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Dev Blog: Updating Summoner’s Rift

Riot··16 votes·98,842 views
Welcome to the first dev blog for our update to Summoner’s Rift! We’ll be doing dev blogs until this update goes live in order to give you guys insight into what we changed and why we changed it.

In general, with the update, we focused our efforts on five main points.
  1. Clarity and Readability
  2. Visual Fidelity
  3. Gameplay
  4. Thematic Cohesion
  5. Performance
I’ll try and provide a broad overview of these concepts and let future dev blogs tackle more focused topics. So let’s get into it!
Andrew "Riot Aeon" Brownell

Clarity and Readability

A lot can happen in a game of LoL. A huge amount of visual and gameplay-related information is communicated all at once across the game UI, units and champions and, of course, the environment. We’ve all been in massive team fights where - after a few seconds - you find yourself staring at a gray screen, not entirely sure what just happened.

When a fraction of a second can mean the difference between life and death, it’s critical the game delivers the most important information at any given moment, in ways that are as clear and easy to understand as possible.

One way to think about this information is in a “visual hierarchy”. There are several different layers that constitute League of Legends’ visual hierarchy:

  1. In-game UI
  2. Champion and unit abilities and attacks
  3. Champions and units
  4. Environment

In Summoner’s Rift today, the environment can compete visually with other game elements. In the middle of a fight, you want to be laser-focused on where Jinx is and whether or not Amumu landed his bandage toss. The environment should make that information easier for you to parse at a glance.

So with this update to Summoner’s Rift, we’re controlling color and level of detail, clamping value ranges and reducing character occlusion (so there are less cases where you cannot see your character) --- all of which makes for a cleaner gameplay space where critical information pops off the screen.

Additionally, there are some cases where creatures don’t clearly communicate their gameplay and relative threat. For example, Lizard Elder, one of our strongest creatures, looks about as challenging as wolves, one of the weakest camps. Wraiths (which look visually identical, other than size and color) have different types of attacks (the large wraith is ranged, and the small wraiths are melee), but you’d really never know by looking at them.

We‘ve made every effort to ensure each creature represents their gameplay and relative power-level clearly, while also preserving the core gameplay experience. 

Gromp, for example, is a tough creature with a fairly powerful ranged attack. When compared to the weaker SR creatures, we want Gromp to look tougher and more dangerous. This is especially important for players new to jungling or LoL in general. We want players to know what they are getting into when they attack Gromp, or any creature. It’s pretty frustrating to attack what you think is a weak, melee creature only to be killed by what is actually a beefy, ranged monster.


Visual Fidelity

The team working on Summoner’s Rift is filled with many talented artists, and I am not one of them, so one of our art experts will dive deeper into visual fidelity in a later dev blog. But I will say the overall approach we used to develop Summoner’s Rift focused on four major concepts:

  • Any artwork we create, first and foremost, should enhance gameplay, clarity, and readability.
  • We want to use a stylized approach that will lead to visually stunning environments, minions, and creatures for many years to come.
  • Summoner’s Rift is a special place. In our work on the map, we’ve taken to describing Summoner’s Rift as a magic-infused, untamed, mountain top, fantasy forest; a place where we want to spend thousands of hours. While we are making major changes to the environment artwork, we strive to retain the similar mood, tone, and overall feel of the original.
  • Our UI, environments, as well as the champions, minions and creatures that inhabit them, should share a consistent quality bar that makes them feel cohesive to one another and to League of Legends as a whole.

Gameplay

For this update we focused on keeping gameplay intact as much as possible. We put a ton of effort into ensuring that even though the entire map looks quite different, the layout is nearly identical. Similarly, though many of the creatures look different (or are replaced by completely different creatures), we tried to keep every jungle camp’s gameplay as close to the original one’s as possible. You might notice a few minor differences initially but, in our playtests, players got used to the new camps very quickly.

However, we are making a few intentional changes aimed at making the overall experience better.

First, we added additional gameplay mechanics to Dragon and Baron Nashor to make fighting these monsters feel truly epic, while providing additional opportunities for predictability, optimization and emergent gameplay. The new version of Dragon has two unique area of effect attacks (a line attack much like Viktor’s E and a larger AOE explosion), and Baron has a host of abilities that aim to deliver much more of a boss-battle experience.

Second, we are fixing a ton of navigation bugs and inconsistencies between sides. For example, the south and north bases, which do not have closely-mirrored gameplay spaces on current Summoner’s Rift, are now almost completely mirrored so that the play space between sides matches much more closely.

We are also making a slight change to the game camera angle. This change is aimed at making skill-shots more accurate as they approach the edges of the screen as well as slightly increasing the amount of camera space at the bottom of the screen. We’ll go into more detail about this in our next dev blog that focuses on gameplay.


Thematic Cohesion

While there are plenty of thematic elements that are working on Summoner’s Rift, we thought we could do a better job of making the creatures and environment feel like they are anchored in the world of Runeterra. The south wolf camp is a good example. Wolves now live outside a bone-strewn cave from which magic is seeping out - affecting the wolves themselves as well as the nearby plants.


Performance

It doesn’t matter how great Summoner’s Rift looks if you can’t play it though.

Throughout our development, our goal has been to make this map perform at least as well as current SR and preferably even better. We haven’t hit our target performance yet but we are committed to getting performance as good as current SR by the time we release it.

We still have a ton of improvements to make on the tech side to optimize the experience, especially for lower end machines, so we’ll be keeping a close eye on this from now until the map goes live to everyone.

