August Winter
Extreme Donator
- Jul 19, 2022
- 23
- 12
- 0
Overview
I've come from playing private servers since way back around 2010, where I first found my passion for programming. I've always gone to custom servers because I like the feeling of unique content when it's done well, and appreciate the creativity amongst the various developers in the scene that look to push the boundaries of what is possible within a game like this.
The key thing there being when it's done well.
What I'm trying to do with this project is first and foremost build a game that I would enjoy playing. Some main key pillars I'm working from are:
Tasteful is subjective of course, so I'm open to feedback on the direction I've been taking with the content I've created for this server that will be outlined below.
As of posting this thread, I've been working by myself on the server for about 14 months, and plan to try and wrap things up for a launch some time in early 2023.
Please let me know what you think! I'm open to any and all feedback.
Features (existing and planned)
As soon as you log into August with a new character, you'll spawn in a familiar but slightly different space.
I've updated tutorial island to follow the same sort of aesthetic as the home area (which you'll see soon), and flow a little differently to provide an experience that delivers only exactly what I want from a starting off tutorial.
To begin with, there's an optional dialog with August herself, where you can get a better idea of what's going on, or skip through to choosing your game mode.
Game mode
Below you can see the game mode selection interface. There are currently 6 game modes to choose from.
What I wanted to achieve with these is a way for players to choose how they want their story to go. The game mode you choose will affect a few things:
You'll find that there's a trade-off where you'll need to balance how fast you want to gain experience vs how many perks you want to have to augment your gameplay.
While you're on tutorial island you can change your game mode as many times as you'd like! But once you leave to the main land, you're locked in.
On the tutorial island you're free to train and level up your skills to a certain level! You'll keep these levels when you leave to the main land.
Yes, technically if you're a sweat you can choose the highest XP game mode and level up to the tutorial island cap then change to the lower XP game mode with more perks. That's part of the fun!
Combat specialisation
You'll notice that this spoiler block mentions 'combat spec'. Below you can see the next area you go to in tutorial island where you can choose that!
Something I absolutely loved about trailblazer league was that people chose a combat style to specialise in with meaningful and powerful perks to really make you feel like you're packing a punch.
The next step on the journey is to choose your path. But don't worry! This is less of a commitment to the game mode choice. There's a redeemable token in the game which you can use to change your combat spec if you feel like switching it up, or you've picked up some powerful gear for a different style.
There are combat dummies here for you to train on, and starter weapons you spawn with (and can get replacements from the tutor) so that you can make sure you make the right choice for what you're after before you leave the island.
In the screenshot below you can see the buff bar displaying one of the ranger combat spec perks 'momentum' where over time so long as you stay in combat, you will build up this damage boost up to 30%.
Pets!
Further along in the tutorial you can learn about pets, and how some of them fight with you in combat!
Prestige ranks
Prestige ranks are another dimension of progressing your character through the game. Something I don't enjoy about a lot of servers is how quickly you reach the level cap, and how meaningless it feels to get there other than some seemingly insignificant increases to your combat accuracy and damage.
I try to change that by adding some seriously impactful passive buffs to your player for each time you choose to prestige your combat stats to rank up.
You may have noticed before that in the game mode selection screen, there was a limit for each game mode for how many times you can prestige. Again, this is a way of rewarding those who take the slower XP route by increasing the potential to grow their character's strength.
Below you can see the interface that shows you the different perks you get at rank 10 prestige.
Item crafting
Another thing I really value in games is the ability for gatherers and crafters to have a high value in the game economy.
As in, skillers and producers of high level gear should be rewarded for their time and focus to gather the materials and produce the items just as much as those who go out and fight the bosses and monsters.
In August, I've tried to have a meaningful crafting system which rewards players skillers as well.
Below you can see the smithing interface with items that are craftable from bronze all the way up to the top tier gear.
You might notice the (+40%) text in the title of the interface. This is the Masochist game mode production chance perk to have a higher likelyhood to successfully produce the items.
