this project is awesome
Okay this is sick
this project is awesome
This looks incredible, keep it going & keep us updated! Do you have a Discord for this by chance?
Just wanted to check in with an updated screenshot for Runik! Thank you all for your continued support. In today's post I'll go over a bit about whats been happening with Runik lately, and what is in store for the future.
Development Blog (2) - Shop Interface, Clean up, RS3?
Today I'm able to show off the concept for the new shop interface! While not much different from what we're used to with RuneScape, the intended features of this new shop interface is to stay in tune with our UI style, and provide a little bit more information at first glance. The first thing you'll notice is the item's cost, which while visibly there in the 667 shop interface, wasn't really all that useful due to cache prices being off. (I think there's a config out there to change it though? Not sure, never looked). The new interface however also allows us to have much more slots, and will be dynamic in letting you pick how much of a certain item you wish to purchase. RuneScape used right-click options to purchase an item in increments, while Runik's shop interface will ask you a specific amount. There'll be an image of this portion of the interface in the near future!
Meanwhile, you can see that the inventory tab has been cleaned up. I slimmed down the header, and trimmed down the gold piece indicator. This just gives your character more screen real estate in the long run, and looks much cleaner in my opinion. Clean up for the inventory interface also contained some background code to ensure that item switching was smooth and that everything works as intended.
Further down the image, you can see that the actionbuttons have been added to the actionbar! Yes, these buttons keybinds will be configurable in the future as well. I'm considering using the TAB button to show/hide the chat box, while also possibly showing a live-chat feature on the left hand side of the interface for quick reading.
While this development blog doesn't seem like much, I have been active on what was next for Runik. Due to a promotion at work, I had to ramp up this week and didn't have as much time as I wanted but now that's cleared up, I'm back to my normal schedule. During these peak work hours, I pondered if the RuneScape 3 client might be better for Runik in the long-run, but after some tinkering around and weighing the pros and cons, I came to the conclusion that the 667 revision will be better suited for Runik in the long run. If you have any input on this decision, feel free to let me know in a reply!
Thanks for checking in with Runik today, and look to this thread for more developer blogs in the future! Development Blog 3 will contain an outlay for the skill system, offline training, and character progression.
Development Blog (3) - Player Menu, Minimap, Menu Buttons
Welcome to Runik's development blog 3! In this blog, we'll go over the process of the minimap, the new player menu, and our new menu buttons.
In today's image, we bring to you the player menu concept! While trying to maintain UI simplicity, I decided to store player skills and information in this interface, as well as your current equipped gear (complete with our rarity boxes!). While you'll be able to open your skills and bonuses in a separate overlay, I thought it would suit better in one interface for the time being. You'll notice the new skills, magick, melee, distance, shielding, and resourceful. I'll talk a bit more about these skills and the bonuses below them.
- Magick will determine how much damage your spells will deal, and if you have the required base magick level to learn said spell. This skill has no effect on your mana. You can level this skill up by using spells on your actionbar.
- Melee will determine how much damage your melee weapons will deal on top of their base damage output. We may use the Melee skill in the future to influence how much damage a melee spell might deal. You can level this skill up by using melee weapons.
- Distance will determine how much damage your crossbow, bows, throwing weapons, and arrows will deal. You can level up this skill by using said weapons.
- Shielding will determine how much damage you can absorb (in addition to your defence/armour bonus) when being hit by melee attacks. You can level this skill up by taking melee damage.
- Resourceful will determine the rarity, frequency, and amount of resource drops you will receive. You will be able to use these resources for crafting or enchanting. You can also use your resourceful level to get better prices when selling loot, or buying equipment and items. You can level this skill up by crafting or enchanting, or other various content we may release in the future (think woodcutting, fishing, mining). There is no plans to introduce woodcutting, mining, etc to the gameplay at this present time.
- Weight Limit
- Your weight limit will determine how much you can carry at any given time. This will scale with your overall level.
- Offline Training
- This bonus determines how much time you have remaining where you can set your character to train their stats whilst you are offline.
- Your hunger meter can be increased by eating food. Whilst you have time remaining on your hunger meter, you will be able to slowly regenerate health and mana without having to use potions as frequently.
The other changes you can now see in the main UI are the minimap, and menu buttons on the actionbar. There's not too much to go into detail here, as they're pretty self explanatory.
Thanks again for following Runik, and I'm excited to share more news with you soon as we continue to build the core and concepts.
Amazing progress so far, will be following this project very closely
Looks delicious; goodluck!
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