





Json has been working on new a logo to replace the original one I created, I fell in love with this last iteration he came up with - Ideally want to the code aspect of the game represented in the icon too - maybe in a future iteration :)
For me, week 15 was a slow week, other than some small bugfixes, I didn't really make any tangible progress - I dedicated this week to introducing new content to the game, and the week was spent thinking / contemplating / procrastinating. Hoping to actually introduce new things on week 16
[url=https://www.youtube.com/watch?v=v7O6vdxPraA]The Weirdest MMO You've Seen, Promise!
Our player Vaserati sponsored his friend Skylent to review the game, you can see the result above. It was a very educational video for me, fortified and extended a lot of the deductions we made over the recent weeks - mainly the need for detailed and extensive documentation and examples. After watching the video, I realised that I've never watched a stream from the viewpoint of a player that's distant from coding. Some of the initial results include:
1) From time to time, after improvements, request streams from new players to see how they interact with the game, determine common pitfalls and find solutions
2) Extend descriptions with code-related info
3) For skills - add code ID's and actual code snippets that show how each skill can be used in code
[ 2019-05-14 18:45:07 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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