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Welcome to the project thread for Runik, a Dungeon Crawler being built in the
RuneTek 5 Engine! This project thread aims to layout the concepts and progression of Runik through its development, and eventual launch into playability.
Runik aims to take the
RuneTek 5 Engine (or commonly known as the
RuneScape client and cache protocol) and build an entirely new game out of the assets that are provided, whilst maintaining some of the classic
RuneScape game-play. In order to provide a fresh new experience, the deconstruction of the main UI, and the way the game is structured is a must. We'll go over concepts below and in future development blogs, so stay tuned to this thread for future updates.
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I.
Concept and Design
Runik aims to take three popular games and combine the best features that are present in these games. These games include RuneScape, Diablo 2/3, and TibiaMMO. The core plan for Runik is to remove all of what we "know, and love" about RuneScape including skills, world interaction, the main UI and it's subsequent interfaces (including but not limited to: the bank, shop, skill, equipment, spell interfaces).
The main focus and your individual progress in this game are focused around PvE (Player versus Entity), and improving your ability to get better loot and last longer in instanced dungeons or challenges. While the game does center it's focus around progression through dungeons or challenges, there will be over-world areas to interact with and your level in-game will determine if these regions are worth visiting or if you'll be caught dead in your tracks.
Other core features that Runik will introduce are offline training/harvesting, a whole new crafting system, queued AoE/Healing/Buff spells, item affixes, whole new damage/defense system, armour, and party system. I'll touch on these in the future with development blogs!
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Stay tuned to this thread for future updates and more detail on where Runik will go!