Regarding Multiplayer I spent all day trying to tie up the last loose ends for the first public multiplayer patch today, but the dedicated Amazon EC2 server I'm working with is having a problem somewhere. The server <-> client code works fine when run locally, but EC2 servers are generally sort of "bare bones" and extra secure. Tests on the same server have worked fine in the past, so there's just some little problem I'm trying to track down, but have run out of time today. Once the dedicated server is up and running, still, please understand this is just the first patch of several needed. In regards to multiplayer only there are a number of known bugs, a number of missing and/or disabled features, and one yet unsolved problem. Disabled features: - Caves, floating islands, towns, terraforming, and ley line teleports have been temporarily disabled in multiplayer (not in single player). Known bugs: - Towers haven't been thoroughly tested, though monoliths are working well. - Bags, buckets, and watering cans have not been tested. The unsolved problem: Floating point precision errors are cause by players travelling too far from the physics engines point of origin. This happens because computers are highly tuned to work through large quantities of 32-bit numbers. A 32-bit float, or an unwhole number, carries only 7 digits of precision. That means that if you travel over 10,000 meters away from the origin you can now only calculate to the nearest millimeter (10,000.00). Traveling further eventually you will only be able to calculate to the nearest centimeter, meter, and so forth. In single player this is accommodated for by shifting the game world back towards the physics engine's point of origin ever 8192m (a power of 2). In multiplayer however, there are multiple players running around in different directions, possibly thousands of kilometers apart. The normal method of shifting the world does not work. Instead a system of "dimensional pockets" needs to be designed and handled in real time. It's not an easy thing to wrap your head around, but I understand the concept and will be implementing it once everything else is working better. In the meantime, there is now "world shifting" going on in multiplayer. So if you travel too far, things will start to jitter and shake. If you stand still at 20km it is noticeable, and if you make it out to 100km it's quite annoying, but it is ultimately a cosmetic issue up until around 1000km, and again, only in multiplayer until I can fix it. Missing features: Multiplayer means, everyone might be super friendly, or they might not be. Griefing is a very real and unfortunate part of online gaming. In this patch there are not yet permission settings, server passwords, and a number of small features like that which will be necessary to ensure sportsmanship-like play is not only encouraged, but enforceable. That doesn't mean that we will never let anyone make a PvP server, if that's what they'd like to do, but for the most part this is a PvE game, in a VERY big world. Player "claims" and protection will be built-in once things are working more smoothly. Having said all that, it's a solid first step! Please join us in Discord: https://discord.gg/ktAPeCe if you're going to try multiplayer to help me debug and improve things and also because the server will most likely not be up 24/7 as I continue development. Running a dedicated server Not particularly recommended this early, but should anyone be so inclined the dedicated server executable can be downloaded via the beta branch "dedicated server beta". "Solace Crafting.exe" Single player patch notes v 0.5.0c 2019.05.13 - Added multiplayer host and client choices to the start menu - Town building placement now snaps to the world grid by default allowing positioning with the wasd+qe+zx keys similar to building. This can be disabled to return to mouse based placement with the "snap to grid" toggle, or temporarily halted to allow movement with the right-mouse button. - The starter "Core Shard Platform" will now be aligned to the world grid on new worlds - Fixed world creation preview - Fixed boats - Fixed monoliths and champion/hero bound chests throwing errors - Added building hit points (wip) - Demons now use an "attacker" specific navmesh attempting to path towards the solace - Demons will now attack buildings in their way when the solace cannot be reached (wip) - Moved the mouse over information display to the bottom middle of the screen - Mousing over buildings will now show their hitpoints (wip) You may need to restart Steam for the update to begin. To opt into Beta you only need to go to your Steam Library, right-click on Solace Crafting, select Properties, click on the Beta tab, and opt-in to the beta. This beta version is only available to Windows 64-bit users. Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon!
[ 2019-05-13 14:41:37 CET ] [ Original post ]
🕹️ Partial Controller Support
- Solace Crafting Linux [2.77 G]
Background
My name is Kyle Postlewait (35) and I got into game development years ago because I can't find the game that I want to play. I am not a veteran game developer. I do not have any published AAA titles. I am self-taught and I make mistakes. Having said that, I'm tired of survival crafting games being abandoned, focusing only on PvP and guns, or turning into major time sinks. I quit my day job in February of 2018 to focus on Solace Crafting full-time, and am doing everything I can to make a great fantasy survival RPG despite the tremendous challenge that is game development. Please don't buy into early access expecting a fully polished AAA game and then give it a bad review. In return, I promise to make sure that this game is NEVER ABANDONED. If sales are more than enough for me to survive, then I can hire more help. First and foremost I will always work to secure financial longevity and legal stability, and maintain all intellectual rights, never selling power to sponsors, publishers, or anything that could endanger continued development.
