





As a short recap, continuing from Week 121's Thoughts, forcing progress is the better option, going to try and add 1 little thing to the game every day whenever there's nothing else on my plate
[17/09/21]: Procs like freeze/burn now roll when a projectile is launched and other attributes are adopted by the projectile itself so weapon swapping etc. doesn't affect things anymore
[18/09/21]: Buff Orbs: These Orbs will provide specific buffs like fire/freeze resistance, only one buff will be active at a time, Orbs will be scattered and hard to reach
[19/09/21]: Enriched mining, a slightly better animation, a misc zone in the beach cave and introduced nuggets as drops
[20/09/21]: Warrior skill: Dash - to dash over obstacles or just dash forward
Maps are getting new zones that can be blinked or dashed to
As far as open sourcing goes, I've received a lot of honest and constructive feedback this week on Discord, most of the pro's in my mind were eliminated, and the cons that remain are amplifying the hard parts of developing a game that other developers play, it won't be easy to collaborate as collaboration wasn't on my mind when I was developing the game - so delayed the decision for a while
[ 2021-09-20 20:53:26 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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