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Adventure Land The Code MMORPG

 
Event: Lunar New YearJan 17, 2023 - Community Announcements{STEAM_CLAN_IMAGE}/34225379/e845dcf1c3ee86bd73ead92bfbacad6d0e501c60.pngWeek in Review [26/09/22]Sep 26, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/34225379/6d1cf7d0397ec2b61c8fdf21885f3a2641b680b9.png - All the negative conditions are now affected by "stresistance" and sent as a "condition" character event - There's a new very aggressive male Harpy - Cuteness adds a negative aggro difference - this way >1 aggro values make some sense too - Bling adds a positive aggro difference - this way even peaceful monsters could attack you - New Item: Harpy Bow - along with its own crafting recipe, Harpy's both drop the crafting material and the bow itself, so it's not just low-RNG based and there'll be a slow but steady progress too I took a couple of days of this week but should get back to working on the game in 1-2 daysWeek in Review [19/09/22]Sep 19, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/34225379/3b24f17c235b147cdda132f34d1f59e3e723a04b.png I have a new approach where I log changes digitally after I make them, instead of just taking notes and quickly visiting my notes each week during a report. With the previous approach a lot of the small changes didn't make it into the report. The update this week will likely be closer to Friday. - Bunny set now has the ID "bunny" and received 50 Cuteness bonus - Added Pink Goblin achievements - New runner function: throw_item(num,x,y) - White Egg is throwable and aggroad nearby monsters - Likely going to merge the item throwing and Merchant's Throw skill at one point and make them projectiles too - "mluck" game and character events, also a "+M" text animation for the merchants who receive an item -Snowball's freeze is pvp only now - G.conditions.pickpocket - Getting out of the bank now requires the bank to internally disconnect too, previously this was just for getting in the bank, when there's a system lag you can feel both connections. Also patched some common ways to get in or out of the bank through other means than a door. - There's a new stat called `incdmgamp` - Incoming Damage Amp. - "cursed" and "marked" skills use them - Cursed condition now decreases output by 20 - so it's much more effective against Priest's, damage output only drops to 5% by stats - "3shot", "5shot", "cburst", "cleave", "shadowstrike" has a new response format, basically it's the first hit amplified with `.targets` and `.pids` - "stomp" now returns the `.ids` that are hit - New Monster: Harpy - New Ability: Warp on Hit - New Feature: Flies when charging - Monsters don't spawn things now when they are disabled - Dark Mage multiplier is 64 now, and there are achievements - New Property: Impact Resistance / "phresistance" - Some monsters received varying levels of it - New "condition" character event, but it doesn't trigger for everything yet, refactoring is in progress - Status Resistance is integrated - "bad" property on G.conditions is no more, they only have "debuff" now - Monster Hunter sets have new resistance bonuses - Some classes have new resistance bonuses - Started re-balancing some monsters, once the new dynamics are set, could adjust the existing kill numbers on players if the final difficulty differences are more than 4XWeek in Review [12/09/22]Sep 11, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/34225379/6914c4dde6a15a052919b96cb8ad242623ce5cb2.png All NPC's are live entities now, they can be found in `parent.entities` - their ID's start with "$"'s Citizens started receiving new features, some seek a certain type of players, some attack monsters, some heal nearby players New NPC: Cunn - can follow a player between maps! At one point, each NPC will be documented, for now it's up to you to discover what they do! Priest's now have a separate `.heal` property and each classes have their own `.output`s - so Damage Output no longer affects Priest heals, yet, it's proportionally more effective on Merchants and Priests! New Skill: Merchant's Frenzy {STEAM_CLAN_IMAGE}/34225379/c1249b5a2ff7d88a26a594101055604ca8032b1b.png Many bugfixes and improvements, including timeout corrections on attack frequency changes Week in