





Started the week by working on the CLI version of the game, it's now integrated with the game and can reconnect when disconnects happen - each character is now a node worker thread - I'd say it's ready for initial release and testing - however, still need to decide how to introduce official CLI gameplay, there might be a cost or a debuff, or maybe an in-game requirement/quest similar to proof of work systems
Most important change this week is the introduction of Giveaways - You need a special hat to run giveaways, Hat of Generosity, when you put this hat on and attempt to list an item for sale, you can run a giveaway similar to how you list your items for sale - and if you are running a giveaway - the hat appears on your character so other characters now there's a giveaway to join - Had a lot of fun with giveaways on Monday - it was a nice ending to the Easter event
On a personal note, I was running a very strict work schedule for a while, waking up at 6:45, working 8 to 5 - If you have well defined tasks to complete, a strict work schedule works wonders - but lately this wasn't the case - from time to time, I break this cycle to work more freely, and this week it was broken, the first fruit was the giveaways system, which I wanted to add for a while
The priority for the game is the documentation and the tutorial system, but I don't really have much motivation to continue those at the moment, so I'll probably try and add more fun things for a while and hopefully get a burst of motivation to complete the tutorial/documentation in a short amount of time later on
My project for week 13 is Duelland and the Duelling system
Changelist:
- Monsters can now have initial conditions - added the "fullguard" condition to Wabbit - Fixed a very edge issue which caused heals to inflict pvp damage in pve servers (Thanks to dusty on Discord) - Cleaned up most of the console.log's thanks to the CLI version which prints them all to the terminal - "ghatb", "ghatp" - Hat of Generosity items and the Giveaway system - Rabbit's Foot now cost 480 fun tokens
[ 2019-04-23 20:20:17 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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