Getting a little stir-crazy waiting for Landmark? You’re not alone, friend. What began as lines etched into my wall to mark the passage of days until the alpha test begins, has transformed into the varied ravings of a mad man. Arcane formulae and pictures of half-built voxel citadels, heralding a coming age, cover every inch of my floor, walls and ceiling. My loved ones mutter in fear for me, but they don’t understand what I understand. A revelation is coming, and I must decipher it before the glorious gates of the heralded alpha open and invite their wayward children into Landmark’s welcoming, maternal bosom.
But in all seriousness, we’re stuck in a dry spell that I’d characterize as downright unkind. Screenshots and video footage are released in a tiny trickle, hardly sufficient to slake our growing thirsts. In an attempt to ease your need, I’ve compiled the following list of the in-game tools that will be available to you when Landmark finally enters paid-alpha. Go through it, friends. Memorize it, and then when the day finally comes, you won’t need to waste your time with any damned tutorials. By the time your friends emerge from their learning curve, you will already have erected great monuments to their shame.
Update, 1/13/14 - A Developer Diary has been released, showcasing advanced tool information. We've updated our tool guide, accordingly.
The Stamp Tool - default key: 2. The stamp tool is the most basic in your kit. Use it to stack voxels. The brush size can be changed via the mouse-wheel.
Advanced Tool Update: The Stamp Tool, along with every other tool, is now confirmed to have both a spherical, and a cube-shaped brush.
The Remove Tool - default key: 3. As the name suggests, use this tool to delete voxels from the world - whether your own, or those that have been procedurally generated by the game world.
The Heal Brush - default key: 4. Oh no! Your cat sat on the keyboard and deleted an entire mountain, like a wrathful, uncaring, feline god. The healing brush will restore the game world to its default state as initially generated by the game. Be careful though, as this will delete player-placed voxels.
The Smoothing Tool - default key: 5. Use this to erode edges, and smooth hard shapes. If applied long enough, it will eventually turn something into a perfect sphere.
The Painting Tool - default key: 6. When you select this brush, you’ll be prompted to select a material (categories are things like wood types, stone types, and so on) from a menu on the left-center of your screen. Once you’ve selected your material, use the painting tool to change any voxels in the game world to that material. For example, you can change the ironic wooden effigy of Michael Romero you built to an otherwise-identical effigy of stone. This isn’t just a texture change - the game will recognize that the material type has changed and will treat the voxels as being made of that new material for all intents and game purposes going forward. Bear in mind, you’ll need to manually collect and, thereby, unlock any material you wish to use.
Advanced Tool Update: Painting is confirmed to cost whatever resource you paint in. The resource being replaced will be refunded to you.
The Line Tool - default key: 7. Select any two shapes, and the line tool will create an angle that bridges them. The brush size and shape can be changed, so that you can make buttresses, sharp points, inverted pyramids, and more. This, along with the smoothing tool, represent some new technology that hasn’t before been seen in the world of voxel-based building games.
Advanced Tool Update: The Line Tool can now create tapering corners, by making an initial selection and then changing the brush size (so that the base might be wide, but the top is just a narrow point).
The Select Tool - default key: 1. Probably pretty obvious, but you can use this tool to make selections. Hold down your mouse and drag to make an initial selection, then drag the corners to change the selection’s size. Once the selection is to your liking, you can use any of the other tools on the toolbar to, for example, instantly fill the selection with material (via the stamp tool) or instantly delete a large, oblong space (with the delete tool). Perhaps most important, you can copy and paste your selections. This works with keybindings that should be familiar to most Windows-users (ctrl-C and ctrl-V to copy and paste, respectively). You can rotate the copied selection on any axis before placing it by pressing your tab key. You can also save a copied selection as a template, which you can then sell on Player Studio.'
Advanced Tool Update: The Select Tool is now confirmed to have a widget that permits it to be moved on any axis. Additionally, selections that go underground or otherwise into solid material now have a dotted-line indicator outline so you can see where and how far they extend into said material. Copied and pasted selections can now also be mirrored by pressing the M key after pasting - this permits you to make your object face a fundamentally different direction, rather than being restricted to simply rotating it on its axis. Another new feature is Grid-Mode. Activated with the G key, Grid Mode allows you to work with even, regular intervals - great when you need perfect symmetry.
And finally, Props - Accessed via the UI element at the middle of the left-hand edge of your screen. Props are small placeable items (windows, torches, flags, furniture, and so on) that are too small and too detailed to be created with voxels. They’re crafted at a crafting table from resources you collect from the world, and learned from recipes you have to acquire. Props can be rotated on any axis before placing, and can then be fine-tuned by right clicking on them once they’ve been placed. You can also scale them in size.
Advanced Tool Update: Interactive props (like doors that open) are planned, but are not yet implemented.
Filip “I Don't Need No Alias” Nonkovic has been gaming since an early age. Coming into this land of colorful lights and sounds from the wrong side of the iron curtain, his parents got him an NES for his birthday. He makes his living as a writer. When he isn't writing plays and poems by the light of one fitful candle late at night, he's gaming. Filip favors hybrid, one-man-army classes in online games, which he has been playing since the late-90s. He is a staff writer for EQHammer, with a particular fondness for anything to do with voxels, and an interest in analyzing the ever-changing relationship between developer and gamer.
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