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It was another productive week. Also I want to thank everyone who send motivating emails, messages on Discord, they really help
This week made the game more friendlier to newcomers, but at this point, I feel like I have to release the tutorial, even if it's not fully complete
With the new "All Items" and "All Monsters" sections, I feel like the Guide has become very useful, I find myself checking it all the time, started using the non-"Pro Mode"
Finally fully completed the "Information (i)" section, also made most of the item icons and references clickable, instead of rendering in-place of the old item, now these referenced items render as their own popups - It's not immediately noticeable, but the item sections have been enriched quite a bit
New damage type: Pure damage, Boo Boo's currently deal pure damage, going to reduce the variance of pure damage significantly, maybe make Fortitude apply against pure damage too
Idea for week 30: Fire/burn: 5% damage burn every second, Ice damage: Move+attack slow, Poison damage: Reduced healing, Lightning damage/struck: Damage while moving or attacking - Thinking of applying some of these ideas to monsters and skills, it'd make the Fiery weapons more useful, the % of burn chance will be low, but since the burn deals % damage, it will be significant - Going to re-visit Mana Burst too, add a % of lightning-struck state to it, possibly the full mana burst is going to cause it 100%
New Monsters: Fire Spirit and Poison Pom Pom - the new Pom Pom, "pppompom" poisons it's target with every attack, Porcupine moved to Desertland
Monsters with high attacks (currently >100) now attack and move a bit smarter, they keep on attacking even if they can't move and change course dynamically
Experimented with a roaming Dark Knight, definitely going to introduce the mechanic to the game, I might invest the time to add path finding monsters too, otherwise possible dungeon/raid like encounter scenarios end up being a bit dull
Jayson prepared many new armors, hats, hairdos, a guitar and a turtle shell as a backpack for testing. The cosmetics system feels more and more refined by the week. The only reason I haven't released the system yet is that I'm not sure whether a selective randomness is needed, for example, if your character is female, a hair bundle ideally should reward a female hair - however such a pre-selection might not always be preferable
The month-long update on Monday was very eventful, as #googledown prevented the deployment for 45 minutes - even still, love App Engine :)
Other Changes:
- New Stat: +Crit Damage% - New Item: Legendary Compound Scroll - Base Stat Orb's integrated - Most items announced in earlier weeks released
[ 2019-08-20 19:39:10 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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