Not all craftable items have a lower success rate to be produced. Something I'm experimenting with here is balancing how easy it is to get materials with the success chance to produce the items that use them.
It's definitely worth having a masochist or artisan friend that you trust, or an account using one of those game modes yourself so that they can craft the items for you from the materials you gather! I'm sure there will be plenty of 'crafting as a service' things around where people will be able to leverage their position of having high production skill levels on a lower XP rate game mode.
Loot tables
This is the final part of the tutorial! You need to kill Obor to get the teleport tablet which can take you to the main land.
That means you should lock in your game mode and combat spec now, before you do that!
Examining NPCs will show you their loot table, if they have one. Some loot tables have requirements to roll on them, as you can see in the screenshot below, but most do not.
You should be able to get a good idea of the different items that an NPC can drop by examining them. Although it's not just NPCs! Items and objects can have loot tables as well. Such as a chest which you open with a key - you can examine that to see what you might get from opening it. Or a mystery box which you can open - you can examine that too.
Here you can see the loot table for the game mode item pack which has been sitting in your inventory since you spawned in!
There are some awesome items in there which can help you out a lot getting started on your journey.
You spawn into a completely new area made from scratch that serves as the central hub for August.
Something I tried to do with this area is provide the essentials for people to get started with playing the game, whilst being close to the other players so they can interact throughout, rather than straight away going off into completely different areas of the massive Runescape map.
The aesthetic I've been going for largely takes inspiration from Priffdinnas, reusing a lot of the objects to construct buildings, fences, other decor, but still trying to be unique.
Below you can see an overview of the (work in progress) home area which I'll go into more detail around below.
All around the main chunk of the home area are different skilling spots for thieving, woodcutting, runecrafting, fishing, farming, smithing, cooking.
To the west of the home spawn you'll find thieving and farming areas.
With thieving, you can steal from the stalls continuously with one click, attempting to steal every n number of game ticks, where if you fail x number of times in a row to steal, you'll stop the cycle and need to click on it again. What I was going for with this was to make it less of a click-intensive experience that OSRS - something you'll find throughout a lot of the game mechanics I've written for skilling.
The farming area currently has 5 herb patches and 5 allotment patches which you can grow crops in independently.
The tool leprechaun there is a friendly fella who will sell you farming tools, early level seeds to get started, and also can note your crops for you! How convenient.
Towards the east of the main building you'll find a huge mining area with a bunch of different ores to gather from!
Something of note here is how rather than runite being a level 90-ish thing to smith, I've taken inspiration from RS3's mining/smithing rework.
You may have noticed in the tutorial island screenshots for the crafting interface that there's a bunch of stuff there to craft that are unusual!
In August, adamant is tier 30, runite tier 40, granite tier 50, dragon tier 60, barrows tier 70, and so on. The progression continues all the way up to level 120.
The red rocks you can see below are where you can mine dragon ore, which is used to smith dragon items. I appreciate how iconic a lot of these items are in OSRS, but I wanted to rebalance things a bit, and bring in my own sets of high tier armour and weapons for the higher levels to craft which are actually viable to use for higher level PVM and end game raids.
Further east, you'll find the cyclops islands where those who are keen to just train, or get their hands on defenders can try their luck and progress through the tiers of defenders.
Again, you can examine these NPCs to view their drop tables. Here you can see the rate for the various defenders, and other items they may drop.
On the other side of the island are higher level cyclopes who can drop the dragon defender, and if you're really lucky, the tier 70 Oxi defender. (Oxi ore is what you can mine at level 70 and is also used to repair barrows armour and weapons.)
Towards the south eastern side of the island, the landscape changes to a more swampy (probably familiar) environment, with rock crabs bordering it on the beach area by the water.
You can also travel to this area using the portal nexus, and selecting 'Training' > 'Barrows'.
Here you'll find perhaps a familiar RSPS experience of barrows brothers on top of the hills, which I personally have a lot of nostalgic feelings around, but also a new chest a little north of the brothers.
Examining Dharok, for example, you'll see that there's an interesting few items in there.