Review [05/09/22]Sep 5, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/34225379/3b7b63a948813215498091c704695c048cdb5be2.png Mainly a week with bugfixes New Feature: Split Stack! You can use the `split(num,quantity)` function in CODE or press the middle mouse button on an inventory item New Rogue Skill: Pickpocket - tries to pick a single quantity PVP marked item from a random inventory position at each use PVP marked or locked items no longer stack with each other Party DPS now has a difficulty multiplier from monsters, even indirect skills/contributions factor in the difficulty, .lucrativeness property became .difficulty as well on monsters, previously they both did the same thing by multiplying the gold drop Reworked spawns from monsters, now they only spawn at nearby players who attacked the monster One+ Week Bug Bounty Program and Week in Review [29/08/22]Aug 29, 2022 - Community AnnouncementsThis week was filled with various small/big bugfixes that improved QoL, so decided to continue the program for one more week! There's a new feature, monsters can get bored and disengage from their targets if they are not attacked for 20+ seconds, how fast they disengage is based on RNG + their "rage" Friend Token shop is open but not populated, there's only one cosmetic currently, best not to exchange anything yet Simplified the CODE "Save As" interface, removed the codes of other characters unless a merchant is viewing the interface, and it now defaults to saving to an empty file, there's also another bugfix which made "/codes" fail on MacOS Hop Sickness no longer resets when you reload onto the same non-home server, also when you open the game, the default server is now the home server of your first character, just start and stop that character once for it to take effect Nerfed the Dark Mage's "lucrativeness" multiplier from 120x to 42xOne Week Bug Bounty Program and Week in Review [22/08/22]Aug 22, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/34225379/3397a4b5b20e0722529304e2336623a5aa934a0c.png New Code Functions: interact, use_nearest_door, enter, join, bank_swap, leave, lock_item, seal_item, unlock_item, wishlist, giveaway, join_giveaway, exchange_buy, equip_cx, set_home All Code functions now return Promise's! There are many new Game/Character events as well. There's a new "Home Server" system, when you join a non-PVP server you get a 12 minute Hop Sickness, and when you have Hop Sickness, you are not able to join events, going to restrict access to more things in the coming days, possibly second hands and lost/founds One Week Bug Bounty Program: Made an enormous amount of changes this week, couldn't test everything, so for a week, just causing an ERROR! from a server by using a method that you'd use the way it's intended, finding a malfunctioning method, or causing `parent.deferreds` to not be empty (basically an un-answered Promise) will reward a Bug Bounty Box! I'm sure there are many to be found. The player who first posts the bug to #bugs on Discord with instructions on how to reproduce gets the reward. At this point no socket method should be called manually and every method should be called through Code functions, and while playing the game normally, or while using Code functions, if you can reproduce orphan Promise's, you get a Bug Bounty Box!Week in Review [15/08/22]Aug 15, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/34225379/948497c8290445dc5aecd594bacf51bd9ae14e64.png Mainly a week dedicated to reworking the skill system, however one fun change I started was adding healing to Caroline, planning to add certain traits to Citizens, ways to make them follow and fight with you, for Caroline it'll be Cuteness Instead of the earlier skill cooldown logic when you transported, integrated the old character.s.penalty_cd.ms to all the cooldowns, now each time you transport 3 seconds is added to the timer and it's there to delay each skill you use, seems a bit extreme for blink etc. - so going to halve the cooldown on use in the coming days, basically each time you invoke a skill, the duration of character.s.penalty_cd.ms will halve Finally reaped the benefits of simplifying the skills system, absorbed "attack" and "heal" inside too and covered all responses to make "use_skill" return