





This week's highlight is the delayed attack/heal/skill landings, ie. hits - each projectile has it's own speed, some weapons have special projectiles, in time weapon speed (for initial take off) and dodging (for physical projectiles) will get into the mix too. You can now observe an incoming magic projectile and erect your reflective shield, it's pretty fun watching the projectile reflect back and forth when it happens :)
attack() and heal() functions now return the new "action" event, the "hit" event can be observed from Game Events, or as "hit"/"target_hit" from the Character Events
We have many new animations too, thanks to Jayson's efforts - so many new ideas
Got a new weapon for Halloween! Has 2 different versions, one regular version and a special Halloween version - the Halloween event should launch before next week's update (I hope :)
I feel like I lost this week with the flu, illnesses are the best excuses to procrastinate. This new attack and animation system makes me question the meaning of life, I continually ask myself whether it improves the game. I certainly hope it does in the end. I'll also note to myself that what the game really needs is the tutorial and guide improvements, and a Steam store overhaul/update afterwards. Every day and week I feel the guilt of not progressing faster, especially as the holiday season gets closer
Other Changes:
- Projectile info at: G.projectiles - Token exchanges no longer announce the item - Suppressed the orb announcements - Resort door in Tavern fixed (thanks to Bjarnu on Discord for the reminder) - A long standing 3-shot cooldown reporting bug fixed (thanks to Seth on Discord) - Added 50% Evasion to one of the Automatrons
[ 2019-10-08 20:26:56 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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