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Early Access: Week 33 in Review


Inspired by: https://discordapp.com/channels/238332476743745536/238366540091621377/619091519181291520 This week was dedicated to the new in-game weapon renderings, and new attack animation trials. Currently the weapon rendering prototype is live. All classes except Rogue, in my opinion, looks good, the Rogue is very challenging, as the scale for weapons needs to be 50% - I'm hoping once our eyes get used to it, it will look natural, this is the reason for the current trial. A secondary alternative is adding smaller pixel representations of the weapons with the 100% pixel sizing - this is already a must for weapons like the Fiery Staff / Blade and the Frozen Claw, as their images have pixel art representing fire and ice (their final in-game versions will differ) Ultimately, the weapons will animate during attacks, replacing the age-old attack lines - and +8 / +9 / +10 weapons will have special fx (depending on their grade / value and colorscheme)

Other Changes:


- Fixed the drop info for items like stat amulets - New setting to turn off the new weapon/attack system


[ 2019-09-17 18:51:52 CET ] [ Original post ]

Adventure Land - The Code MMORPG
Kaan Soral Developer
Kaan Soral Publisher
2019-01-28 Release
Game News Posts: 117
🎹🖱️Keyboard + Mouse
Very Positive (122 reviews)
Public Linux Depots:
  • 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.

GAMEBILLET

[ 6045 ]

21.24$ (15%)
16.96$ (15%)
3.10$ (84%)
17.19$ (14%)
12.59$ (16%)
17.54$ (12%)
21.22$ (15%)
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6.74$ (66%)
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45.47$ (17%)
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24.89$ (17%)
2.47$ (17%)
23.17$ (54%)
16.97$ (15%)
12.59$ (16%)
8.47$ (15%)
17.79$ (11%)
5.70$ (62%)
2.51$ (16%)
9.36$ (63%)
17.79$ (11%)
GAMERSGATE

[ 687 ]

2.94$ (58%)
5.0$ (50%)
3.26$ (78%)
10.07$ (28%)
9.99$ (50%)
7.5$ (50%)
6.25$ (75%)
7.5$ (50%)
11.69$ (10%)
0.94$ (81%)
14.99$ (40%)
0.75$ (85%)
9.99$ (50%)
3.0$ (80%)
1.58$ (77%)
5.0$ (75%)
0.83$ (91%)
1.13$ (77%)
1.88$ (92%)
5.0$ (80%)
3.75$ (85%)
0.94$ (81%)
1.58$ (77%)
12.49$ (50%)
1.8$ (82%)
3.96$ (64%)
25.0$ (50%)
4.0$ (80%)
2.61$ (83%)
3.0$ (80%)

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