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It’s been two months since we announced the Theatre of Blood and the team have been hard at work to get everything finished ready for its release on the 7th June!On September 23rd, 2017, as part of the Old School RuneScape reveals section during RuneFest, we announced the Theatre of Blood – a linear progression raid challenge located in the Sanguinesti region, East of rs 2007 gold Meiyerditch, that emphasises on the need for teamwork.
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Since then the team have been hard at work, ensuring the Theatre is at its absolute best for when it releases later this year on the 7th June. Just before then, on the 24th of May, the accompanying quest ‘A Taste of Hope’ will release. This blog will detail some of the work individual members of the team have been doing on the project.
Mods Kieren and Ash are the main content developers on the Theatre of Blood. Ash talked us through the content development work that he and Kieren have been doing…What’s your overall involvement in the project/what responsibilities do you have?Kieren is also the project lead. In the earliest stages of the project, Kieren chaired the design meetings (including an awesome one in the pub), taking all the team’s ideas and turning them into confirmed designs for what we’re going to put in the Theatre.
As Content Developers, Mod Kieren & I are doing the programming for the Theatre. Making the doors take you where you ought to go, making the bosses perform their animations and apply their damage, making the menu buttons do their thing, updating the head-up displays, etc.
He also worked with our managers to identify who’s the target audience of this update, how many of them we can hope to see participating, etc. Since development began, Kieren has coordinated the efforts of everyone who’s working on the project in any capacity. It’s a pretty big project to coordinate, in fact. We’ve got him and me as programmers, plus Mod Ed doing A Taste of Hope on the side, Mods Ghost & Ry producing GFX with Mod West joining them next week,
Mod Curse leading the testing and coordinating group playthroughs, Mod Ayiza preparing the blogs, polls and handling the community feedback, Mod Stone running the advert campaign – which also requires GFX from Mod Ghost – and Mods Ian and Surma creating music tracks and sound effects. Kieren has to track what we’re all working on, and what we need from each other to do it, and coordinate it so that all our work fits together efficiently.
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