





It was a very productive week and it feels great to introduce so many new mechanics / challenges, I hope the new dungeon, uncreatively called "The Crypt" will pose a serious coding challenge, even if the optimal strategy becomes pull+avoid+kill, it still requires a considerable amount of effort to tackle all the adversaries inside
Anger makes an enemy randomly charge a player, they are harder to tank and avoid
The healer latches onto someone to heal, otherwise heals herself and the heal amount is hard to overdamage
The auras are pretty self explanatory
The new Zapper zaps everyone around 300 radius with 1200 instant pure damage rays when placed, so better take it down fast
Adversaries roam the crypt, so when they get together, I hope they can overwhelm even the most seasoned parties
The crypt key is a random drop from the cave
The interfaces received small improvements, there are various other small changes as well, a new tune for the crypt, and the cave's tune is also fixed next update
The big change this week is monsters targeting and focusing other monsters, so if your code doesn't handle such a scenario, better do some refactoring!
For the next week, going to add at least 2 drops each to adversaries, the new items didn't make it to this week
The unfinished zone in the Mansion is also going to become an instance/dungeon called "The Tomb" - there's a small event instance in Winterland as well, going to complete that too - and will likely add a unique dungeon to the Mainland, above the scorpions - not sure about the concept yet
[ 2021-02-15 18:47:42 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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