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Progress report: Towns
Buildings now have different stages that they can be upgraded into, for example Stockpile I can upgrade into -> Stockpile II -> Stockpile III -> Stockpile IV -> Storehouse I, and so on. These stages will be functional and visual, at times even increasing the height of the building.
I'm mostly doing away with money in the current way that it is used. I do think there are uses for it, but crafting, harvesting, and building upgrades I think will work better using actual resources instead of money. These will go through stages requiring more difficult components, though for now it's just things that you can make out of the normal resources.
A new type of hi-tech building, these will allow upgraded harvesters to "connect" to distant outposts to gather higher tier resources rather than having to summon new villagers for every tier. Coal mines, and other yet to be added mines will primarily make use of this, requiring only an outpost setup near the mine instead of a whole village to support it.
I want to make scanners a craftable object instead of a villager upgrade due to harvesting outposts rendering the need for villagers unnecessary at outposts.
Population is now tied to the Storehouse which upgrades from a stockpile to a storehouse, a warehouse, a depot, and finally a vault. Food must now also be prepared for most villagers, meaning the first type of building you'll generally build is a Forager. There will also be Arable Farmer, Pastoral Farmer, Fisher, Inn (with a cook), and a number of other food based buildings I plan on adding that generate higher quality foods that higher quality villagers will require. Food will be added without quality and further progression buildings until the more "core" features are in and working with the first patch.
This is the biggest change to the system and will not be added until the above are in and working. Villagers can always be summoned for a small amount of Light, though summoning them in this manner will always summon a Common Villager, with no base skills, and only basic attributes. Out in the world however, I want to add villages with randomly generated villagers that can range from Common to Legendary. A villagers rarity will determine the amount of base skills they start with, and their base attributes. Skills will be able to be learned freely over time, but attributes will be locked in, allowing only player crafted equipment to improve upon the base stats. Once the basics of villagers are in and working there are a lot of different ways to go with villager interaction. I think the most important being village quests such as "please build this for us" quests, as well as harvesting, crafting, and combat quests to gain some small amount of "reputation" with a village before any of their villagers will agree to join you. Upgraded buildings and different types of villagers will also then lead to further crafting recipe unlocks and progression. I have buildings upgrades and resources in and working, I mostly just need to upgrade resource scanning, and will hopefully be able to get a beta patch out tomorrow.
[ 2019-06-11 09:17:37 CET ] [ Original post ]
I've upgraded a lot to do with towns over the past couple day, but still need to correct a few systems, namely resource scanning, before I can up a patch and so wanted to post a bit about it until then.
Building Stages
Buildings now have different stages that they can be upgraded into, for example Stockpile I can upgrade into -> Stockpile II -> Stockpile III -> Stockpile IV -> Storehouse I, and so on. These stages will be functional and visual, at times even increasing the height of the building.
Building Resources
I'm mostly doing away with money in the current way that it is used. I do think there are uses for it, but crafting, harvesting, and building upgrades I think will work better using actual resources instead of money. These will go through stages requiring more difficult components, though for now it's just things that you can make out of the normal resources.
Harvesting Outposts
A new type of hi-tech building, these will allow upgraded harvesters to "connect" to distant outposts to gather higher tier resources rather than having to summon new villagers for every tier. Coal mines, and other yet to be added mines will primarily make use of this, requiring only an outpost setup near the mine instead of a whole village to support it.
Resource Scanners
I want to make scanners a craftable object instead of a villager upgrade due to harvesting outposts rendering the need for villagers unnecessary at outposts.
Food and Population
Population is now tied to the Storehouse which upgrades from a stockpile to a storehouse, a warehouse, a depot, and finally a vault. Food must now also be prepared for most villagers, meaning the first type of building you'll generally build is a Forager. There will also be Arable Farmer, Pastoral Farmer, Fisher, Inn (with a cook), and a number of other food based buildings I plan on adding that generate higher quality foods that higher quality villagers will require. Food will be added without quality and further progression buildings until the more "core" features are in and working with the first patch.
Villagers
This is the biggest change to the system and will not be added until the above are in and working. Villagers can always be summoned for a small amount of Light, though summoning them in this manner will always summon a Common Villager, with no base skills, and only basic attributes. Out in the world however, I want to add villages with randomly generated villagers that can range from Common to Legendary. A villagers rarity will determine the amount of base skills they start with, and their base attributes. Skills will be able to be learned freely over time, but attributes will be locked in, allowing only player crafted equipment to improve upon the base stats. Once the basics of villagers are in and working there are a lot of different ways to go with villager interaction. I think the most important being village quests such as "please build this for us" quests, as well as harvesting, crafting, and combat quests to gain some small amount of "reputation" with a village before any of their villagers will agree to join you. Upgraded buildings and different types of villagers will also then lead to further crafting recipe unlocks and progression. I have buildings upgrades and resources in and working, I mostly just need to upgrade resource scanning, and will hopefully be able to get a beta patch out tomorrow.
[ 2019-06-11 09:17:37 CET ] [ Original post ]
Solace Crafting
Big Kitty Games
Developer
Big Kitty Games
Publisher
2018-01-16
Release
Game News Posts:
416
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🕹️ Partial Controller Support
Mostly Positive
(776 reviews)
The Game includes VR Support
Public Linux Depots:
- 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!
MINIMAL SETUP
- 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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