Barrows brothers always drop 'ethereal essence', which is a crafting material used to repair barrows gear, but also repair the more rare 'ethereal' gear that you can see in the 'Ethereal' drop table.
Also, like shown in tutorial island, of course the brothers have a chance to drop a teency weency version of themselves who will fight alongside you in combat.
The ethereal key you can see there is used to unlock the ethereal chest that I mentioned before.
Here is another way for you to get barrows armour and ethereal weapons, with a twist where if you focus on killing one of the brothers a lot, you can still get items/pets for the other brothers via the chest.
A cool twist with the ethereal weapons is that if you match them up with the equivalent set of barrows armour, you don't just get the higher stats from the ethereal weapon, but also varying 'set bonuses' for combining them together with the corresponding armour.
The Ethereal Hunllef
The Ethereal Hunllef is the first world boss I've created which spawns every n real time minutes since it was last defeated.
When it spawns, there's a broadcast to the entire server and you're able to type a command to teleport directly there and join the fight with all of the other players. There's a slight cost of ethereal essence to enter the room, but nothing too crazy for anyone who's got the gear to be able to fight it in the first place.
The mechanics take a lot of inspiration from The Gauntlet, of course, with a need to switch prayers, dodge the red ground tiles, run away from tornadoes, and avoid standing under the Hunllef. This is sort of a mid-tier boss where you should be able to fight it with around level 80 stats, and barrows gear. In fact, using a full set of barrows against it will provide you with a 20% accuracy and damage buff towards it!
The Ethereal Hunllef will drop the same ethereal weapons you saw that can come from the barrows brothers, but on top of that a higher tier ethereal scimitar and bow (and of course, a combat pet!)
To the south there's a bunch of trees, low level ores, and fishing spots.
To the north there's a group boss fight with two cyclops brothers, where you're able to take them on to try and receive the higher level tier 70 Oxi defender, or tier 80 Demonite defender.
These are another couple of relatively easier bosses to fight in the mid-game with a team. The mechanics are a bit more simple than some of the later content.
Let's be honest. Greek mythology is sick.
I'm building a raid based around, first of all, a set of gods that people are likely familiar with. Generally sitting beneath or around Zeus in the ridiculous family tree, you can face off against some of them in August.
To begin with, and on launch, there will be an initial set of 5 rooms
Apollo's Temple
Apollo, known as the God of healing, archery, music, and sunlight (among other things), is one of the last bosses in the Olympus raids.
The Apollo encounter will be based around these different things, utilising some interesting mechanics inspired by many of the things seen in Theatre of Blood and Tombs of Amascut. Stay tuned! I'll update this with videos when it's ready to show off.
For now, here's a sneak peak at how the map is looking to begin with.
Hestia's Hearth
Hestia is the godess of the hearth. Her raid encounter isn't like the others where you battle, but rather it's a resting area where you're able to recuperate and prepare for the fight against Poseidon.
Pick up your tools, gather fish, honey, and logs, then light the ceremonial brazier to create the new powerful Olympus Feast which will serve you well to take on the next encounters in the raid.
Dive into the whirlpool with your team when you're ready.
Poseidon, well known as god of the seas, is the final boss for the first cut of the Olympus raids.
Poseidon obviously makes use of a lot of water based mechanics. He casts water spells, summons tsunamis, and is equipped with a set of custom gear that you can get your hands on.
Here you can see the crafting interface to produce these items, given the materials dropped during the Poseidon encounter from the trash mobs, as well as Poseidon himself.
The encounter is based under water, of course, after jumping in the whirlpool from Hestia's Hearth.
There are trash mobs to clear, benefiting a lot from having a group with you. After you defeat them, you move on to fighting Poseidon.
Poseidon's encounter is a mix of summoning water elementals, and varying configurations of waves that you need to dodge, either by walking through a gap (if there is one), or running over the wave tick perfect to avoid colliding with them. Having strong mechanical skills as a player is really valuable in this fight.
