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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

Second Early Access Update

The engine has been upgraded to support other translations of the game! In multiplayer, the chat now uses a different system that supports text written in other languages. New translations can be made following the example template in the "trans" folder. A guide on that will come soon.

Another major update is the ability to connect some objects to each other to form mechanisms and traps. I've got a video on this here:



Of course some of the new content will require you to recover scrolls instead of tablets. In explore (or multiplayer) mode, the map has been extended to the north. Head to the top and you'll see an entrance to the next map. You'll find the scrolls if you dig around in the temple ruins, but look out for some tougher enemies!

The movement speed has been re-balanced so you move faster with higher agility, but weight will burden you more. If you want to keep your speed, you'll have to avoid equipment with weight on it. Equipment to fill in the two empty slots have been added as well.

A new short side-quest has been added to chapter 1 in story mode, just find the raccoon that's obsessed with gems.


- [NEW] Added a new quest "The Walls Have Eyes" if you ask the gem-crazy raccoon in the village on how to get more gems
- [NEW] Added the Pedestal, the Column, and the Capital you can craft and stack in many ways with themselves or other objects/blocks
- [NEW] Added the lion Statue you can craft out of marble
- [NEW] Added the Bronze Gate which can only be opened from connected objects (like pressure plates) and toggles its state
- [NEW] Can now craft Wood Hammer, a lighter quicker hammer that's good if you just need it to break stone blocks
- [NEW] Can now craft Hand Wraps as the first hand equip, they raise your minimum damage
- [NEW] Can now craft Rough Sandals to increase movement speed a tiny bit
- [NEW] Added the lizard-like Gigran that shocks anyone who strikes it with melee weapons
- [NEW] Added the Dart Trap as the first trap, it will damage both you and enemies
- [NEW] Added the Bronze Tool for linking props together (pressure plate to door, door to door, etc.)
- [NEW] Added the sandstone pressure plate that activates when a character walks on it
- [NEW] Can now do emotes in multiplayer: /love /happy /mad /worry /... /! /?
- [NEW] Added Potent Essence, the first thing to unlock using scrolls
- [NEW] Added the Temple POI on this new map so you can collect scrolls
- [NEW] Appended explore/multiplayer with an entrance to the next era map located north
- [NEW] Added Clear Gel as the uncommon material drop from the toxic jelly enemy
- [NEW] Added the toxic Jelly enemy that inflicts poison and leaves behind toxic liquid when defeated
- [NEW] Added poison liquid blocks that damage and poison anything that touches it
- [NEW] Added a system that allows you to create and select game language translations
- [NEW] Upgraded the multiplayer chat to support UTF-8 so you can read and write in any language
- [QOL] The value for movement that is displayed with your stats is now more accurate and reflects final, actual speed
- [QOL] Game now displays a warning if it drops to 25FPS or below (issues may occur that low)
- [QOL] Added a black outline to all the POI icons to make them easier to see on the map
- [FIX] Fixed a bug where sometimes NPCs will attempt to attack you instead during scripted battles
- [FIX] Fixed a rare crash that was occuring with props that require suitable ground under them
- [FIX] Fixed a bug that prevented you from getting out of bed in some situations
- [FIX] Fixed a bug where you would sometimes heal for twice an amount or take damage for twice an amount in single player
- [FIX] Improved the code around where music is chosen to prevent crashing when entering a multiplayer world
- [FIX] Improved the code around where sound effects get played to prevent crashing
- [ADJ] Increased the affect of higher agility on speed, but also adjusted burden to slow you down more
- [ADJ] Enemies will no longer attack your placeholder while you sleep in a bed
- [ADJ] Dropped items now float atop any liquid that hurts you (lava, poison, etc.)
- [ADJ] Increased the maximum world size to 64 (from 24) which is more than 7 times larger (worlds over 32 will cause long save times)
  • Production
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  • WolfCoder
  • RPG 20XX
  • Action RPG
  • 04/09/2013 04:33 AM
  • 08/04/2017 01:25 PM
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Posts

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Link_2112
Can I bludge a ciggy?
6613
+1 windows 8 user. this looks cool and i'm only at the character creation screen.

at char select screen, can you make the pop-up text appear on the other side of the mouse when it would block the stats? it only happens when hovering over a few animal types.

single player doesn't seem to work. when I create a world it says enter name but won't allow me to type anywhere.

I would like more colors, or better yet RGB sliders, to choose from.

