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Adventure Land - The Code MMORPG
Kaan Soral Developer
Kaan Soral Publisher
2019-01-28 Release
Game News Posts: 117
🎹🖱️Keyboard + Mouse
Very Positive (123 reviews)
Public Linux Depots:
  • Adventure Land - The Code MMORPG LINUX [141.56 M]
Early Access: Week 41,42 in Review


Solved most of the initial theoretical dilemmas around the pets system, monsters will drop chrysalises or eggs, these will be combined with monsterboxes at the pets NPC, at this step you'll name your pet and it will be born (monsterbox might get renamed to something more creative, depending on the art) - Pets will each have their own unique character There's a new mechanic, blocked items, a very common repetitive bug report is opening a merchant stand and storing the stand or sending them to someone else, now actively using an item blocks that item so it can't be sent, stored or sold - releasing a pet from it's box will block the box too, which is why I had to add this now. While working on this, decided to give the Ancient Computer a merchant stand functionality too Obsessed so much over the look of female characters, to make them look more distinctly feminine, progressed a lot in the face and hair department, the exact placement of the hair, the amount of bangs, the shading of the face, hopefully it will all be perfect before the cosmetics release Jayson converted all existing characters to a better dimensional format and went over them all, the cosmetics system will be able to unlock uncustomizable but unique characters too, you'll only be able to add hats and maybe back accessories to them Obsessed a lot over the CLI version of the game too, stress tested it in many different scenarios, leaned routines further - currently there's a memory leak coming from jsdom, none of the setTimeout's/their contexts are garbage collected - until that's fixed, might release the CLI version and add a auto-restart feature to it to overcome the memory leak - I was planning to add a 20 shells/day cost to CLI usage, to balance CLI usage against regular players and prevent practical multi-account farming, however I'm open to other suggestions (thinking of adding a recycle feature too, to convert cosmetics items back to shells, this way CLI users can auto-purchase them and support the inter-game economy) Re-visited the game clients, going to update all platforms soon with Electron 7.1.1 - however practical character switching using webviews won't make it to this update


[ 2019-11-18 19:45:41 CET ] [ Original post ]


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

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49.79$ (17%)
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MacGamestore

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