Poseidon is a good example of how bosses generally don't drop items directly, but rather drop components which are used to craft the powerful items. Something that I'm looking to implement across the board with all of the different bosses. There needs to be a strong economy that includes skillers and PVMers!
I'll be super brief with these, because they're still just ideas at this point, but I want to include 2 more greek gods into the mix, for a total of 5 encounters for the first cut of raid.
I've created the donator areas as convenient-to-access places on the upper levels of the home area. You just use the elf teleporters on the bottom floor to teleport up, if you have the donator rank.
My philosophy behind designing the donator areas is simply to provide convenience to those who want to support myself and the server, with meaningful bonuses that make it feel worth your while, but obviously with a fine balance trying to not tip towards donating being necessary for everybody because that's not something that everybody is able to do with real money.
However, I've implemented a system of adding 'bonds' to the game which are used to increase your donator rank to get access to these things, and I fully intend to provide ways for every player to get access to these bonds without having to pay real money.
The details of that is undecided for now, but likely to be from various skilling and PVM sources that are accessible.
Perks
Well I probably need to give some details about what these 'conveniences' actually are.
Nothing crazy, no exclusive access to things others don't have, but damn does it feel good to chill out up here when you're not going hard and actively PVMing.
Pay to win?
Always a hot topic when it comes to monetisation with games. Of course, this is subjective, and I'm sure my opinions differ from others where the line is for what is pay-to-win, and what isn't.
To put it simply, I'm not about that life. I'm not looking to make a cash-grab where the economy gets blown out of whack by the whales in the space. I'm looking to create and finely tune and economy with carefully considered item/currency taps and sinks.
Anything you donate for in August will be purely convenience, and absolutely no instant power spikes.
As for exactly what makes that up other than bonds at the moment and access to the donator area, is still to be decided. I'd love your thoughts on the matter!
Here's some screenshots of the area for reference.
Writing this out, I realise there's so much to talk about. I'm keen to hear if you think any of these things are worth speaking to in more detail, but for now I'll just list them out in vague terms:
The above are of course just a list of things off the top of my head which I haven't spoken to yet, but are not insignificant topics with this server.
If there's anything else that is shown that seems interesting, please do ask! I'm open to sharing most things!
Other things which need to be done:
I'm extremely excited to share these things, and get feedback from the community! Let me know if this is something that you're interested in, or if there are things you think you'd change.
Timeline
I'd like to have a closed beta at some point in November if there's interest, and likely following on from that an open beta in late January (when I'm back from holiday). A full public release very much depends on how these aforementioned events go.
If you're interested, please get in contact with me, and we can look to sort something out! I'm not sure if I'm allowed to link my Discord in this post lol
Credit
This server is based on RS-Mod, so huge thanks to Tomm0017, Polar, Kris, Bart, and everyone else in the RS-Mod Discord that has helped me out along the way.
Displee for his amazing cache library and interface editor tool.
I seriously couldn't have done it without the help and tooling from these people, and I owe a lot to them.
I've come from playing private servers since way back around 2010, where I first found my passion for programming. I've always gone to custom servers because I like the feeling of unique content when it's done well, and appreciate the creativity amongst the various developers in the scene that look to push the boundaries of what is possible within a game like this.
The key thing there being when it's done well.
What I'm trying to do with this project is first and foremost build a game that I would enjoy playing. Some main key pillars I'm working from are:
- Tasteful custom content
- Replayability
- Meaningful progression
- Everything existing for a good reason
Tasteful is subjective of course, so I'm open to feedback on the direction I've been taking with the content I've created for this server that will be outlined below.
As of posting this thread, I've been working by myself on the server for about 14 months, and plan to try and wrap things up for a launch some time in early 2023.
Please let me know what you think! I'm open to any and all feedback.
Features (existing and planned)
Spoiler for Tutorial - game mode selection, combat spec selection, combat pets, item crafting, loot tables:
As soon as you log into August with a new character, you'll spawn in a familiar but slightly different space.
