>RPG Vault Interview - 30/9/08<
Here is Jagex answering a question as to how RuneScape HD came about:
QUOTE
Jagex: The first time we started talking about OpenGL was back in mid-2006. It was quite an unusual kickoff. Andrew Gower came over to the Mechscape team to chat about some of the game's features, and saw a printed picture of a creature roaming the corridors of a space base hanging on the wall. We created the image with proper in-game models, but using a real-time commercial OpenGL renderer just for kicks. The next thing we heard was "You know, there's no reason we couldn't do that with our engine if we create an OpenGL version of it..."
A few months later, after proper evaluation of the installed base, specs, a lot of brainstorming and engine roadmaps, our tools and engine teams were busy putting together the master plan for the HD version of the game.
A few months later, after proper evaluation of the installed base, specs, a lot of brainstorming and engine roadmaps, our tools and engine teams were busy putting together the master plan for the HD version of the game.
And again we're given another variant of the release date that we've become so familiar with:
QUOTE
The company's main focus includes maintaining and developing RuneScape and FunOrb, our new casual browser games site, and also developing a new MMO, which will be released in spring 2009.
To sum up the rest of the article:
Jagex plans on releasing RuneScape in "a number of new languages in the next 12 months".
RuneScape HD took approximately "18 months to develop".
Jagex plan on releasing PvP worlds and "two more great PvP mini-games [that are] in development" by the end of the year.
The upcoming "largest and most challenging quest yet" is mentioned to still be in development, and is to give "more insight into the history of RuneScape".