a Promise! There's a new simpler Promise response system too, they mostly all tag along with "game_response" - downside is the need to refactor the existing hardcoded responses, mainly "upgrade" - as a growing pain, the format, mainly the ".reason" of rejections will change in the meantime and will need to be re-documented (or documented) Slightly changed night lights as well, there are now night entities and night lights, starting to illuminate windows at night as well Friend token shop is here, going to introduce cosmetics jars in the shop to start with, they'll have an irregular format in `G.tokens` though, something similar to `G.tokens.friendtoken=1` - as the token format was originally just a mapping of item keys to token amounts There's now a lower glitch to put as a placeholder places where content is just not ready Thanks for all the feedback and bug reports on Discord, most made it into the game, going to visit the equip/unequip system next for Promise'sWeek in Review [08/08/22]Aug 8, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/34225379/a8f009f7e4d08a1f1dcdaa7b5a549b85301097fc.png This week was mostly spent on refactoring the internal skills, projectiles, hit animations system. Basically there were a lot of mis-handled animations and procs, simplified the system a lot and moved everything I can to the data side. As a result G.skills, G.projectiles, G.conditions etc. are quite enriched now. Two paladin skills are live, Smash and Purify {STEAM_CLAN_IMAGE}/34225379/1f1f22a4128b9a7bc09b2b24da5ee0d13c43b59e.png{STEAM_CLAN_IMAGE}/34225379/9c7341e01f0b9c33e734aa02af9ad4ee21323229.png The most visible change this week is the Server Time and Day/Night Cycle, It's Night time between 0-5 and monsters can sleep - when you click on Server Time, you can practically see the event data {STEAM_CLAN_IMAGE}/34225379/e000385072e94a1a6378a99599731874c2049b5c.png{STEAM_CLAN_IMAGE}/34225379/6fe429715a845695c22718b42be9f46613ec72f1.png{STEAM_CLAN_IMAGE}/34225379/9ae957fbb96517dc8509702040799b39d988fd8a.png In the meantime experimenting with lights, and how to make nights less depressing, lights are very complicated as they are very simplistic and depending on where you stay, the illumination can be illogical, so I'm leaning towards a fog of night, rather than a flat darkening which confused everyone, I personally don't like it myself either, but going to give it some time There are many other small changes and bugfixes, for example you can make a cake now Week in Review [01/08/22]Aug 1, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/34225379/a31c341450c6b9833a11b61b31ec26c489f4dc1c.png Biggest addition this week is the A/B Testing daily event, also improved the information pages of the earlier events {STEAM_CLAN_IMAGE}/34225379/b51ce20577699a46e869bfae070173007bd9ba54.png After receiving the Harpy idea on Discord, started working on a new zone, Jayson completed it yesterday, it's called Frozen Cove and it's accessible through Frozen Cave For the Goo Brawl, there's now a Rainbow Goo with the `rgoo` ID and after the next update, regular Goo's will become `bgoo`'s - the Monsters UI is slightly improved as well New Craftable Item: Bat Fang Amulet (Discord Idea) {STEAM_CLAN_IMAGE}/34225379/499bccafaba14fca66034f85e8406e8fe1477a08.png Items now have their monster droprates listed in a new format There are many bugfixes this week, at the end of the week I started refactoring the attack and projectile / hit animation routines, ended up diving deep into G.skills / G.projectiles - It'll delay the game update yet in the end it'll simplify things a lot and enhance the data. There were many small bugs like a reflected projectile having a different hit animation, game checking attacker stats instead of projectile stats on procs, skills that don't use a weapon using weapon features etc. - when I'm done with the refactoring hopefully these will all be fixed - and when the routines are simpler, it'll allow for me to more easily integrate the better promise responses for skillsWeek in Review [25/07/22]Jul 25, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/34225379/5b738163175e267e4a4adf54aaa925d96dd94cc5.png There's a new map called 'goobrawl' and an accompanying daily event "Goo Brawl" You can enter these new events