I've updated tutorial island to follow the same sort of aesthetic as the home area (which you'll see soon), and flow a little differently to provide an experience that delivers only exactly what I want from a starting off tutorial.
To begin with, there's an optional dialog with August herself, where you can get a better idea of what's going on, or skip through to choosing your game mode.
Game mode
Spoiler for Game mode details:
Below you can see the game mode selection interface. There are currently 6 game modes to choose from.
What I wanted to achieve with these is a way for players to choose how they want their story to go. The game mode you choose will affect a few things:
- Your combat XP rate
- Your skilling XP rate
- How many times you can prestige (more on that later)
- What passive perks you will have to help you along the way
You'll find that there's a trade-off where you'll need to balance how fast you want to gain experience vs how many perks you want to have to augment your gameplay.
While you're on tutorial island you can change your game mode as many times as you'd like! But once you leave to the main land, you're locked in.
On the tutorial island you're free to train and level up your skills to a certain level! You'll keep these levels when you leave to the main land.
Yes, technically if you're a sweat you can choose the highest XP game mode and level up to the tutorial island cap then change to the lower XP game mode with more perks. That's part of the fun!
Combat specialisation
Spoiler for Combat spec details:
You'll notice that this spoiler block mentions 'combat spec'. Below you can see the next area you go to in tutorial island where you can choose that!
Something I absolutely loved about trailblazer league was that people chose a combat style to specialise in with meaningful and powerful perks to really make you feel like you're packing a punch.
The next step on the journey is to choose your path. But don't worry! This is less of a commitment to the game mode choice. There's a redeemable token in the game which you can use to change your combat spec if you feel like switching it up, or you've picked up some powerful gear for a different style.
There are combat dummies here for you to train on, and starter weapons you spawn with (and can get replacements from the tutor) so that you can make sure you make the right choice for what you're after before you leave the island.
In the screenshot below you can see the buff bar displaying one of the ranger combat spec perks 'momentum' where over time so long as you stay in combat, you will build up this damage boost up to 30%.
Pets!
Further along in the tutorial you can learn about pets, and how some of them fight with you in combat!
Prestige ranks
Spoiler for Prestige details:
Prestige ranks are another dimension of progressing your character through the game. Something I don't enjoy about a lot of servers is how quickly you reach the level cap, and how meaningless it feels to get there other than some seemingly insignificant increases to your combat accuracy and damage.
I try to change that by adding some seriously impactful passive buffs to your player for each time you choose to prestige your combat stats to rank up.
You may have noticed before that in the game mode selection screen, there was a limit for each game mode for how many times you can prestige. Again, this is a way of rewarding those who take the slower XP route by increasing the potential to grow their character's strength.
Below you can see the interface that shows you the different perks you get at rank 10 prestige.
Item crafting
Spoiler for Item crafting details:
Another thing I really value in games is the ability for gatherers and crafters to have a high value in the game economy.
As in, skillers and producers of high level gear should be rewarded for their time and focus to gather the materials and produce the items just as much as those who go out and fight the bosses and monsters.
In August, I've tried to have a meaningful crafting system which rewards players skillers as well.
Below you can see the smithing interface with items that are craftable from bronze all the way up to the top tier gear.
You might notice the (+40%) text in the title of the interface. This is the Masochist game mode production chance perk to have a higher likelyhood to successfully produce the items.
Not all craftable items have a lower success rate to be produced. Something I'm experimenting with here is balancing how easy it is to get materials with the success chance to produce the items that use them.
It's definitely worth having a masochist or artisan friend that you trust, or an account using one of those game modes yourself so that they can craft the items for you from the materials you gather! I'm sure there will be plenty of 'crafting as a service' things around where people will be able to leverage their position of having high production skill levels on a lower XP rate game mode.
Loot tables
Spoiler for Loot tables details:
This is the final part of the tutorial! You need to kill Obor to get the teleport tablet which can take you to the main land.
That means you should lock in your game mode and combat spec now, before you do that!
Examining NPCs will show you their loot table, if they have one. Some loot tables have requirements to roll on them, as you can see in the screenshot below, but most do not.