Early access ends when there is enough content to constitute selling the game without the above warning. Even after we leave early access the game will continue to be improved and expanded on, and has a long list of planned features post early access including other dimensions and multiplayer.
All features listed on this page are undergoing constant improvement and are subject to change.
Short description
Solace Crafting is a crafting and building heavy survival RPG focused around player crafting, building towns, and summoning NPC townspeople. With an open class system, open-recipe crafting, customizable enchanting, modular building, defensive structures, town management, distance-based difficulty, and an infinite game world, players are free to move and level at their own pace. With an uncapped leveling system you can try to push further than anyone ever has. You can try and make the ultimate sword, staff, or anything, thanks to complete control over all recipe settings. Build massive towns full of NPCs not limited by physics-based construction. Seek out rare enchants and exotic resources.About the game
SurvivalSolace Crafting starts out much like similar survival games: you need to make clothes to avoid freezing to death, you need to find food to keep from starving to death, and you should build shelter from the dangers of nightfall.
Crafting
Once you are surviving it's time to evolve. Build resource processing and crafting facilities to create improved weapons and armor. Leveling up your professions levels up your recipes and allows you to unlock new recipes and crafting abilities. Our crafting system is quite unique, allowing even the creation of custom sets. I definitely recommend you watch the getting started video available above.
Role-Playing Game
Once you're armed and ready it's time to push back against evil and it's minions. Level-up and develop your character using an open-class system of evolving skill trees. Mix melee, ranged, magic, and heals however you like. Skills are being designed with fun and visual uniqueness in mind, not minimalism and strict balance.
Solace Crafting
Crafting and placing a solace will allow you to instantly return to it from any other solace in the world, letting you create your own points of interest. Be careful though as the further you travel in any direction, the more difficult everything becomes. In order to level up a solace you'll have to defend it from waves of attackers that will try and stop the procedure. Build static defenses to help protect your solaces during upgrades.
Town Management
An upgraded solace allows you to summon townspeople. In order to summon higher level NPCs you'll need to push deeper into the wild, setting up towns of various sizes as you go.
Astral Travel (not yet under development)
When the time is right you will find your way to the Elemental Planes. Most heavily affected by the infectious anger and hatred, these have becomes dimensions of extreme danger, both environmental and sentient. You must find out where the hatred stems from and find a way to put an end to it once and for all. The Elemental Planes are also the birthplace of all resources mundane and exotic alike. Only here will you find the purest, most powerful resources for crafting and enchanting equipment worthy of a hero.
Developed by a gamer
I started learning how to make games years ago because the design decisions of so many of the games I played often made so little sense to me. Here are some of the design decisions I refined over the years that I do my best to uphold:- No pay-to-win, no pay-to-play, no paid DLC, no gacha or gamble mechanics
- No metered progression
- Level any and all professions freely, no arbitrary caps
- Minimal sub-ingredients, minimal crafting and refining timers
- Completely open, point and level based branching skill trees
- Multiple, incremental skill points every level
- Classic roles, not forced balance. Some classes may be harder than others.
- Unlimited player levels
- Completely open physics-based world, no off-limits
- No "realistic" building physics that destroy everything
- Unlimited access to parallel realities (alternate seeds)
- Shape and color your avatars freely instead of using preset races
- Allow alternate characters in the same world
I know how to, and will accomplish everything written here. It's only a matter of time. If the game sells I can hire help with what I'm bad at and focus on what I'm good at.
I know a lot of fans of the survival genre are pretty jaded, myself included, after so many titles have lost their leadership, changed projects, or plain given up. I'm here every day hoping to heal that sore and would very much appreciate your $15 support if any of this interests you. There are months of frequent patch notes and forum discussions between me and players here on Steam as proof that I'm capable of more than a couple new items after weeks of silence, something far too common in game development!
Multiplayer, and all of its many features will absolutely be implemented when a much more content rich single player experience has been achieved. Multiplayer like single-player will be PvE oriented and grief prevention/anti-cheat will always take top priority. Turning single-player towns into multiplayer guildhalls complete with defense quests and special achievements is something I very much look forward to, and have quite a few plans for.
Unix and Mac support will be tested and released soon.
The best is yet to come!
- OS: Ubuntu 12.04+
- Processor: Dual Core 3 ghzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GTX 680
- Storage: 8 GB available space
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