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Cosmetics system changes and trials consumed most of these 2 weeks, especially the first week. Added beards, tested long beards, almost reformulated everything to make them look good. Sadly my approach to generating new items didn't bear fruit yet, so there are no good news on the new content front
From early player feedback, started makings things easier to understand and the game easier to navigate. So today's update includes some interface changes and additions, most notable one is the one below - where the empty slots have darker borders (I still can't get used to it but it makes more sense, might revert to the original looks later on)
Thanks to the Monster Achievements list Trexnamedtom prepared, I completed the first draft of the monster achievements, now all monsters have multiple achievements. I tried to balance it as much as I could, time and feedback will refine it further - I suspect once more monsters like the Golden Bat are added, there could be some different/unique achievements in the future - Otherwise, current achievements are perfect for the game's idle nature (Also Tracktrix just exposes all drop tables to anyone without any requirements now, much simpler)
Drafted with the idea of a Mini-Map above the Travel interface, converted to an image, the Town is 5MB's, so it's not trivial to render it simply as an image and make a mini map, so might try a mini-map of a more pixelized nature one day
The plan for the upcoming weeks is adding new content and making the game simpler to understand for new players
[ 2019-07-16 21:39:30 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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