You should be able to get a good idea of the different items that an NPC can drop by examining them. Although it's not just NPCs! Items and objects can have loot tables as well. Such as a chest which you open with a key - you can examine that to see what you might get from opening it. Or a mystery box which you can open - you can examine that too.
Here you can see the loot table for the game mode item pack which has been sitting in your inventory since you spawned in!
There are some awesome items in there which can help you out a lot getting started on your journey.
Spoiler for Home area:
You spawn into a completely new area made from scratch that serves as the central hub for August.
Something I tried to do with this area is provide the essentials for people to get started with playing the game, whilst being close to the other players so they can interact throughout, rather than straight away going off into completely different areas of the massive Runescape map.
The aesthetic I've been going for largely takes inspiration from Priffdinnas, reusing a lot of the objects to construct buildings, fences, other decor, but still trying to be unique.
Below you can see an overview of the (work in progress) home area which I'll go into more detail around below.
All around the main chunk of the home area are different skilling spots for thieving, woodcutting, runecrafting, fishing, farming, smithing, cooking.
Spoiler for West:
To the west of the home spawn you'll find thieving and farming areas.
With thieving, you can steal from the stalls continuously with one click, attempting to steal every n number of game ticks, where if you fail x number of times in a row to steal, you'll stop the cycle and need to click on it again. What I was going for with this was to make it less of a click-intensive experience that OSRS - something you'll find throughout a lot of the game mechanics I've written for skilling.
The farming area currently has 5 herb patches and 5 allotment patches which you can grow crops in independently.
The tool leprechaun there is a friendly fella who will sell you farming tools, early level seeds to get started, and also can note your crops for you! How convenient.
Spoiler for North East:
Towards the east of the main building you'll find a huge mining area with a bunch of different ores to gather from!
Something of note here is how rather than runite being a level 90-ish thing to smith, I've taken inspiration from RS3's mining/smithing rework.
You may have noticed in the tutorial island screenshots for the crafting interface that there's a bunch of stuff there to craft that are unusual!
In August, adamant is tier 30, runite tier 40, granite tier 50, dragon tier 60, barrows tier 70, and so on. The progression continues all the way up to level 120.
The red rocks you can see below are where you can mine dragon ore, which is used to smith dragon items. I appreciate how iconic a lot of these items are in OSRS, but I wanted to rebalance things a bit, and bring in my own sets of high tier armour and weapons for the higher levels to craft which are actually viable to use for higher level PVM and end game raids.
Further east, you'll find the cyclops islands where those who are keen to just train, or get their hands on defenders can try their luck and progress through the tiers of defenders.
Again, you can examine these NPCs to view their drop tables. Here you can see the rate for the various defenders, and other items they may drop.
On the other side of the island are higher level cyclopes who can drop the dragon defender, and if you're really lucky, the tier 70 Oxi defender. (Oxi ore is what you can mine at level 70 and is also used to repair barrows armour and weapons.)
Spoiler for South East:
Towards the south eastern side of the island, the landscape changes to a more swampy (probably familiar) environment, with rock crabs bordering it on the beach area by the water.
You can also travel to this area using the portal nexus, and selecting 'Training' > 'Barrows'.
Here you'll find perhaps a familiar RSPS experience of barrows brothers on top of the hills, which I personally have a lot of nostalgic feelings around, but also a new chest a little north of the brothers.
Examining Dharok, for example, you'll see that there's an interesting few items in there.
Barrows brothers always drop 'ethereal essence', which is a crafting material used to repair barrows gear, but also repair the more rare 'ethereal' gear that you can see in the 'Ethereal' drop table.
Also, like shown in tutorial island, of course the brothers have a chance to drop a teency weency version of themselves who will fight alongside you in combat.
The ethereal key you can see there is used to unlock the ethereal chest that I mentioned before.
Here is another way for you to get barrows armour and ethereal weapons, with a twist where if you focus on killing one of the brothers a lot, you can still get items/pets for the other brothers via the chest.
