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This week was mainly dedicated to working on the new player experience, first character of a new player now emits the aura for 7 days, but it didn't seem like enough - I hoped interaction with non-afk players could improve the experience
It was sad that most new players didn't even discover upgrade or compound, so started by adding 3 new tutorial steps, kill a goo, upgrade and compound - and looking at new players from yesterday, indeed it seems to be a move in the right direction, now most of them do basic upgrades
There's also a new first drop logic, for the first character of a player, it includes 90,000 gold, 3 rings and a belt for the time being - so the tutorial steps can be followed immediately
I guess a next stage could be to introduce the multi character aspect of the game, and maybe provide an interactive merchant code that visits the characters, collects items, upgrades, compounds etc.
Added "Warpstomp" to "xmagex" - Warps and stomps - Both the Crypt and Lair adversaries have armor/resistance's now too
Ice Golem now becomes an announced boss like Franky
If you are fighting the same monsters, now all skills that directly check for the party consent will work if you are not in a party
[ 2021-05-10 15:32:18 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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