by name with `parent.socket.emit("join",{name:"goobrawl"})` and as a reminder the event data is in the `parent.S` object, so checking `parent.S.goobrawl` in code will let you know when it's live Currently each server runs a random event around 7pm and 9pm - this will change depending on your timezone, there'll be an NPC at one point that communicates the exact timing of these events {STEAM_CLAN_IMAGE}/34225379/47779f6dd24c88e11d06aec3493006dd260bf3f5.png Second daily event is the Giga Crab - extremely challenging, spawns Huge Crab's and only receives 1 damage if there are any Huge Crab's alive! {STEAM_CLAN_IMAGE}/34225379/af5ac35dbaeeda2fde7a43903a4c97aeab1a5570.png There's a new internal routine that analyses growth of accounts, this allowed me to add a new rule that prevents multi accounting without any debate. Basically you can run accounts for others as long as they are selfish. When their growth is charted, if they don't grow and instead transfer resources, it will result in long temporary bans {STEAM_CLAN_IMAGE}/34225379/25a943031d2bb814fe491ec6ee166d5609765bf2.png There's a new status called Hop Sickness, this can better shape in the future, right now characters record 40 server entries, depending on your hops in the last 3 hours, your character gets an increasing Hop Sickness. The debate is going on but a simpler solution is likely to bind accounts to a single server and let that server be changes every few days, characters could still function on other servers with stats that hinder the growth 50%+ When you invite someone to Adventure Land, you now receive a "Friend Token"! The shop / exchange isn't live yet, haven't decided on what to offer, likely incredible cosmetics, Hoping to fuel some growth this way. As a reminder the invite URL's check IP's too, so even if your friend buys the game on Steam afterwards, it'll likely match Last few years haven't been too kind, I guess for all of us, last year was especially hard for me. I've lost my best friend/dog. He had a good life but it was still devastating, turns out he was my last source of motivation, took quite some time to recover. No guarantees whether I can keep it up, but I'm back and it feels good to tackle some big challenges to start with! The daily events are off to a rough start, but it's a start! I want to thank everyone who reported #bugs and #feedback on Discord, tackling those small suggestions helped me gain momentum. I'd appreciate small actionable #new_ideas as well. For example simple recipes for existing items, or suggestions to introduce planned items that never made it into the game: https://adventure.land/communityselector/pack_20 Daily Events will introduce Fun and PVP tokens to the game, some of them could just be items introduced into these shops. Other Changes: vorb and cyber's attri...Event: Valentine'sFeb 6, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/34225379/2b9eabd0cae5da27dda9cfc5fc9e625d59dc66c4.png The Tiger received improvements, now it just bails out if there's a >999 attack - and somehow the 100% reflection didn't initially made it into the game, now it has 100% reflection and 99% avoidance The internal calculate_item_properties(def,item) is refactored to calculate_item_properties(item,{def:def}) - second argument is optionalEvent: Lunar New YearFeb 4, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/34225379/2748411cae327cefab8278a42231175ad2edef24.png Our Extended Lunar New Year event is here, each year a new legendary animal is going to join the ranks, this year Tiger rarely appears to players, he's peaceful and rewards every hit you can land! Coming Soon: Valentine's EventEvent: Holiday SeasonDec 10, 2021 - Community Announcements{STEAM_CLAN_IMAGE}/34225379/47f7f8052cc2b8944dd29f45129d834d7b335c8f.png It's Holiday Season on Adventure Land and there are 3 new items coming soon!Early Access: October in ReviewOct 26, 2021 - Community Announcements{STEAM_CLAN_IMAGE}/34225379/f40b8cb25db0b8d170b7c821435d3c19c1ce6bde.png Halloween event is extended and I'm really happy with the reception {STEAM_CLAN_IMAGE}/34225379/9beed452b7676b0f41201ac44fd5fcc11ba15d60.png It wasn't an easy month however our spotlight on r/MMORPG and the influx of new players have been very very motivating