





This week was dedicated to our new /docs page: https://adventure.land/docs
All game and code documents, guides, articles and references are now linkable! When you open a linkable reference on the browser, you can copy-paste the url to more quickly help others find solutions!
Pledge: To ease helping other players and prevent repetition, post a frequently askable question on Discord/#feedback and I'll add it as a page to our Docs! (One example: How can I send items/gold to other players?)
The naming and nesting structure isn't finalised, so I haven't dived into it myself, but post a logical question and I'll add it even if it's in a temporary place for now (I can't come up with 20 FAQ's for example, if I could, I'd add them as Frequently Asked Questions on top of the Guide - and maybe Common Examples on top of the Code/Learn)
There's one new code article that uses 2 new code functions - get and set - there's a very practical example that makes you alternate between 2 actions and persists your action even if the game is refreshed!
Want to publish the cosmetics system, after requesting feedback on Discord, one other strong idea emerged, where cosmetics would drop similar to item exchanges (to a special inventory), and you could easily transfer and trade them, this approach does seem to solve the downsides of my approach, which are (1) My approach isn't account-wide, whereas with this new approach, the cosmetics can be transferred to your own characters too (2) With my approach, rarity isn't easily achievable, simply opening a pack N times unlocks everything (3) no-trade vs being tradeable - Downside: It's even more lootboxy, but at least now it's tradeable? I'm honestly very unsure about which path to follow
Other Changes:
- S.snowman and S.franky are now populated whenever they are alive (as requested) - New code functions: get, set
[ 2019-10-29 19:34:55 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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