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Hey everyone!
I'm excited to announce Rune Synergy, a new RuneScape Private Server that aims to recreate the nostalgic 2005 experience with a custom backend and a scriptable frontend in Go. As a lifelong RuneScape fan, I've made it my full-time job to ensure the development of Rune Synergy, and I'm dedicated to bringing back the essence of RuneScape from June 27th, 2005, complete with all the quests, skills, and content that made the game so memorable.
Here's what sets Rune Synergy apart:
- Community-driven development: We're a passionate group of RuneScape fans who have come together to build this private server, and we welcome your ideas, feedback, and suggestions to help shape the game's development.
-- Scriptable frontend in Go: Rune Synergy features a unique scriptable frontend in Go, offering live scripting possibilities and enhanced customization options for a truly engaging experience.
-- Streamlined Contribution Process: Rune Synergy's development server allows contributors to attach their forked git repository and make live updates to the game. Features are reviewed through pull requests to ensure the game remains stable and free of game-breaking features.
-- Authentic 2005 experience: We're meticulously recreating the game as it was on June 27th, 2005, ensuring that all the quests, skills, and content are faithful to the original game.
-- Centrally hosted game: Rune Synergy will be centrally hosted, ensuring that contributors' help can be felt immediately after a pull request. This allows for seamless updates and a continually evolving game world.
-- Regular devblogs: Stay updated on our progress through our regular devblogs, where we'll share insights into our development process, challenges, and milestones. Click on the portrait below for more.
-- Dedicated Discord community: Join our active and welcoming community on Discord, where you can contribute, ask questions, or just chat with fellow RuneScape enthusiasts.
We're currently working towards reaching a minimal viable product, and we would love to have you on board as we bring Rune Synergy to life.
Thank you for your interest, and we can't wait to share more updates with you as we work together to create an amazing RuneScape Private Server experience. See you in Rune Synergy!
Devblogs:
14 January 2023
12 February 2023
18 March 2023
30 March 2023
14 April 2023
4 May 2023
1 June 2023
17 July 2023
1 December 2023
Media:
Tooling to bring animations from Blender into 317!
A little workflow video of me making my debug cube into a slime cube:
A local prototype of live updating. The development version will upload the files to the server after modification and achieve the same effect.
Rune Synergy will be accessible through most browsers.
Last edited by Dane; 12-14-2023 at 06:25 PM. Reason: add devblog
Good luck
I'm really impressed with what you're doing. Bringing back the classic RuneScape feel from 2005 and the fact that you're doing it in GO is even more impressive.
I've known you for quite some time now, and I know how much of a passion project this is for you. It's amazing to see you making progress on something that you're so passionate about. Keep up the great work and don't let anyone discourage you from pursuing your dreams.
I'm looking forward to seeing the finished product and I'm sure it's going to be amazing. Best of luck with the project!
Little update for those wondering, I've been working on getting models/skeletons into blender. Working on getting animations into blender too, that would be cool.
A project like no other, very intriguing.
Great work Dane!
More 317 -> Blender stuff.
The human model is built to accommodate the skeleton since many bones are included. Extra bones include wings, abyssal whip, apron, robe bottoms, and attachment (lobster pot, harpoon, spinning plate, etc.). A nuance of the human skeleton also seems that the whips' dangly bits aren't parented to the hand as you'd expect. It's still animatable though odd. Let me know if you're interested in seeing anything specific.
I've omitted some bones whose jobs were to control alpha, scaling, and translation. I have an idea of how I'd include scaling bones, by creating loose disconnected bones whose only purpose is to drive a scaling modifier for other bones.
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