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This entire week was dedicated to the dueling mechanics, since Duelland is an instance of a map and not a singular map the changes included some new instance mechanics and fixes too
Duels are between any 2 parties or individuals, they are flexible. Participants are restored to full hp/mp and a clean status state. After the duel, they are restored to their original positions and to their original states
Currently duels can be engaged with the /challenge chat command - either with name or by targeting someone
Technically, each duel is added to the server data, i.e. parent.S - If there's a duel in parent.S.duels - the transporter NPC lets anyone join and spectate the duel, during the duel, the instance data, i.e. parent.I is populated, parent.I.A includes the challenger party, I.B includes the acceptor party, each entity of the array is updated secondly with coordinates and other info like hp/character type (Going to document these soon)
This week was a "work freely" kind of week, while the dueling logic was complex, it was a 3 days job, so overall the performance of the week wasn't high, going back to working more structured in Week 14. As an important bit of info, acquired Google GCP Startup credits, so future servers will likely be hosted on the Google Cloud Platform (the backend was already on App Engine). Thanks to these credits, don't have to worry about costs as much
Wanting to concentrate on an improved Guide, Documentation and Tutorial for Week 14 - at least make some progress - as these 3 seem like prerequisites for growth
[ 2019-04-30 12:43:19 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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