Within the programming work, Kieren’s programmed most of the climactic fight against Lady Verzik, the Maiden whom you’ve seen cheap runescape 2007 gold on livestreams, and the reward items. Meanwhile I’ve programmed three of the other bosslets, plus the infrastructure code that forms parties, moves them from room to room, generates the terrain, draws the head-up display, tries to resynchronise people who log out mid-wave, and tracks the elapsed time of each wave ‘cos players like data. Mod Ed will join us when he’s completed A Taste of Hope to add even more combat content.
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How is progress coming along?
It’s been a heavy job, especially as other work occasionally comes along when bugs need fixing in the live game etc. In fact, progress felt incredibly small at first, since I was working on the underlying infrastructure framework for over a month before we could even plug a playable room into it. However, once the infrastructure was there, Kieren & Ed and I became able to work on different rooms concurrently, plugging them into my infrastructure very quickly without tripping over each other. From that point, progress started feeling much faster because we were now producing playable content – it’s always more satisfying to see results like that, and to watch colleagues getting killed by it.
Most of the challenge rooms are now playable already, even if one of them still uses placeholder GFX while the artists work on the real artwork, and we’re confident there’ll be a fittingly epic package to launch on Thursday 7th June.
How do you go about producing your work?
When we start programming a room, the artists will still be working on the GFX for the creatures and their environment. That’s okay, though. We can map ourselves a blank bit of terrain that’s the size we want, and use an existing NPC model scaled up as a placeholder for the boss, allowing us to put code together immediately while the artists finish their work.
The above image is an example of how placeholder graphics can be used to allow the developers to put code together immediately while the artists finish their work.Programming a room usually starts by making the boss spawn or activate when players cross the threshold, plugging the room’s custom code into the Theatre’s infrastructure in the “players crossing threshold” section.