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The Making Of The Item System

Discussion in 'News & Patches' started by Salted, Jan 19, 2016.

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  1. Salted

    Salted Game Design & Wynncraft Founder Staff Member Admin GM CHAMPION

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    Creator Karma:
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    It's 3 am and I'm bored, let's do this!

    So as you know, we changed the item system with the Gavel Expansion. I was in charge of that, and today I'll take you through my journey of how it came to be. Hopefully you guys will find this interesting, I personally always loved reading about my favourite game design process.

    I started working on this on January 2nd 2015, at 5:31 PM, as Google Doc says. Indeed, this is more than a year ago. Little did I know this would become my life for next months.
    [​IMG]



    Warning! We are now entering one of my design documents. They are usually fairly messy, you've been warned. I will also censor some informations throughout the documents. I used this doc for a lot of stuff, some of it for future updates, but most of it about powders. We don't want you guys to know about that just yet!

    [​IMG]

    Page 1, it all starts with an all caps reminder for future Salted about merchants. Of course. At this point, I already had an idea of what the new system should have, but I was still playing with the design. I ended up using much less colour than what you see. Colours can easily catch the player's eye, so I kept it only for the most important part. I'll go a lot more in depth about the design at the very end.

    [​IMG]

    Even more design stuff for page 2!



    [​IMG]

    Now, I didn't only made items in this document. I pretty much nailed the design for potions and skill points right away. You might notice the skill description says "reduce any NEUTRAL damage". This is because at the beginning, skills only used to affect neutral damage. I quickly scratched that idea once I realised that it would make intelligence very OP and punish you for using elements.



    [​IMG]

    This is for the design of the class selection screen! Kinda glad I didn't went with the very first design to be honest, it looked fairly messy. It's also much harder to compare classes when you use [||||||||||||] instead of 5 big, obvious squares.



    [​IMG]

    More item stuff! At this point I was getting fairly close to the final design we currently have in game.



    [​IMG]

    Now we get to the strange part where I write to myself a lot. Since coding takes a lot of work and time, we can't always start over. I had to make sure the system had no major flaws before we even started working on it. I created tons of hypothetical scenarios to try to identify issues and fix them.

    There are 13 more pages of this stuff. So instead of boring you with it, I will show you the Great Spreadsheet of Knowledge.

    [​IMG]

    This is a MASSIVE spreadsheet I've made with every answer about Wynncraft. This is what we use to make sure the items we create are balanced. This is the average health, DPS, and much more, that every player should have at every levels. We don't have the time to go and manually test every weapon, armour, accessory, mobs and XP in-game to make sure that they work, so we use this.

    Trust me, it has a lot of stuff. You're only seeing a very small portion of it.



    [​IMG]

    We also use this spreadsheet to... spread the items around. This is what we use to make sure every element can be viable and any level range. Or simply, to make sure we haven't accidentally forgot to make items for a certain level range.



    And finally, let me show you the logic behind the final item design that is currently in game.

    [​IMG]

    I don't know if you noticed, but every section is separated in very specific ways. I had to make sure that it would be pretty to look at, fast to get the information you need and easy to understand for beginners.

    1. The Envelope

    This is what goes around your item. It makes the tier colour very present, and show the beginning and end of an item. This is usually the first thing people will notice when they look at an item.

    2. Damage Section
    The first section inside the envelope. Most people remember best what they see first and last, so I made sure to put the most important part at the beginning and end. Neutral Damage is completely coloured orange for one main reason: To make it the most important value to look at. It will become a lot more important when powders will be there too.

    3. Requirement Section
    Right in the middle of the whole thing. If you've noticed, the requirements in earlier designs used to be very colourful. I didn't like that, it made them look way too important. I wanted those to be the last thing a player would look at. The only colour used are green/red to show you if you can wear the item or not.

    4. IDs Sections
    IDs are the only thing randomized in an item, they are what differentiate the same items. IDs are fairly important in their own way too, so I put them at the end.


    So that's it for this time! I could go on for a long time, but I'll stop there for now. I wanted to share something that has probably been a little bit too important to me for the past months and hope you enjoyed it and found it interesting!

    - Salted
     
  2. Flubby

    Flubby left and accidentally became leftist VIP+

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    What did you just sniff?
     
