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Website: http://landtraveller.com/

Join the Steam Group for updates and to try demos: http://steamcommunity.com/groups/landtrav

Ask a question: https://ask.fm/WolfCoder

The Game

LandTraveller is going to be a top-down constructive action RPG. Generally, you create characters and play in a large randomly generated world. If you've built places to live in caves or houses, you'll be able to invite NPCs. The NPCs will be random (you choose from a list), and there will be no limit on the amount of NPCs who may want to move in. There will be plenty of enemies and other creatures around the world. The game has actual progression as you clear the dungeons and gain the ability to find and make even stronger equipment. There will be a final map after the 8 where you have one final fight. This doesn't necessarily end the game- you can still grow the NPC population in your village, city, fortress, whatever you decided.

Background

LandTraveller is centered around Kemonomimi who all work together to thrive and build great things. This is true even in single player- you would be creating many characters for yourself each with a role. Despite multiplayer being critical to the game's design, it can be enjoyed offline in any number of maps you generate. This somehow both has everything to do- and nothing to do with me being a furry.

The numbers in the game's battle engine will be small, and characters level 30 and over would be considered demi-gods in strength- there is no level cap. You get to pick an affinity that further customizes your specific chosen animal type in the early levels. Your character itself will be built up and customized just like all of your equipment.

Game is currently in ALPHA development. ALPHA means the game is being developed and hasn't yet reached any state of completeness.

LandTraveller is Copyright © 2013-2015, WOLFCODER WORKSHOP LLC, All rights reserved.

Latest Blog

First Early Access Update (Includes improved controller support!)

The first Early Access update (Rev. 40) is here! Quite a few fixes and adjustments are included. Along with them is improved support for controllers. There's the beginnings of stats and achievements and various things to grow. For the world generator, more was added and you'll now earn EXP for clearing out points of interest. Lastly, a handful of adjustments were made to make the interface easier to read in terms of actions you can take with props and when crafting something results in a bundle of items instead of just one.


- [NEW] You will now gain some EXP every time you clear an area like an altar or a cave
- [NEW] Added more to the world generator, especially for the volcano map
- [NEW] Grass blocks will now grow onto adjacent dirt blocks over time
- [NEW] Added the Ascor Fruit that you can also grow, but heals your EP instead of your HP
- [NEW] Added the Toma Fruit you can find, trade for seeds with NPCs, plant and grow (requires water to be next to the plant)
- [NEW] Can now collect saplings from trees and plant them for more trees (they won't grow if you're too close to them, however)
- [NEW] Added an achievement for defeating the thermophile in single player mode
- [NEW] Started steam stats by adding a few miscellaneous stats
- [NEW] Added a new music track that plays during the daytime on a map 20 units in size or larger
- [NEW] Added the Bronze Axe as an upgraded axe
- [NEW] Added the Spark orb giving you lightning attacks with spears, bows, and hammers
- [NEW] Redid the control config menu and controller support to work a lot better (properly functioning d-pads, etc.)
- [ART] Edited dog's dialog (Changed parts I didn't feel were quite in character and made the whole scene easier to follow)
- [ART] Edited Kati's dialog (Needed to show creature attacks are so frequent they're a chore to Kati)
- [QOL] You're now shown more info and it's more obvious when a particular recipe will give you multiple of an item at once (bundles)
- [QOL] Item stats are now simply displayed instead of projecting what changes, for this particular game it was getting dizzying
- [QOL] Made the crafting menu easier to see if opened outside the menu (K key or at a station)
- [QOL] Improved the readability of the interaction prompt (it no longer only says "check" for all props)
- [QOL] Made the prompt to check (showing you what key you currently have set to examine) more noticeable
- [QOL] Can now switch weapons and tools using the mouse wheel
- [QOL] You can now craft things that require only your hands at any station without having to close the menu and reopen
- [FIX] Fullscreen under Windows was changed to be full window mode, should be more stable now
- [FIX] Fixed the ability for enemies to see you, they were seeing you through walls in some situations
- [FIX] Characters and enemies should stop jumping so much in water now, was getting annoying
- [FIX] Fixed prompt text being drawn over prompt text in the knowledge menu when you don't have any tablets/etc.
- [FIX] Improved the code around where the inventory is opened during multiplayer to prevent crashing
- [FIX] Fixed an occasional bug that was causing you to spend double EP in single player
- [FIX] Re-adjusted how the various forms of special attacks (from orbs) calculate their damage
- [FIX] The value for current ether damage (shown above your regular damage) was fixed to be more accurate
- [FIX] Fixed the world generator as it was placing the ending exit to the volcano too high to reach
- [FIX] Can now interact with props (doors, etc.) while standing on a ramp
- [FIX] Fixed the bug in multiplayer where players weren't actually spending EP or ammo serverside
- [FIX] Fixed a bug where doing more damage to a block than HP it has left wrap-around and gave it 200+ HP
- [FIX] Various small fixes
  • Production
  • Commercial
  • WolfCoder
  • RPG 20XX
  • Action RPG
  • 04/09/2013 04:33 AM
  • 06/24/2017 09:04 PM
  • N/A
  • 73411
  • 62
  • 226

