A player recently voiced their concern of how I haven't been working on single player recently, I wanted to address that openly a bit. I am planning to continue working on multiplayer for the next two weeks, to try and get it as stable as possible for Christmas. If things go well I will add the multiplayer tags and information to the Steam store page. Single player development, which will from then on include multiplayer development as one, will continue as normal after that. The first pass that I made at multiplayer last year around this time was like learning a new language and caused a lot of head scratching and headaches. It took several months just to get things connecting and then I burnt out. I made a second pass at multiplayer earlier this year and was able to get things "working", but again, I got swamped with upgrading so many different things using skills I was still not very familiar with and burned out pretty hard. This time around I'm finding that things make a lot more sense to me. I've made small improvements to a lot of the basic back and forths between the client and server with this patch, and honestly most of the "manual labor" type of work is out of the way. There is still a fair amount of tiny things like, skills upgrade not showing that they've upgraded immediately, and interface "callbacks" like that that I need to improve/get working this week, but the game is starting to run pretty normal in multiplayer mode. The public server I'm renting has been up for over 24 hours without a hitch, though there are certainly still some known bugs to tackle. Having said that, what I'm doing now with multiplayer is really just catching up to where single player is. Once multiplayer is in a better position I will not necessarily return to single player, but continue developing the game to work in either mode. Single player is really just a "host" that doesn't allow anyone to connect to it anyway. Wrapping your head around the idea of a single object being on 3-12 different computers, each with different levels of authority, and what they should be doing with the data provided to them starts out very daunting and confusing, but I've a much better handle on it now, and can code things from here on to work both in and out of multiplayer, rather than upgrading things from single player in clumps. I wasn't feeling well the later half of last week and didn't post, though I did silent patch beta a few times, whose patch notes are included below. As there are some live bugs fixed with these patches I will be looking to patch live shortly, regardless of multiplayer progress. v 0.6.1.12 2019.12.09 - Added an "autoRestart" field to the server configuration file, defining minutes to auto-restart, the default of 0 meaning disabled - Fixed resource scanners not accepting the proper resources for range upgrades - Fixed right-clicking on items in multiplayer - Fixed splitting stack in multiplayer - Fixed bow/equipment change errors in multiplayer - Fixed non-procedural towers in multiplayer - Fixed hunger in multiplayer v 0.6.1.11 2019.12.07 - Added notifications for players joining and leaving multiplayer server - Disabled Unity Anonymous Error reporting for multiplayer hosts - Improved detection of reboot worthy errors for multiplayer hosts - Fixed not being able to reselect buildings placed on floating islands - Fixed returning to the main menu disconnecting Solace Crafting and Steam v 0.6.1.10 2019.12.03 - Map data for multiplayer clients is now stored locally - Fixed schematics not letting you adjust their level, tier, rarity, and material - Fixed schematic made items not displaying materials - Fixed doors, hatches, and shutters throwing harmless errors on multiplayer - Fixed spider's nests, hornet's nests, and scale bug nests not spawning properly on multiplayer v 0.6.1.9 2019.12.02 - Fixed tear/monoliths not showing up on the map - Fixed multiplayer map data requisiton - Fixed phantom resources on multiplayer 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. The beta is not available to 32-bit users. Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon!
[ 2019-12-09 14:11:12 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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