





Dedicated this week to re-visiting the map data format and upgrading our in-house map editor
Up to this point all spawns and zones were rectangular, they were always manually set, monsters will all be roaming inside the dungeon, so added zoning capabilities to the map editor to make things easier, spawns zones will be large polygons for the dungeon
Secondary improvement/addition is dynamic animations, with this extension, going to add stuff like high frame chimney smokes to liven up the game - this was a bit of a challenge because up to now we only had 3-frame animations that were tied to the animation speed of the map, with this change, animations are completely free - they also blend with players (render over or under players depending on location)
[ 2020-03-25 08:49:31 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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