Posts

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That makes sense. however I still don't think it should be necessary to spend 15+ minutes making a crafting table.
It might make sense for crafting to work that way, but from a design standpoint, it's not fun. Crafting is suppose to be a way for player to get the tools they need to play the game, not another way to have them put more playtime in.


Crafting works this way because modding your weapons will occur at this one intermediate step, the weapon mods just aren't in yet.
I played a bit of the demo, and this looks pretty cool so far, even at alpha stage. It definitely has the foundation of a really good game.

Although, I do have a suggestion, as far as the crafting goes. I play a lot of survival games, and one of the most annoying things about them is when the crafting has a bit too many steps. You need to craft an iron ingot, then you need to craft the head of a pickaxe, then you need to craft sticks, turn them into a handle, then get some twine or something to connect the handle to the head... Ect.

(I'm not saying that's how you craft a pickaxe in LandTraveler, it's just an example of crafting being annoying.)

It might make sense for crafting to work that way, but from a design standpoint, it's not fun. Crafting is suppose to be a way for player to get the tools they need to play the game, not another way to have them put more playtime in. I suggest you take some inspiration from Terraria's crafting system. It's simple, and doesn't waste the players time.

Although of course this is your game, and if you like 20 step crafting, more power to you.

Good luck with the game!
Like why even cast a normal offensive spell if you can do that for free?

It doesn't do as much damage.

I suppose magic will be better than the other attack types since there are proficiencies for individual elements and it's more... flashy. I mean, with a bow or sword all you can do is shoot arrows or hack at your enemy and that's all there is to them but magic could like cover a tile with fire that hurts enemies that walk on it.

Everyone can equip orbs, so its expected that you'll have all these secondary attacks that use your EP.

Does raising Precision raise Ether arrow dmg or will Willpower do it?

Power and Will. I might have to rename some of these, its kind of confusing.

I actually thought the Ethereal/Aim/Strength were racial skills. Guess I've been playing too much rogue-like, hehe. I like how there are racial passives. Cat/Bear seem to have weak ones though since +1 Str/Crit will not be as useful later on in comparison to everyone else's percentage boosts. I also feel that Stoic is a "dead passive" since 15% HP is just... there. Whereas something like Vigor is more useful since you regenerate. Of course, HP Regen should have a much lower % chance since it keeps you alive. That wouldn't fit with Stoic since the definition is 'a person who endures pain/hardships without showing their feelings or complaining'. So they would reduce dmg taken. Will there be more passive options in future updates?

Its good I'm hearing all sorts of different versions of things like these. The idea is that you'll find specific stuff that fits the way you play. Of course there will obviously be major balance flaws revealed later on, probably when a large amount of gameplay content is completed and people start posting about their incredibly broken character builds.

You will be challenged later when I add more variety of enemies, though.

