





Unproductive 2 weeks for the game, I was occupied with my personal life and at the same time unsure about what to work on next, lost my motivation
Documentation, Tutorial are #1 must-do's - yet working on them is so unfruitful, however, today I forced myself to work on re-visiting and documenting each function - also converting my random comments to JSDoc's - realistically there's no ETA, but it's a start
Met with a friend today who's making https://colonist.io/ - didn't know he was an avid mmorpg player, his ideas and experiences resonated with me a lot, also fortified existing feedback, thinking of increasing HP's of players 3-fold in the coming days
Maybe a potential next focus could be to complete the single character limited-time pvp world: https://steamcommunity.com/games/777150/announcements/detail/1723127556404218537
I wasn't very active on Discord this week, turned out to be a huge mistake, a special thanks to UhOhPolio for his bug report on Cute Bee spawn, luckily I didn't refactor `G.monsters.cbee` to `G.monsters.cutebee` as egehanhk pointed out, so those 2 bugs cancelled each other out and we avoided another endgame bug :)
Talking about mmorpgs and developing mmorpgs, my desire to open source early grows, but the main issue is that Python is dead, open sourcing before refactoring the Python backend to NodeJS will just cause frustrations while the main purpose of open sourcing is to (optimistically) help the mmorpg genre by accelerating experimentation of unique ideas - Developer(s) can quickly test their ideas before they potentially invest more on them
At the same time I'm working on my new project/game, it's a project that has 2 parts, so I ended up combining my collective approach to app/game development into a common framework, so If I refactor, I'll use the new JS-based libraries and framework for Adventure Land too, this will mean that a big portion of that new project will start open source as well - at this point I pause as I can't decide whether it's a good thing or bad thing, as bug finding and searching is a big part of Adventure Land gameplay for most, I'm afraid of making code public, but at the same time, making it open source will result in those bugs being found with certainty - anyway I'm just babbling
TL;DR: Not much these 2 weeks, just some ideas
[ 2021-03-22 20:48:25 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.
[ 5974 ]
[ 1567 ]
[ 1755 ]