Dismiss Notice
Wynncraft, the Minecraft MMORPG. Play it now on your Minecraft client at (IP): play.wynncraft.com. No mods required! Click here for more info...
Dismiss Notice
Have some great ideas for Wynncraft? Join the official CT (content team) and help us make quests, builds, cinematics and much more!

Cool Ambience Effects

Discussion in 'General Suggestions' started by Hi35509, Sep 26, 2026 at 10:15 AM.

?

Which ones do you agree with?

  1. I agree with... 1

    1 vote(s)
    100.0%
  2. 2

    0 vote(s)
    0.0%
  3. 3

    0 vote(s)
    0.0%
  4. 4

    0 vote(s)
    0.0%
  5. 5

    0 vote(s)
    0.0%
  6. 6

    0 vote(s)
    0.0%
  7. 7

    0 vote(s)
    0.0%
  8. 8

    0 vote(s)
    0.0%
  9. 9-14

    0 vote(s)
    0.0%
  10. all of the above

    0 vote(s)
    0.0%
Multiple votes are allowed.
  1. Hi35509

    Hi35509 Travelled Adventurer

    Messages:
    13
    Likes Received:
    5
    Trophy Points:
    15
    Guild:
    Im just gonna skip the introductions and get right to the point: Wynncraft could use some good ol' fashioned ambience. Im talking animations, biome/area effects, in-game sounds, and others all rolled into the same package. First on the order of business: change the merchants in Wynn to.. .you know, actual humans. The fact that they're villagers in a largely human province kind of-doesn't make sense. Make them look more like item upgrader, you know? Second order: Blacksmiths. With the more human blacksmiths implemented, I was thinking we could spice up their shops with a loop animation of them hammering something like a sword or piece of metal on an anvil, making sparks fly and echoes of metal stream out the door. And not just blacksmiths. Maybe potion merchants could interact with brewing stands, looking like they're brewing something, or emerald merchants could count emeralds in their hands or something, to make them more lifelike. Third Order: Particle effects. Add some good ole' particle effects in and around towns and areas. Like smog or smoke in the industrial district, autumn leaves swaying in the wind in the Auburn Forest, cherry blossom pedals and wind gusts int he highlands. Add mists over the ocean in Nemract, further emphasizing its proximity to the undead swamp. Fourth Order: Add rain. It wouldn't have to be anything drastic, just showers every now and then. Reducing sight range would be going too far, but just a little rain shower would do a lot for the ambience of the game. Maybe they could even add thunderstorms, where the sky grew really dark. Fifth Order: Townspeople. I know some people don't like the idea of removing the [town name] citizen mobs, but I think it should happen. Feel free to comment negatively on this post if you don't like this idea. Just remove the mobs, and make many distinct people for each town, with cycles of what they would do each day, and where they were in the cycle could determine what they said if you talked to them. They could run inside during storms, or carry crates and boxes to ships by the docks, or fish in the ocean. Sixth Order: Add the citizens to the suburb areas or just at random houses to make the lands seem more inhabited. They would have cycles just like the city citizens, and they could go into fields to farm, pick apples from trees, or milk cows and other things like that. Seventh Order: Keep going with the character portraits. After you get all the main characters, take a little while to give all the other NPCs portraits too, to make it feel like a completely universal feature. Eight Order: Make airship docks and regular sea ports more well designed. Make actual airship slots where people park their airships, instead of just having them float off to the side. Ninth Order: Scatter Mechanics. Have some kind of birds in each town, which would scatter if you drew and attacked with a weapon near them, ran past them, or rode past them on a mount. Like the Cobalt Crows in Detlas, or Pigeons in the industrial district, maybe owls in the mistwoods, and seagulls by port towns. Tenth Order: Change the music depending on where you are in a city. It could be high and regal in higher class areas, normal in regular housing districts, and low and sad in poor slum areas. Eleventh Order: Rework cities. Make them less a collection of box buildings and more in depth and layersd. Particularly, change Almuj from a collection of boxy sandstone buildings to a full scale, multi tiered bazaar, with grand aqueducts and canals, with multi-tiered, bustling marketplaces. Nemract, Selchar, and Nesaak could also use a rework. Twelfth Order: Change biomes. Make different areas of the game better. Like the Nesaak forest could feature snowdrifts, blizzard weather, strong winds, icicles, polar bear dens, remnants of old, frozen towns, and ice ruins, while the Almuj desert could feature massive sand dunes, half sunken palaces, sandstorms, and quicksand that could open up into secret underground chambers. Thirteenth Order: Change all hostile, passive, and neutral mobs to custom mobs with custom AI. Like near Ragni, change the zombies there from the regular, vanilla zombie shape and AI to custom ones, like in the Nemract Swamp. Fourteenth (and, at last, the final) Order: Townsfolk could give you hints at local secret discoveries. Talking to them in certain places and at certain times could trigger dialogue that could hint you at secret discoveries in the area.
     
  2. Deusphage

    Deusphage but a beast Modeler Builder

    Messages:
    3,207
    Likes Received:
    5,354
    Trophy Points:
    215
    Creator Karma:
    Guild:
    Minecraft:
    all mobs are intended to be updated to use the new model and AI system. That has been our intention since we added it
     
    Haml0rd likes this.