A cool twist with the ethereal weapons is that if you match them up with the equivalent set of barrows armour, you don't just get the higher stats from the ethereal weapon, but also varying 'set bonuses' for combining them together with the corresponding armour.
The Ethereal Hunllef
The Ethereal Hunllef is the first world boss I've created which spawns every n real time minutes since it was last defeated.
When it spawns, there's a broadcast to the entire server and you're able to type a command to teleport directly there and join the fight with all of the other players. There's a slight cost of ethereal essence to enter the room, but nothing too crazy for anyone who's got the gear to be able to fight it in the first place.
The mechanics take a lot of inspiration from The Gauntlet, of course, with a need to switch prayers, dodge the red ground tiles, run away from tornadoes, and avoid standing under the Hunllef. This is sort of a mid-tier boss where you should be able to fight it with around level 80 stats, and barrows gear. In fact, using a full set of barrows against it will provide you with a 20% accuracy and damage buff towards it!
The Ethereal Hunllef will drop the same ethereal weapons you saw that can come from the barrows brothers, but on top of that a higher tier ethereal scimitar and bow (and of course, a combat pet!)
Spoiler for South:
To the south there's a bunch of trees, low level ores, and fishing spots.
Spoiler for North:
To the north there's a group boss fight with two cyclops brothers, where you're able to take them on to try and receive the higher level tier 70 Oxi defender, or tier 80 Demonite defender.
These are another couple of relatively easier bosses to fight in the mid-game with a team. The mechanics are a bit more simple than some of the later content.
Spoiler for Olympus Raids (in progress):
Let's be honest. Greek mythology is sick.
I'm building a raid based around, first of all, a set of gods that people are likely familiar with. Generally sitting beneath or around Zeus in the ridiculous family tree, you can face off against some of them in August.
To begin with, and on launch, there will be an initial set of 5 rooms
Apollo's Temple
Spoiler for Apollo's Temple details:
Apollo, known as the God of healing, archery, music, and sunlight (among other things), is one of the last bosses in the Olympus raids.
The Apollo encounter will be based around these different things, utilising some interesting mechanics inspired by many of the things seen in Theatre of Blood and Tombs of Amascut. Stay tuned! I'll update this with videos when it's ready to show off.
For now, here's a sneak peak at how the map is looking to begin with.
Spoiler for Hestia (completed):
Hestia's Hearth
Hestia is the godess of the hearth. Her raid encounter isn't like the others where you battle, but rather it's a resting area where you're able to recuperate and prepare for the fight against Poseidon.
Pick up your tools, gather fish, honey, and logs, then light the ceremonial brazier to create the new powerful Olympus Feast which will serve you well to take on the next encounters in the raid.
Dive into the whirlpool with your team when you're ready.
Spoiler for Poseidon:
Poseidon, well known as god of the seas, is the final boss for the first cut of the Olympus raids.
Poseidon obviously makes use of a lot of water based mechanics. He casts water spells, summons tsunamis, and is equipped with a set of custom gear that you can get your hands on.
Here you can see the crafting interface to produce these items, given the materials dropped during the Poseidon encounter from the trash mobs, as well as Poseidon himself.
The encounter is based under water, of course, after jumping in the whirlpool from Hestia's Hearth.
There are trash mobs to clear, benefiting a lot from having a group with you. After you defeat them, you move on to fighting Poseidon.
Poseidon's encounter is a mix of summoning water elementals, and varying configurations of waves that you need to dodge, either by walking through a gap (if there is one), or running over the wave tick perfect to avoid colliding with them. Having strong mechanical skills as a player is really valuable in this fight.
Poseidon is a good example of how bosses generally don't drop items directly, but rather drop components which are used to craft the powerful items. Something that I'm looking to implement across the board with all of the different bosses. There needs to be a strong economy that includes skillers and PVMers!
Spoiler for Still TODO for Olympus raids:
I'll be super brief with these, because they're still just ideas at this point, but I want to include 2 more greek gods into the mix, for a total of 5 encounters for the first cut of raid.
