





First version of new movement system complete + the server logic is now multi-threaded with node workers - this is a major improvement, as the performance bottleneck was instance/monster computing, which is now mostly async and offloaded to other threads. Additionally, there's a new internal cached precomputation system, previously it was done at each server launch. As the new calculations take more than a 100 seconds, it was a must to add this new system. Thanks to it, servers now spin up instantly
New chat typing bubble animation / experiment (Unlaunched)
New name tags! Instead of the original name tags that appeared optionally on the bottom of players and npcs, the new tags are on by default, they appear on top, and extend when a character is focused or hovered on (Thanks to egehanhk's suggestion on Discord)
Monsters also received a new HP bar that includes their level, and there's also a very basic Difficulty calculation (Suggested by ellian very early on)
I've started visiting pinned ideas on #new_ideas, going to implement or eliminate them one by one - first one was Sanguine Amulet and item auras
Thanks for Matin's suggestion on Discord, Phoenix will drop a very very rare new hair
[ 2020-08-24 17:49:45 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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