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Holiday season was a bit of a holiday season for me too, but started re-visiting the ideas around daily events and attractions - here's the current draft:
Daily Events: [2X Each Day ~30mins each] [8PM-9PM]
- Goo Brawl [PVE]
- A/B Testing [PVP]
- Come up with more [TODO]
Daily Zones: [9PM-12PM]
Monday - Mansion Mystery [Roguelike-ish] [Done]
Tuesday - The Castle [Done]
Wednesday - Cloudland
Thursday - Dracul's Lair
Friday - [?]
Saturday - The Island with the Tall Tower
Sunday - Pirate Ship [PVP] [Done]
Everyday [12PM-1AM] - [PVP] A multi-level dungeon opens for 1 hour
So basically, the plan is to start the day with 2 small game-like daily events from 8pm to 9pm, then a limited time zone opens for 3 hours, the dynamics of the zones will hopefully be unique to encourage more on-screen and assisted gameplay
From 12PM to 1AM, plan to introduce a dungeon that is a bit like an underground tower or silo, a PVP zone, it might have it's own special server too, so while the PVP is of the safe kind, the risk/reward dynamics could encourage strong characters, code or collaborative gameplay
Each of these zones and daily events are going to open up new paths to introduce new items, but I feel like the 12PM to 1AM zone could be the main source of the endgame exchangeables - especially for the weapons, while the rest could be for unique armors and accessories and such
So the coming weeks will likely be progressing on this draft and completing/concluding things from earlier weeks, like the cosmetics system, pets system, minor changes like the achievement counting dynamics and so on
[ 2020-01-07 10:38:08 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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