





Spent most of the week fixing the initial issues with the updated Code system, spent the rest for the CLI - Lost a lot of time this week due to hardware issues, getting a new macbook hopefully tomorrow - Wish me luck please, as these things can fail out of the box too :(
The CLI is very dirty, but it works and it works well, the external smart_move calculation ended up being a bit too unaesthetic for my taste, it's very practical but it just uses a copied/modified version of the runner_functions code, ultimately I might make the CLI master pull functions from the actual runner_functions and run them instead, I was going to release CLI today, but the main menu interface wasn't ready yet (for the subscription), so I'll release it later on
CLI usage will cost something like 29 shells / week to start with (not per character, account-wide), as I divert more time to its integration and features, going to increase the cost - Ultimately it'll probably be 2-3$ a month at most
Going to initially put the raw code on Github, later versions will probably be more seamless and it'll probably come bundled within the libraries folder
Got some major good news today, Adventure Land got it's Google Cloud credits extended, thanks to these Startup credits, I can build the game without immediately worrying about the costs, they help immensely.
[ 2020-06-08 18:18:54 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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