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Dragold ended up being too strong, every 15 seconds, hurls a fireball to everyone who fought against him, even if he isn't in an active fight. These fireballs each deal 5000 damage before reductions and apply a burn with 100% chance. Definitely going to use this mechanic again but going to calibrate it so it's easy to detect and possible to evade (like running away before it happens)
Apart from the Chinese New Year event, it wasn't a very productive 2 weeks. The Pirate Ship zone design iterated a bit. Spent most of it researching new cloud technologies, there's a high probability I'm going to rewrite the backend of Adventure Land in JS before open sourcing, currently it's in Python. After Python 2.7's end of life, it doesn't make sense to continue with Python any more. Also Google Cloud, in my opinion, made a lot of illogical choices when they re-made everything with Python 3.7. It's not an easy to use, turnkey, "app engine" any more, you have to deal with each service manually, each of them are like unique programmer dementors, waiting to suck your soul. Originally, App Engine was a beautiful product anyone could use to practically develop almost anything, currently they made the barrier of entry extremely high. For this reason it makes sense to rewrite Adventure Land with NodeJS/App Engine. The logic is, if it's all in JS, at least it will be less complicated, someone wanting to develop their own MMORPG won't need to deal with an additional language on top of everything.
[ 2020-01-23 14:03:45 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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