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Early Access: Week 2 in Review


Experimented with alternative ways to load/run characters, tested placing multiple character windows in one game window, didn't work out, discovered the tag, it was a match made in heaven, multiple characters can be rendered in a single window, switching between them is instantaneous, they can also be rendered in grids, like 2x2, back and forth - Since this feature is aimed more towards established players, going to delay implementing it for a while Only slightly improved the CODE Docs, I was hoping to make more progress, created the templates for foldered tutorials and started creating object references - Going to continue working on Code documentation and tutorials this week too Chinese New Year event ended, there were complaints that the drops were too lucrative, but I believe it also enabled new players to trade a bit Launched the Valentine's Day event, there's a new item with the ability to Charm monsters with a %, it will likely be a regular craftable item - as far as I observed, most new players don't hunt the Love Goo, which randomly spawns every 45 minutes, going to make future events more interactive, once such a spawn/boss is live in the server, it will be shown on all the interfaces, likely similar to the Party UI, the monster sprite will appear on the game interface and once clicked, the character will `smart_move` to that location, making participation easier - Players Pluet and Sinstrite had suggested global candy drops before the event, so even though participation of the boss hunt seemed low, players are receiving Cupid's Bow's through exchange Published the Mac and Linux versions of the game on Sunday, Linux version was heavily requested, sadly the Linux version ended up being very problematic, Linux users are natural problem solvers so things seem to work out, but I do wish things worked out of the box, last issue I worked on was GPU related, can't assess whether it was an isolated issue or whether it will be widespread, if you are reading this and using Linux, looking for feedback


[ 2019-02-12 16:22:13 CET ] [ Original post ]

Adventure Land - The Code MMORPG
Kaan Soral Developer
Kaan Soral Publisher
2019-01-28 Release
Game News Posts: 117
🎹🖱️Keyboard + Mouse
Very Positive (122 reviews)
Public Linux Depots:
  • Adventure Land - The Code MMORPG LINUX [141.56 M]

There are no quests, no guides you have to strictly follow to the letter. No objectives either. You can do anything you want. Even farming the lowest monster will yield satisfactory results! You can trade, gamble in tavern, party with friends, pvp solo with your rouge or go after rare loots!


Adventure Land wasn't originally a Code based game, during early development, it ended up a bit like a Clicker MMORPG, simple but fun. Then came Code, to let machines do the clicking! So it's not something extremely complex no one can understand, it's just basic automation!


Mage, Warrior, Rogue, Ranger, Priest and Merchant. All with different, easy to understand, but unique skills. There are no skill trees or the need to pick attributes, it's all automatic to keep things simple. Items provide some depth, and Code adds some variation to the mix.


There's a lot to work on. Daily Events, Paladin Class, Pets, Guilds (or Familias, as they will be small), New Zones, New Items, New Skills. All features are shaped and vetted by the playerbase.

GAMEBILLET

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13.02$ (13%)
21.74$ (13%)
1.68$ (79%)
3.64$ (82%)
8.47$ (15%)
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35.14$ (12%)
GAMERSGATE

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2.7$ (91%)
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0.56$ (81%)
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13.99$ (30%)
0.45$ (85%)
3.0$ (80%)
0.54$ (91%)
1.31$ (91%)
5.0$ (80%)
4.95$ (67%)
17.99$ (10%)
3.96$ (67%)
3.0$ (80%)
2.99$ (25%)
1.58$ (95%)
2.0$ (75%)
10.2$ (66%)
4.95$ (67%)
2.03$ (77%)
9.99$ (50%)
4.95$ (67%)
1.35$ (89%)
20.24$ (33%)
9.99$ (50%)

FANATICAL BUNDLES

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HUMBLE BUNDLES

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