- Ares, god of war, who will be mainly based around waves of troops in his greek army of divine creatures, and
- Hephaestus, god of smithing and crafting, which will be a mix of a skilling and combat encounter. I have a lot of things planned for this one actually, I think it's going to be sick!
Spoiler for Donator areas:
I've created the donator areas as convenient-to-access places on the upper levels of the home area. You just use the elf teleporters on the bottom floor to teleport up, if you have the donator rank.
My philosophy behind designing the donator areas is simply to provide convenience to those who want to support myself and the server, with meaningful bonuses that make it feel worth your while, but obviously with a fine balance trying to not tip towards donating being necessary for everybody because that's not something that everybody is able to do with real money.
However, I've implemented a system of adding 'bonds' to the game which are used to increase your donator rank to get access to these things, and I fully intend to provide ways for every player to get access to these bonds without having to pay real money.
The details of that is undecided for now, but likely to be from various skilling and PVM sources that are accessible.
Perks
Well I probably need to give some details about what these 'conveniences' actually are.
- Mining rocks don't deplete in the donator areas. There are less of them, but everyone can mine them until either they stop or their inventory gets full.
- You no longer fail when stealing from the stalls, so it's a slightly more AFK experience than thieving from the stalls below.
- Gathering and production spots are closer to banks for less down-time.
- Convenient access to a portal nexus, slightly faster than using the one downstairs south of home.
Nothing crazy, no exclusive access to things others don't have, but damn does it feel good to chill out up here when you're not going hard and actively PVMing.
Pay to win?
Always a hot topic when it comes to monetisation with games. Of course, this is subjective, and I'm sure my opinions differ from others where the line is for what is pay-to-win, and what isn't.
To put it simply, I'm not about that life. I'm not looking to make a cash-grab where the economy gets blown out of whack by the whales in the space. I'm looking to create and finely tune and economy with carefully considered item/currency taps and sinks.
Anything you donate for in August will be purely convenience, and absolutely no instant power spikes.
As for exactly what makes that up other than bonds at the moment and access to the donator area, is still to be decided. I'd love your thoughts on the matter!
Here's some screenshots of the area for reference.
Spoiler for Other stuff!:
Writing this out, I realise there's so much to talk about. I'm keen to hear if you think any of these things are worth speaking to in more detail, but for now I'll just list them out in vague terms:
- Slayer system
- Mystery boxes
- Crafting system in more depth
- Gathering system in more depth
- How the above interact with game mode perks
- Farming system in more depth
- Different currencies (skill XP, points (like slayer points, pest control points), item currencies (like coins, tokkul, tokens))
- Philosophy behind building boss drop tables
- How I design my maps
- How I design my boss fights
- How I create my interfaces
- More insight into the various custom items that have been shown (and not shown!)
- Balancing stats for tiers of equipment
- Purchasable perks (separate to game mode perks)
The above are of course just a list of things off the top of my head which I haven't spoken to yet, but are not insignificant topics with this server.
If there's anything else that is shown that seems interesting, please do ask! I'm open to sharing most things!
Other things which need to be done:
- Construction (which I don't plan to do the same as OSRS)
- Agility (same as above)
- Hunter
- A lot more slayer creatures to fill out the task lists
- More fine tuning around incoming materials and currencies
I'm extremely excited to share these things, and get feedback from the community! Let me know if this is something that you're interested in, or if there are things you think you'd change.
Timeline
I'd like to have a closed beta at some point in November if there's interest, and likely following on from that an open beta in late January (when I'm back from holiday). A full public release very much depends on how these aforementioned events go.
If you're interested, please get in contact with me, and we can look to sort something out! I'm not sure if I'm allowed to link my Discord in this post lol
Credit
This server is based on RS-Mod, so huge thanks to Tomm0017, Polar, Kris, Bart, and everyone else in the RS-Mod Discord that has helped me out along the way.
Displee for his amazing cache library and interface editor tool.
I seriously couldn't have done it without the help and tooling from these people, and I owe a lot to them.