Will there be more passive options in future updates?

Definitely. There will also be major character upgrades at specific levels.

How do I delete a character (used up all the slots to see each species' passive)?

You can't yet. The saved game data is in:

C:\Users\<Your Name>\AppData\Roaming\rpg20xx\LandTraveller ALPHA 15

Where the number 15 might change. If a development update makes old saves incompatible, it just chooses a different folder so you still keep your old data.

Out of curiosity, can you kill other players?

No.
Like you said, I found a house with all those crafting stations. The box had a bow. No NPCs yet? Might want to make it so a grave icon appears on the map where you died so you know where your loot is (if you haven't already).

Foxfire arrows not costing ammo is kind of OP (compared to normal rangers; not to mention it doesn't make them distinct--rangers but with magic--from them if you can do their job but better). Like why even cast a normal offensive spell if you can do that for free? I suppose magic will be better than the other attack types since there are proficiencies for individual elements and it's more... flashy. I mean, with a bow or sword all you can do is shoot arrows or hack at your enemy and that's all there is to them but magic could like cover a tile with fire that hurts enemies that walk on it.

Does raising Precision raise Ether arrow dmg or will Willpower do it?

Anyway, managed to up my Power to level one. I suppose grinding any offensive skill works since shooting with a bow did just fine.

I actually thought the Ethereal/Aim/Strength were racial skills. Guess I've been playing too much rogue-like, hehe. I like how there are racial passives. Cat/Bear seem to have weak ones though since +1 Str/Crit will not be as useful later on in comparison to everyone else's percentage boosts. I also feel that Stoic is a "dead passive" since 15% HP is just... there. Whereas something like Vigor is more useful since you regenerate. Of course, HP Regen should have a much lower % chance since it keeps you alive. That wouldn't fit with Stoic since the definition is 'a person who endures pain/hardships without showing their feelings or complaining'. So they would reduce dmg taken. Will there be more passive options in future updates?

How do I delete a character (used up all the slots to see each species' passive)?

Out of curiosity, can you kill other players?
Thanks for the playing and feedback~!

How long does your loot stay there after you die (except when it "disintegrates" in water of course)?

Dropped items can't be destroyed by water, and they won't be destroyed in lava either. Dropped items currently remain until you close/exit the game. If you die twice in a row, the items you dropped before won't disappear.

To be honest, I kind of hate the water since I need to find high enough ground to jump back onto land.

I've been working on that, its a tad tricky to let players jump out at higher blocks without becoming abusable to where you can rocket out of the water.

It's kind of why I don't want to go down into a cave because of the faded 'overground' so to speak.

Keep going, it will cutaway and reveal the cave underneath automatically. If you hold Left Shift when you dig, you'll dig the three blocks diagonally up from you. This lets you quickly dig stairs back to the surface. Left CTRL has you aim downwards.

So what do Strength and Aim do?

There's three attack types, the two strongest types for your character are displayed in the menu (this can change as your stats change). Characters with the highest strength are good at melee damage, aim is for ranged attacks, etc. If this is overwhelming, the total damage indicated at the bottom left (next to the red sword icon) considers everything for you.

so I know that Ethereal shoots foxfire or for the fox at least. Should probably explain abilities on the character creation page.

When you have a power, it is shown above your damage. If you equip a sword, bow, or axe, you can see a specific attack appear. Then when you press alt. fire (the button you were pressing before that seemed to do nothing) you'll use your power.

Gonna take a lot of kills to level up.

You also earn EXP for digging up metal ore, gems, and will earn it for other activities in the future. You won't be fighting 1 exp pushovers for very long either, once I add other enemies in.

Fox/Deer do a lot of dmg with their "spells" (8 dmg to a Bear's 4 dmg) but since it costs 2 MP and they only have 4 max, they'll have the most difficulty leveling up when it comes to fighting at the very beginning since they only do 1 dmg with melee (or 2 with a bow; but I don't really bother with wasting ammo/resources unless it does at least 3 like Wolf).

