As the New Year approaches we often take time to reflect on the year that has passed, and set goals for the year to come. Setting and refining goals for Solace Crafting however is something I do every week. Instead I am preparing to enter a new phase of development for 2020. I want to share what I mean by that, and make clear the roadmap I'm following towards version 1.0. Sales Financially I had some pretty hard times this year. In March it was looking like I would have to take on a part time job to help cover bills. In May it was made clear to me, thanks to a fellow developer, that I wasn't using one of the more obscure features of Steam that plays heavily into recommending similar games to subscribers. After improving that, and coupled with a short sale, I was able to get back to making enough per month to stay full-time. November then saw the best sales in a month since the initial release in January 2018, and that record has since been entirely demolished by the ongoing Steam Winter Sale. The influx of sales these past two weeks has seen a large enough number of new players, to the point that I have fallen behind on answering questions directly and I can't stress enough how thankful I am for everyone in our community that takes time to help out beginners with questions and concerns. It's a weird mix of stress, with so many things I want to do and that need my attention, but also joy, that I can not only keep working on my passion full-time, but take development into the long anticipated next phase. Outsourcing In September I made a post on our Patreon about setting up goals to start outsourcing contracts for original content. I contacted a freelance 3D artist for new building pieces, and an audio team that had been following us since early access release. Pixel Noise, the audio team, has been great to work with. They are very active, kind, and understanding. The 3D artist I contacted unfortunately went months over our original contracted timeframe, and once again has not contacted me in over a month. I gave up on him and contacted a second artist, who was likewise very eager to work with me, and now likewise has not contacted me in over a month. I think though, those experiences are to be taken as lessons. I am now in the process of contacting outsourcing companies, not freelancers, whose profession as a corporate entity is to do just that, create original content for paying game developers. Outsourcing is intended to help get the ball rolling even faster, as we are in sore need of more building pieces, better facility models, animations, and code. The next goal beyond outsourcing is of course the acquisition of actual full-time staff, though a term-based paid "partnership" with an experienced studio is not out of the question either. The more common alternative is to seek a publisher, who you then pay a percentage of earnings, and generally have to do as you're told to some degree. I set out to create and operate Big Kitty Games as an independent entity from day one, to ensure that Solace Crafting and any other titles I may be fortunate enough to work on in the future remain 100% under my guidance, and are never pushed into marketing scams, or quite frankly poor design. Optimization Mentioning "poor design" might seem in "poor taste" to some, as Solace Crafting is not a highly optimized AAA game, with a fine-tuned interface and wonderful user experience. When I speak about design, I mean more to mention "game design," as opposed to layout or graphics. Not everyone knows that I started out with no formal training, no funding, no experience. I've always only wanted to make a better model for a crafting RPG, and with the distance based leveling and variable based crafting I believe I have opened up new avenues in our genre that will hopefully flower into even greater things from here on. I have grown tremendously as a programmer over these past two years, but that doesn't mean all of the code that I wrote in 2017 or 2018 has magically leveled up along with me. There is still a lot that can be done both to speed up world generation and frame rate, as well as increase the quality of visuals, animation, audio, and more. This too plays heavily into the subject of outsourcing, as developing a game of this scale is simply not something anyone should be doing on their own. I am looking to set aside a week or two in January or February to work on speeding world generation up, as the current system is getting slower with each new monster, animal, and resource I add. Things not on the roadmap With the recent upgrades to support multiplayer, there have been a number of small, mostly cosmetic bugs that have crept in. I always have a feverish urge to move on to the next step on the roadmap, and have already started working on fishing, but it is important that I polish up what's already in-game, and to some degree I've neglected that truth a bit too much recently. Currently we have buildings that don't actually do anything, menus that don't actually offer anything, and resources that can't yet be used. I'd like to push fishing and cooking back a bit further and ensure I get more crafting recipes, building pieces, enchants, and some other things in first. The roadmap below outlines the greater "features" that things like recipes and quests are built on top of, but without an abundance of items, recipe, and places to find them, the drives to travel and explore are lost. Some more general things that I want to get in: - Many more building pieces - Colorable buildings - Customizable lights (color/distance/brightness) - Steam Workshop support - Mod support (recipes, items, textures, 3D models, pre-made buildings, etc.) - Emotes - Partying - Custom map labels - World map (large scale map) - Resource "sensing" skills - More everything: enchants, resources, biomes, monsters, animals, equipment, potions, etc. - Multi-lingual support (wip) Roadmap This is the current roadmap to version 1.0, but do understand that 1.0 is not "the end". The real goal of releasing a bug-free, polished, and content-rich 1.0 is to hopefully make enough money to have a small team of full-time staff continue to create content, as the procedural nature of the game was designed to support, for years to come. Version 0.6 - Crafting material system (iron -> steel) (90% working) - Temperature zones & underwear (90% working) - Fishing - Cooking & nutrition - Farming improvements & breeding Version 0.7 - NPC villages & trading - Villagers (recruitable NPCs with skills) - Quests - Solace upgrades & research - Solace defense improvements - Obelisks Version 0.8 - Combat rework - Monster skills - Skill system rework - Job and class skill trees Version 0.9 - Optimizations All in all we've got a great start to the "tools" required to let players enjoy an endless and limitless game. I really believe the greatest power in modern gaming is the players. Supporting the creativity of gamers around the world, and giving them the ability to add custom content, whether it's an epic quest chain or an interdimensional dungeon, is what really makes a community grow and last. That's why the biome system, that's why everything procedural, that's why unlimited levels. When all of our systems are in and working, we can work as a community to create quests, rewards, and encounters across countless locations and levels, be they difficult, easy, relaxed, or intense. I hope the New Year finds you and your loved ones in good health and good spirits! I'm very much looking forward to 2020 and can't thank everyone enough for joining me in early access! Kyle Postlewait aka Malkere Big Kitty Games
[ 2019-12-31 02:32:25 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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