I cant move my mouse while pressing any key. is that intentional?

so what are the buttons? other than the obvious, I found tab opens the inventory and space is jump. escape opens the inventory, too.

it's difficult to jump only 1 space forward. so if I make stairs with only 2 steps, ill jump right over the whole thing if I try to climb to the top. unless I pull back as soon as I jump, which is annoying to have to do. if only I could move after jumping straight up.

after I click an item in my hotbar, it sticks to my mouse and the only way I can get it off is to click something else is the hotbar. what about right click to clear it or something?

is there, or can you add, camera rotation? this kind of game will be difficult without it.

I can't seem to figure out how to do anything interesting, but it runs ok. no errors. I like the idea but my mouse+keyboard functionality issue makes this sluggish to play. it takes a few seconds for mouse control to come back after pressing a key. there should be signs or some kind of mini tutorial explaining how to build and such. even if it's an alpha, I have no idea how to do anything and can't immediately figure it out.

I'll continue to test new updates. subscribed.
at char select screen, can you make the pop-up text appear on the other side of the mouse when it would block the stats? it only happens when hovering over a few animal types.

The tooltip placement can only be so smart and the character menu is really clustered. You can make the window any size you want though.

single player doesn't seem to work. when I create a world it says enter name but won't allow me to type anywhere.

You gotta click in that box at the top right.

I would like more colors, or better yet RGB sliders, to choose from.

I'll think about this one. I would have to limit the luma and chroma such that it doesn't screw up in the character compositor's tone function (it's a combo of add, subtract, multiply, and saturate).

I cant move my mouse while pressing any key. is that intentional?

No, this sounds odd. Nobody's reported this before. I can't reproduce this on any of my machines so I can't see what would be strange and how to fix (the mouse cursor is always movable for me).

so what are the buttons? other than the obvious, I found tab opens the inventory and space is jump. escape opens the inventory, too.

That's about it, you'll see the rest of the controls shown to you at the right for CTRL, ALT, and Z. CTRL/ALT shifts the build cursor up and down and Z cuts away everything which is very useful underground or when making a tricky jump.

it's difficult to jump only 1 space forward. so if I make stairs with only 2 steps, ill jump right over the whole thing if I try to climb to the top. unless I pull back as soon as I jump, which is annoying to have to do. if only I could move after jumping straight up.

I actually originally wanted Castlevania style jumping where you keep going until you land, unable to control anything. I compromised with my test group to let you break by rocking WASD in the opposite direction if you need to land on a specific spot, but unable to change direction. When flying is implemented however, you'll be able to go anywhere you want at any time in air and can hold space to fly up.

after I click an item in my hotbar, it sticks to my mouse and the only way I can get it off is to click something else is the hotbar. what about right click to clear it or something?

I'll write this one down, I can't remember ever needing to do this in other games, but it's a nice touch for people who want to do this. I always click in the spot where it was if I change my mind.

is there, or can you add, camera rotation? this kind of game will be difficult without it.

There will never be camera rotation, this is an old school top-down isometric game. Adding an integral 4-direction camera angle change would become extremely disorienting- Breath of Fire had a part of the final dungeon do this on purpose to disorient and confuse you. If you need to see what you're doing around your feet, press Z. If you're underground, it will toggle for you. Camera rotation would be useless in seeing any better underground.

I like the idea but my mouse+keyboard functionality issue makes this sluggish to play. it takes a few seconds for mouse control to come back after pressing a key.

You should be able to move your mouse all around even while holding keys. Is there anything hooked into your keyboard input or something that's causing an event jam? Do you have an external USB keyboard to test with? I've noticed on some "gamer" keyboards and cheap keyboards that the input is very delayed and/or sticks.

I can't seem to figure out how to do anything interesting

There isn't much implemented yet, I'm currently working on your ability to grow tomatoes. After that, it's all the weapon types.

I have no idea how to do anything and can't immediately figure it out.

I'll write tutorials once I figure out how the game should work. A constructive action RPG at this perspective is new and bizarre, so I'll be thinking of clever ways to make everything easier. Despite all the effort I put into the building reticule, it's still sort of rough and needs some polish.

The game also has this bizarre effect where the longer you play, the much easier it becomes. I constantly have testers telling me "good job on making the building cursor act better and the building better" even when I haven't updated anything on it.


PS:
Haha, "Rygar".
This game is fantastic. Market the hell out of it, please. That is all. :)
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.).
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
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.
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.
Subscribed! Always a pleasure to see what WolfCoder comes up with! :)
Wow, this is great, I love that it's both a crafting and RPG game
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.
Woah! This game has really been updated since last time I checked... O_O
Is this really made with RPG Maker 20XX to show its capabilities?
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.
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).
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.
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?
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.
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!
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