





It was a very productive full week, tackled some edge issues
Started by messing up the gold dynamics, we have an entirely new system now where the engagement with the monster affects the gold drop, especially for low level players, it makes so much more sense for them to fight harder monsters, the longer the fight the better the gold income - For veteran players, I've been increasing the base modifier for the gold drop gradually too, while nerfing boosters etc.
Tackled a very major UI issue, mainly an html shortcoming, if an entity is updating, clicks to that entity never register anywhere, in my opinion it's a long standing browser/chromium shortcoming. So for 3 years now, if your inventory was updating, or a character was continually updating, you couldn't click/interact with them, it was beyond imagination annoying, at least for me. On the weekend, I decided to tackle this problem once and for all, at first developed mimicker dom entities, for anything clickable, these acted like fixed position overlays, it was a classic case of developing before thinking, it didn't work with the inventory, as it was almost impossible to make drag and drop function as it used to function. I then decided to just re-visit each major interface, and modify them to only update things that changed. For example for the inventory, if it's open, instead of the entire inventory updating on every change, now items change singularly. Integrated this approach to the focused characters too, even if they continually spam something, like equip/unequip, you can click on their other items, click on the Invite/PM buttons etc. Conditions are still re-rendered at every update, so you can still observe this click issue - but important stuff has been patched
There were more edge UI improvements too, items on the "All Merchants" page render all the information, similarly, items on the /character and /player URL's now render item stat types/properties too
The "DUNGEON" server design is progressing as well, I originally wanted to make Adventure Land a very PVP oriented and chaotic game, it evolved more into an idle PVE game, I see the Dungeon as an opportunity to introduce (or force) more direct engagement
Other Changes:
- Monsters no longer level up during engagements - Incoming damage multiplier for party contribution reduced from 0.4 to 0.3 - Items stacking limit can now be lower than 9999 - .s property determines the limit - Citizen Luck/Gold buffs and dynamics nerfed - Chests go stale (no gold bonus) if you don't loot them in 10 minutes
[ 2020-02-17 20:50:22 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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