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  3. Cruuk

    Cruuk yopyop HERO

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    Don't fool me Salted I know those censored words are links to lewd pictures
     
  4. Dodo

    Dodo Meme Machine VIP+

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    Them censored words though ( ͡° ͜ʖ ͡°)
     
  5. Gartato

    Gartato NIS' FILTHY DANK MEMER VIP

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    That first spreadsheet is actually my favorite part about this.

    Oh man, I seriously love reading through that for some reason.

    EDIT: Can there a bit more explanation on the 0s,1s and 2s for the second spreadsheet? Because there's some slots that are blank and some slots with like one 1 and three 0s.
     
    Last edited: Jan 19, 2016
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  6. Air_Locke_

    Air_Locke_ im a water bottle HERO

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    wat
    i didnt understand a single thing
     
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  7. Salted

    Salted Game Design & Wynncraft Founder Staff Member Admin GM CHAMPION

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    We needed to quickly be able to check the whole item list. Each number means a certain type of weapons (or armour) in order: wands, spears, daggers and bows. If a level shows 0,0,1,0 it means that this level has 0 wands, 0 spears, 1 dagger and 0 bows. If the dagger also has an element, we do the same thing in the element rows.
     
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  8. pale1

    pale1 Newbie Adventurer

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    What would happen if that massive spreadsheet was ever deleted?

    EDIT: Also that potion of Wisdom looks really appetizing
     
    Last edited: Jan 19, 2016
  9. Cubie

    Cubie VIP+

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    Anyone else noticed:
    "For powders"
    "............"
    On the second line you can only see the tops of the words, If we put some time into it, we can probably translate it.

    Was this intentional?
    I think so.

    There's also a spreadsheet that shows 1 line of 'Powders', and what the effect is.

    This whole thread exists to be a teaser for Powders! At least, That's my guess.
     
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  10. pale1

    pale1 Newbie Adventurer

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    The first part of that seems to be a time so it looks like a copy-pasted skype convo. Not going to take the time to figure out what it says tho.
     
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  11. Cubie

    Cubie VIP+

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    The first bit says [00:05:44] or something, So that's indeed probably a time, and a Skype message, like Pale just said.
     
  12. MarkedForDeath

    MarkedForDeath Finder of Kronos' Lair

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    Oooh, unimplemented quest!

    Btw Salted, on the subject of items/skills/elements, don't you think strength and dexterity are kinda underpowered considering they don't stack and their effectiveness doesn't scale exponentially like intelligence, defense and agility?
     
  13. Ice Guy

    Ice Guy I'm a little too icy for you VIP

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    I'm learning something. Salted is teacher confirmed
     
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  14. Allstar5993

    Allstar5993 Well-Known Adventurer VIP+

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    this is going to be new desing ??
     
  15. Gartato

    Gartato NIS' FILTHY DANK MEMER VIP

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    Acccording to Selvut, Strength actually increases the potency of Poison, so it's more of a tank stat now.

    Dexterity still increases Thunder Damage, which is mainly used for Assassin/Archer, as their main spells are Thunder-based and often do multiple hits, which benifit from the double damage chance.

    Plus, it would be ridiculously broken if you did ~165% more damage for the slight majority of your hits.

    They're not exactly weak, it's just that no one's really found the right use for them (other than Dexterity, which is mainly used for DPS Archer/Assassins).
     
  16. awemanrank100

    awemanrank100 custom title

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    I'm supposed to have around 9935 health by level 90? Dangit, I only have 6-7k. :I
     
  17. Salted

    Salted Game Design & Wynncraft Founder Staff Member Admin GM CHAMPION

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    This is an average value. Some people will have more, some will have less.
     
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  18. Yuno F Gasai

    Yuno F Gasai Forum God, FW

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    I have 10k at level 85
     
  19. Naraka00

    Naraka00 Warrior of the Revolution Staff Member Mod Manager Moderator CHAMPION

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    Well the hidden message seems very hard to guess what it says, since we barely have any letters showing... as for the imgur links, I checked all of them for hidden stuff, but they all seem to be links for the images in this thread... We need to find more clues.

    The health... yeah, I have 6-7k as well, and I assume it'll stay that way... unless I suddenly find some mythical magical mystical armor. Yup.
     
    Last edited: Jan 19, 2016
  20. Dar-krusos

    Dar-krusos We never change do we; no, no, no~ VIP

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    What I really wanted out of this was attack speeds :( too bad for muh
     
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