https://www.reddit.com/r/MMORPG/comments/qas8dy/adventure_land_the_code_mmorpg/ Finally have a bit of momentum going on, hoping to maintain and grow itEvent: Halloween!Oct 10, 2021 - Community Announcements{STEAM_CLAN_IMAGE}/34225379/75c7745a342615aecc8184986ba55b0fcae5455b.png Halloween event is live! {STEAM_CLAN_IMAGE}/34225379/060f2c2c4482c687c58b1f87904da218c9903ab9.png There's a new buff system, .cbuff in G.monsters - defeating a monster provides different buffs to different levels of players New boss Slenderman, new Priest Mace, new cosmetics, 2 new Lolipop Mace's that pop are coming soon! {STEAM_CLAN_IMAGE}/34225379/e57515635dd4cb86da3bc7641f477180885a0f3a.png Also looking for feedback regarding fish, they'll occupy an inventory space each, so you'll be fishing and going to Desertland to exchange the fish, thinking of exchanging fish to a random interval of tokens each, and there'll be a token shop As an example, a rare fish could give 1-5000 tokens, so even if you catch one, there's an added layer of randomnessEarly Access: Week 139 in ReviewSep 27, 2021 - Community AnnouncementsA slow week, most noteable addition this week is a misc addition: Offspring - they adopt random properties from their parents, I'll announce if/when they are integrated. Initially this seemed like a good idea but I'm not sure any more 2 other unfinished changes this week, a better limitations enforcer to prevent abuse of using characters above the limit, the change included a server to server communication system. The second one was mailing all the giveaway items and limiting the entry to 1 per authorized buyer. I was in a car accident, nothing major but my car was damaged, lost a lot of time this week and sadly will lose more as anything car related is a hassle, avoid buying a car if you can :) Halloween is coming soon and Adventure Land's Spotlight on https://www.reddit.com/r/MMORPG/ is on 18th! It will show up on the sidebar this week!Early Access: Week 138 in ReviewSep 20, 2021 - Community Announcements{STEAM_CLAN_IMAGE}/34225379/6baa61278e5b420140bc1fb857085aa5a34f7cd1.png 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 : 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 : 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 : Enriched mining, a slightly better animation, a misc zone in the beach cave and introduced nuggets as drops : Warrior skill: Dash - to dash over obstacles or just dash forward {STEAM_CLAN_IMAGE}/34225379/88816a14610ce8e999bca9a02c6e8987c961c1f3.png Maps are getting new zones that can be blinked or dashed to {STEAM_CLAN_IMAGE}/34225379/c9370173838d45ac720d2efe743251fe2bf29be6.png{STEAM_CLAN_IMAGE}/34225379/cbaab1179ca9f4c72d541bde63b928f43fc5f791.png 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 whileEarly Access: Week 122 in ReviewMay 31, 2021 - Community Announcements{STEAM_CLAN_IMAGE}/34225379/01751e35eb772dcec641740e414ef09d91acbe7e.png Jayson has been working hard, there's a new Desertland map coming soon, the complexity of the map is going to increase too Mainland also has a new upcoming look with a lot more detail {STEAM_CLAN_IMAGE}/34225379/643c4a7cc4b71bc3e01b95af2a0085de425e4c16.png {STEAM_CLAN_IMAGE}/34225379/eb4616005d36aa21e69f11b00649e1712148a0f9.png Early Access: Week 121 ThoughtsMay 24, 2021 - Community AnnouncementsI've come to a point where I can't force progress, what worked in the past doesn't work anymore, it's been like this for a while, maybe the problem is approaching things quantitatively - if I stop trying to force progress, a natural flow of development could occur - or maybe my limited creative capacity has caught up and now its dragging things The obvious solution was to open source the game, as pretty much every player wants to develop the game too. The right/hard way to do this was to re-write the entire backend codebase in NodeJS, as releasing it in Python 2.7 wouldn't help anyone - as Python is obsolete now. This approach, which I intend to do at one point, will allow anyone to create their own MMORPG and experiment with the genre in minutes I think I'm going to build up to it and do things the easy way tho, open source the game as it is, see whether the game can progress creatively with a community effort - and if there's interest, then re-write the backend in NodeJS