Hello folks! It’s time for another glorious Wynncon Progress Update! It’s been a solid 2 months since we last talked about our plans, and ever since then we’ve been hard at work making the event. I don’t want to bore you with a long introduction, so let’s dive right in! Buildings & Terrain The first issue we have to overcome with any Wynncon before we can make any proper content is building the areas! Our team is small, but talented, and within the span of two months, we were able to craft two completed areas: The main town and a quest zone. Let’s start with the main town, whose name shall not be revealed at this time. The construction of this was absolutely brutal, but the final product is quite incredible! (I still need to add the citizen mobs…) The team unanimously agrees that the main town is a crowning achievement for us. A lot of work and care was put into it, and we are ecstatic that it’s finally complete! In this town, you’ll find most of the necessities to venture out into the mainland, along with the Wynncon stage, where we will be hosting speeches and cutscenes for you all to watch. One of the early quest zones was also finished as well, The Molten Mines, and it looks absolutely phenomenal! You can get a good preview of the zone later in the post, along with some of our newest systems. Both of these creations are a huge success for the team, but we still have a lot more to build and plan, and that is no easy task. The build team has been going overdrive on building and has caused quite the burnout recently, so the Directors are using this time to plan the next areas of the map. As a reminder, if you’d like to apply for the Wynncon Build Team, you can click on this link which will take you straight to the forum post where you can apply to be one! The more builders we have, the sooner that Wynncon is finished. GM Stuff So we’ve talked about the Buildings and it got slightly depressing there at the end. But on the GM side of things it’s going pretty damn well, as my reins over that section remain supreme. We have made significant progress on creating and advancing the multiple systems we need to create a Wynncraft-like world during these past two months. These include: Mob Equipment and YML Creation System (90% Complete) Mob Spell Scripting System (90% Complete) Quest System (50% Complete) Item Creation System (80% Complete) Dungeon System (80% Complete) I specifically would like to go in-depth into the Mobs Systems. Various new tools have been added that allow for new possibilities. For example, we have the ability to make Mobs scale in Health based on the amount of players fighting it. This will be extremely helpful for creating bosses and sharing quest mobs. We have also created the ability to create Guards and Friendly mobs as well to populate the cities. And in the future we are looking to possibly creating events where the NPCs will fight with you. No promises though. And finally, a relatively advanced Mob Spell Scripting system has been created. This is currently limited to a few spell templates ranging from Bolt attacks to large AoE, but we are able to customize each template significantly. This includes damages, charge up times, particles and sound effects, and so on! We can even combo spells together one after another to create cool stuff like this: (This mob won’t have this ability) We aren’t done with the Mobs System yet, but it’s sure as hell getting there. We’re excited to use it for Wynncon to create some cool monsters for you all to fight! Technobabble Now let’s move on with what’s been going on behind the plugin-side of things. Aside from the standard bug fixes and optimizations, we’ve added a few new features that you may be interested in. Well firstly, we got Parties. Standard stuff really. You invite players, do stuff with them, yada yada, but wait! What’s this? We also have Party Sidebars! You are able to switch between your party member’s health, and damage done total. Some statistical things really but it’s a small advancement. And speaking of Sidebars, we also have a new command: /sidebar. It’s simple really: It allows you to switch between various sidebars to view. This doesn’t just apply for parties. You can also check your own Damage Dealt, and in more detail. Showing how much damage total, how much DPS, and how much Combat Time. You can reset these of course. You’ll gain more sidebars where appropriate. This will help us manage them better in the future and give the players more flexibility on what they want to see. Oh but that’s not all, with your party you’re able to queue up together into Dungeons and other Instanced content that we are creating. That way, parties aren’t separated by some guy not queuing up for a Dungeon. You’ll even gain the ability to switch over to a Dungeon Sidebar while you’re inside one. I don’t want to get into Dungeons just yet. Wait until we finish making the first one, and we’ll get down to specifics of what to expect . Oh yea, and then you have a Transmogrification System, which is easily accessible via your Character Info compass. Currently, you can only change your armor now, but in the future we might make it so you can change your weapons too. Only time will tell… (This UI is definitely not final…) Finally, we’ve been adding more major IDs to the ever-growing list of Custom Major IDs, and we’re planning to add more down the line. And I don’t mean 3 or 4, I mean 10 or more. Why do we need these many? Well, I can’t spoil it yet, as it’s too early! You’ll just have to wait and see. Guild Integration So remember that Features Survey? Well, over 100 of you responded to it (Thank you!), and we were able to gather some useful data on what you guys would like to see. One of the largest upvoted features we listed on there was “Guild Integration,” so we have started doing so! When a player who is in a guild logs in for the first time, they are registered to their guild in Wynncon! They will have access to their Guild chat, and have their current Guild Rank synced up. Some minor features ya, but we don’t want to stop there. Guild v. Guild battles are also something we have been looking into recently, and those are coming out quite nicely. They are still a work in progress and we aren't going to reveal anything about them yet, so stay tuned for updates. Territories may be something we look integrating, but no promises yet on those. Preview To wrap up this post, it’s time we actually show you some progress and stop with the crumby photos. Combining epic builds, GM power, some quick music editing, and endless nights of programming and suffering, we’ve created a short video on the Quest Zone, and what kinds of mobs you will be facing. Please keep in mind that the builds and mobs are subject to change, as they are not final. Conclusion Wynncon is definitely well underway towards completion, with over a year left to make it. However, with the amount of content we’re planning to make, we may need more time depending on how fast we work. For many of us, the Quarantine has given us more time to work on the event, and we are working as fast as possible to get as much content done as we can. We aren’t able to set an event date yet due to how much left we have to work on, but when we do have one, we will notify all of you as soon as possible! If you would like to keep up-to-date with how Wynncon is going, or want to suggest some ideas or come and chat with us, head over to our Discord! That’s it for now. We’ll see you all soon! And as always, feedback is appreciated!
Amazing progress! But I'm worried about the Major IDs... If they're like those then I'm not excited at all. Damage only + RNG-dependent? Ugh.
They aren't all like that, don't worry. We have some more interesting ones lined up. The Major ID system pretty much gives us the ability to make whatever we want, so we're gonna try to be clever here .