
Joined: August 5th, 2015
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