We'll have more information coming so check back and let us know if you have any questions!

1,575 Comments

EasyToTypeName487 votes

Gave the game a good Face-Rift!

Rivalica76 votes

I see what you did there

WEEP1NG 4NGEL276 votes

I didn'tLeeSin

Darkwind62 votes

Dont blink. Dont look away, and don't bli... oh wait... you're blind.

Screeewwwedd...

ChadGarion25249 votes

Summon was bound to do it sooner or later.

captmack41 votes

just have to grin and baron these puns

Qwertaz85 votes

Phreak would be proud

Squiddi60 votes

Riot removed the rift goat though, And I'm pretty sure the LoL community wants it back. MAKE RIOT NOTICE-- #SaveGoat2014

xXMETAmahnXx18 votes

SAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOATSAVETHEGOAT

Mantarok178 votes

finally Baron looks like he did in the LoL cinematic from months ago

Junicorn66 votes

It's almost like this might have been in development during the video production... hmmm interesting

Dank Matter13 votes

Of course it was! These things take months to build...

Fierce Ajora30 votes

Whoosh

StalkingRini156 votes

Poor LeeSin wont even notice the difference

DJ Bigmac Master144 votes

#BetterThanDota

You Overextended74 votes

I THINK YOU MEAN #BETTERTHANDOTA

Seth the Bum25 votes

Hash tags are so dumb. Why does everyone pretend they like them?

ItsASmurf122 votes

#ItsCalledAPoundSign

TheDandyC0ck51 votes

I THINK YOU MEAN #ITSCALLEDAPOUNDSIGN

xxNate67 votes

^ Twitter made Americans even more stupid...

Eleg4ntenGaming74 votes

£?

TheAsianIsGamin57 votes

Actually, it's called an octothorpe.

Britstick25 votes

It's a sharp. Sona

Caeru110 votes

HOW AM I SUPPOSED TO PLAY ON THE CURRENT SR NOW!? YOU'VE RUINED ME RIOT! RUINED ME!

Syrvantez107 votes

is it me or does it seem visually like dota 2? summoner 21

South Beach13 votes

[deleted]

McKendry284 votes

Wow it's only that they're revamping the old map with a nicer looking skin, using tools that previously were not available to them. They are using similar tools NOW that Dota 2 had available when they were first designing their maps. Think for half a second and you'd realize that similar tools make similar quality pieces. If you don't like it, then go play Dota and stop whining.

Earl Eulrich35 votes

I really like it, can´t wait to see it in action. And i really don´t understand the comparision with DOTA...sure, both have a comic-look, but so do many games. And the new Map looks a lot clearer than anything DOTA ever presented, being the WC3 ripoff it is.

Evolutionary32 votes

I agree with your first statement, but the comparison to WC3 is stupid. League and essentially ALL MOBAs are based off WC3, including DOTA.

ItsASmurf32 votes

Actually DOTA was based of a Starcraft game mode item 2050 ____ item 2050

im always salty90 votes

this map over all looks simply AMAZING ,however there is a problem and this might not bother some people but it might bother people like myself , and that is the fact that some champions or alot of champions will just look far out of place with the new map textures and the old champ textures that where designed to kind of look good with the current rift? will riot be doing a mass overall rework of older champions to help them look right again with this new upcommin texture??

RiotRiot Vitzkrieg157 votes

This map update is part of our continuous evolution of League of Legends. It's true that some of the older champs stick out for now, but as they receive visual updates everything will come together in glorious harmony :)

Emperor Ruanek32 votes

So glorious harmony = dark and dull? Why are we losing the cheery rift?

Hyrum Graff85 votes

I'd be willing to bet that "Dark and Dull" is intentional. If your character is bright, on a dark/dull background, it's much easier to spot them; If your bright character is on a bright background, it's hard to spot them in a teamfight.

RiotRiot Vitzkrieg134 votes

That's the general idea! Our primary goal is to make this map support the game played on top of it. The clarity section of the blog above explains it better.

Captain Hatchet65 votes

I love how Baron pit makes teemo look so much smaller now. Truly epic.

SilverVictini53 votes

Wow... Riot has really given the Rift an overhaul. Keep up the good work guys!

NineJuanJuan51 votes

It looks great! I can't wait to play

BeautyIsVayne51 votes

WE MUST SAVE THE GOAT! SAVE THE GOAT! #savegoaty2014

BaumSquad22 votes

SAVE THE GOAT #BRINGBACKGOATY #WEWANTTHEGOAT #RITOPLZ #GOAT

smoofie48 votes

Simply amazing.

Icestar118699 votes

Taric Truly outrageous.

Angelus Domini40 votes

Maybe bring back seasonal themes on new SR? Yes?

VenIM12 votes

Or have interesting events. Like A opened hole from the void for a void theme?

I3ob19 votes

I like it, but not enough color

Kayleb53 votes

In Summoner’s Rift today, the environment can compete visually with other game elements. In the middle of a fight, you want to be laser-focused on where Jinx is and whether or not Amumu landed his bandage toss. The environment should make that information easier for you to parse at a glance. So with this update to Summoner’s Rift, we’re controlling color and level of detail, clamping value ranges and reducing character occlusion (so there are less cases where you cannot see your character) --- all of which makes for a cleaner gameplay space where critical information pops off the screen.

I3ob40 votes

Did not think about that before. I'm looking forward to the changes

Legendary Riven20 votes

At a quick glance, I saw your name (Greasy Balls) and then "pops off the screen." I had to reread a couple of times.

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