It doesn't cost you EP or ammo to use Foxfire with bows, and the arrows aren't affected by gravity and fly faster. Normally, anyone can equip an orb in the slot below their weapon and gain access to a power. Foxfire was given to those two types just so they have a way to defend themselves early in the game, power from orbs will always be stronger.

Spending a point on Valor would definitely help but I have no idea how to raise Power which is a prerequisite.

I mean you raise that by attacking things with your power (Foxfire). You will earn proficiency for the weapon you used AND for "power". I might rename that, it can be confused with Power, the attribute.

You can spend and refund points as much as you want when home, so you can try out various things without worrying about restats or anything like that.

Can you craft/do anything with the unicorn horn and essence drops?

Eventually, everything will be involved in crafting. I haven't added anything that uses them yet.

Never played Minecraft before so when I first loaded this game up, I probably should have expected that I was supposed to build my own house.

In this game you can just take over an existing house. Building your own structures will become more and more optional as development continues, some people just want a well-paced action RPG experience.

Your home zone being stuck in the middle of the map is temporary to prevent people trying out the multiplayer server from dying instantly to a swarm of creatures.

What's up with the unicorns running around my home like they own the place anyway?

I've shut off their attacking AI while you are home until I find a much more elegant solution. You can keep them as pets in the meantime, I guess.

Oh, and the keys you set kind of reset to default when you create a new character.

This sounds like a bug. I'll look into it.

I probably won't even be able to make anything with ores until I craft a work bench (which seems to require some high-quality materials).

You can also loot the caves for full ingots or gems. You can also often see surface ore in caves or in dry badland biomes. The tin hardware and saw blade for the table can just be made on the stone anvil.

You can often find a furnace, anvil, and workbench in existing houses and skip all of that, too. The item box in each house spawns with random basic loot, too. Houses being in random places is temporary, they will later generate based on game mode (single player will have them grouped in towns, etc.).

If you mine everything and build everything yourself, you'll notice you'll quickly gain levels for Hammer, Axe, Pick, Gather, etc. When you dig up ore, you'll gain points for the tool you used and you'll gain points in Gather at the same time. Since ore and gems give you EXP for mining them, you can actually get a head start while ducking away from enemies.

However, if you dig a space large enough, enemies can spawn in it (regardless of light).

There's also the classic strategy of building your den underground instead. You'll end up with more materials AND a safe place to be since you had to excavate.
I like Kemonomimis so I gave the demo a try.

I also got killed at one point while being chased by a unicorn underwater where I was trying to desperately jump out but I'm terrible at judging depth so I didn't manage to get out of there. How long does your loot stay there after you die (except when it "disintegrates" in water of course)?

To be honest, I kind of hate the water since I need to find high enough ground to jump back onto land.

It's kind of why I don't want to go down into a cave because of the faded 'overground' so to speak.

So what do Strength and Aim do? Using them just does the attack animation but no damage. I picked Fox 'cause I like kitsune boys (I'm also fond of bat boys but I suppose flight would be kind of OP and wings might get in the way of long hair) so I know that Ethereal shoots foxfire or for the fox at least. Should probably explain abilities on the character creation page.

Gonna take a lot of kills to level up. The animal you choose plays a major role in how fast/easy it'll be. Those with high Fierce + Strong are suited to melee while high Fierce + Precise are better with bows. Fox/Deer do a lot of dmg with their "spells" (8 dmg to a Bear's 4 dmg) but since it costs 2 MP and they only have 4 max, they'll have the most difficulty leveling up when it comes to fighting at the very beginning since they only do 1 dmg with melee (or 2 with a bow; but I don't really bother with wasting ammo/resources unless it does at least 3 like Wolf). Spending a point on Valor would definitely help but I have no idea how to raise Power which is a prerequisite. Can you craft/do anything with the unicorn horn and essence drops?

