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Most notable achievement this week is the working tutorial prototype with task + step completion animations, has a new accompanying internal system that adds a secondary database object for all user accounts, going to use this new internal system in future for mails too - this system was needed as the main user object gets locked when you enter the bank. Currently the tutorial has 4 steps, the actual challenge will be coming up with useful, rewarding tutorial steps and individual tasks with accompanying explanations/information
There's a new Rogue skill called Mental Burst, thanks to SpadarFaar's idea on Discord, it's the first skill with a stat requirement, requires 64 Intelligence as the skill is quite powerful - It has it's own cooldown and if the target is defeated, the damage dealt is combined to MP. The damage is "magical". After the HP increases, Rogue's were relatively weakened, this skill improves their standing
There's a new monster called Ent, thanks to Pluet's idea on Discord, it has a new monster ability, Tangle, slows down it's target with roots, has 8 million HP - suitable to be farmed with large parties - drops a new item, Wooden Sword
There are 2 important bugfixes, thanks to Tigga on Discord for reporting them and providing reproduction data/info - The first one is related to how the Bank used to normalise data, it was possible to lose items by sending invalid data. The second one was an elusive movement bug, normally you shouldn't be able to get your character stuck, but stuck characters were rarely being reported. They were caused by some old-method animation routines that modified x/y values of characters directly - basically using Stomp when you were touching a wall - and sending a move command right after
One important change on entities (monsters and characters) is the new .visible property, egehanhk on Discord reported that if you cache a target, and move to another map, that cached entity/target acted like it was still on the map, basically there was no way of knowing it was a stale entity, this new .visible property solves that problem, as the value becomes false when the entity is destroyed / it's no more visible
Changelist:
- New styling for Code's Learn section - Updated Save/Load Code Interface - Bank fixes - better data normalisation - An image assets gallery to inspire new ideas (on Discord) - New tutorial system - (X.tutorial) - Refactored animation routines to prevent stuck characters - New functional property on entities .visible (Character/Monster Reference) - New skill: Mental Burst (G.skills) - New monster: Ent (G.monsters) - New monster ability: Tangle (G.skills + G.conditions) - New item: Wooden Sword (G.items)
[ 2019-03-19 13:54:54 CET ] [ Original post ]
- 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.
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