Hmm, not many additional species you can add. There's horse, monkey, cow, beaver, squirrel, sheep, boar. None of those are really that notable besides their tails so I suppose there's no point in creating more work. The fluffiness of a sheep can't be done since these guys don't have fur besides their tails. There's kangaroo if you want to go exotic (yeah, I'm not very knowledgeable on animals); plus they're strong jumpers. What I would give for double-jumping (out of water)...

Clothes: Unless you would rather be in your underwear.
Good idea! *Takes off shirt*

Never played Minecraft before so when I first loaded this game up, I probably should have expected that I was supposed to build my own house. Or maybe there won't be houses in this game? Wouldn't look nice if you walked in and saw the interior "faded-out" like you've gone underground. Never mind, saw the game screenshots.

What's up with the unicorns running around my home like they own the place anyway? I'm pretty sure I put my scent over that area to tell others that it's MY territory ('cause why else would I consider it 'home' when it looks like any other random plot of land?). Not that it's a bad since I can attack them without any retaliation when they're on my property.

Oh, and the keys you set kind of reset to default when you create a new character.

Built the fireplace/ore smelter thing but now I'll have to go into a cave/underground to find rocks to smash for ore. I probably won't even be able to make anything with ores until I craft a work bench (which seems to require some high-quality materials).
It's not RPG Maker 20XX, it's just RPG20XX now. Yes, it was made using RPG20XX. No, it isn't to show its capabilities. I've heavily modified the engine part of it for this game.

I mentioned this in the update on RPG20XX's page when I changed the software license to give more freedom to those who want to do the same to the engine's source code.
Is this really made with RPG Maker 20XX to show its capabilities?
Woah! This game has really been updated since last time I checked... O_O
There's only been a period during the summer when I had to stop. I've been writing the newer LandTraveller engine and model this whole time. I'm just posting this to let you know this project hasn't even halted. Game design documents for what I settled on as the final gameplay will appear soon, too.
Wow, this is great, I love that it's both a crafting and RPG game
Subscribed! Always a pleasure to see what WolfCoder comes up with! :)
are you going to have players craft tools and have them decay?


You can craft your stuff, but there's no item durability and breaking.

...It would allow extra room and fewer trips to the inventory screen to constantly reshuffle dirt and wood and stone (or whatever). Just a thought.


It's an interesting suggestion that would only work for this game since when you click at a block, you plan to break it. There's already lots of other tools that are just "key items"- you just need them in your inventory for them to work. I'll have to figure out a graceful way to implement it later, so I'll write it down in the list.
I am curious about something: From a design standpoint, are you going to have players craft tools and have them decay? Because I have never understood why (again, from a design standpoint) why there are four tools for the basic functions in minecraft. Yes, it makes more sense to use a shovel on dirt than a pickaxe, but realism is not the name of the game and toggling tools constantly and cluttering your inventory with them becomes rather tedious rather quickly. In a game like Terraria where the tools didn't break, it just became a matter of your hotbar being flooded; as much as half your hotbar would be taken up by basic, generic tools. Why not have a single tool for the working of basic blocks (breaking dirt and stone, sand and ores) and allow the other spaces to remain empty for the placing of blocks? Even if you had various tools in inventory, you could still simply have a "work" function on the hotbar that chooses the appropriate tool and, if durability is implemented, adjust it accordingly. ie stone breaks, pickaxe takes damage, wood breaks, axe takes damage. It would allow extra room and fewer trips to the inventory screen to constantly reshuffle dirt and wood and stone (or whatever). Just a thought.
I like how when you google LandTraveller under images, mine and LockeZ's avatar pictures come up near the top. We are re-defining "LandTraveller"!

http://i103.photobucket.com/albums/m134/WolfCoder/lol_zps40e71fd3.png
When you're on the multiplayer test server and you want to see other people, I recommend you get some friends. Nobody's going to be there all the time until there's actual content so it's going to be empty (I saw you gave it a shot).

It's a game built for the community (of retro gamers in general), so it's free with post-development crowdsourcing (donations, etc.).
This game is fantastic. Market the hell out of it, please. That is all. :)
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