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Incoming 0.6.4 - World generation upgrades!

As posted on Patreon It's been a crazy start to the year! We've got an outsourcing agency working on reskinning the UI, adding UI sounds, and programming the fishing system per my directions. I've also been hard at work on a number of big changes to different systems that the game uses both for performance reasons, bug fixes, and looking forward towards the future of Solace Crafting. I want to go over some of the more major improvements quickly, and hope to have to patch out in within the next couple of days. 1. World Generation I've been using a 3rd party tool to help generate the game world since day one. In short, it's a tool that lets you organize a variety of objects onto a node based graph, and then outputs the actual game world data for Unity to generate in runtime. It was helpful to get going, and it is definitely a powerful tool. The more objects and biomes I add to it though, the slower and slower it has started to run. In lieu of this and the need for a number of improvements, I've been working on replacing that tool with my own custom system built specifically to cater to our needs. I made a short clip (see below) to show how it's working thus far and you can see an improvement on my 6 core CPU from about 34 seconds down to around 6.5 seconds. The older version running at 34s is however using 5 of my 6 cores to generate the data. If you were running on a 4 core CPU of equal GHz that time would be roughly doubled. If you were running on a 2 core CPU of equal GHz that time would be roughly quadrupled. So you can see why I decided it was time for an upgrade. The newer version is actually currently only generating on a single core, so that 6.5s, will be 6.5s, regardless of how many cores someone with equal GHz has. I should mention also those were both recorded in the Unity editor, which makes things a bit slower as it's recording and logging a variety of data for real time development. [previewyoutube=fZVm61Di36g;full][/previewyoutube] Though I don't quite have buttons and knobs for everything yet, this system will also allow for much more fine tuning of render settings, letting players with stronger or weaker machines specify rendering distances for grass, trees, resources, monsters, terrains, buildings, and so forth each individually. What about the "need for a number of improvements"? I started writing the core code of Solace Crafting back in 2016, after years of refining ideas and honing my amateur skills as a programmer. Some of that code was just frankly wrong, and a lot more of it was not smart. I've replaced a variety of poorly written sections with improved code in the upcoming 0.6.4 patch, and will continue to upgrade a number of internal systems as we move forward with the 0.6.4 branch. 2. Compression Since the beginning I have also used a compression tool that is free for anyone to use and so hey, sounds great right. It does the job, often turning 150kb data files down into 10kb files helping out with disk usage a lot, and personally I've run into very few, though not zero problems using it. Unfortunately this tool does not seem to work on all machines as intended, creating problems for a very small number of players, as well as rare but very real input/output problems for a small, but still noticeable number of players. I've thus replace all usage of this tool with a paid and actively supported compression tool with a much more intelligent workflow. Hopefully this will see the end of all compression based errors for all players. 3. Save Files Recently we turned on Steam cloud save files, but it's been a bitter sweet outcome. The main problem stemming from the sheer amount of files that I've been using to store data, not necessarily their size. To remedy this, I'm consolidating what was previously up to 129 files into a single file per "chunk". This should speed up cloud sync a lot, and is also in thanks to a pretty heavy restructuring of save data and runtime data management. This is still an ongoing "upgrade" but is already resulting in faster, more intelligent saving and loading. 4. Biomes Biome generation and management is something I'm very serious about and have tried to improve a number of times without ever quite reaching a final solution. Having rewritten the bulk of world generation over the past few weeks I've had time to re-approach the problem of, how to allow for an infinite number of biomes, and have come up with a new approach I'm currently putting the finishing touches to for the big 0.6.4 patch. Previously we went from mishmashing biomes all on top of one another, to each "chunk," an 8km square area, being assigned a specific biome. Chunk based biome generation certainly worked a lot better than mishmash, which can in no way support unlimited biomes nor does the double layers of noise that a lot of games like Minecraft make use of, but was very... chunky, to be honest, creating very sharp edges, and lacking in control. The new system currently being implemented is still chunk based, but it generates patches of biomes at random within each chunk, overriding what is otherwise a default noise pattern of lakes, grasslands, and forested areas. That means it can be circular, square, or even non-uniform, and of varying sizes, so long as it does not breach the outer border of it's 8km square chunk. This way a chunk can actually have multiple non-default biomes within it, depending on how the chunk rolls to generate itself, and also allows for me to specify certain areas to generate as specific areas. Two of the problems with the current 0.6.3 build are how flat the starter area is, a math error from yours truly, and how long it takes to get to any of the other biomes from the starter platform. Now I can specify that there always be a bit of mountains in one of the first terrains, for example, making sure players can experience different settings much quicker, and still leave the rest of the world to randomize itself based on the world seed. This will also allow for a lot more world settings in regards to biome control, letting players create water worlds, mountainous worlds, etc. I've also fixed the extra flat starting area, back to a 100m radius from the start like it used to be. In closing... There's still a bit of biome work to do, and I do expect some new bugs to crop up with so many changes to the way saving and loading data is now managed, but hope to have a patch out in the next day or two. Having said that, I had to go to a chiropractor today for some x-rays and shots as I messed my back up pretty bad somehow last week, and trying to just stomach the pain actually ended up making things worse. Thankfully it doesn't seem to be anything serious, something along the lines of, I probably shouldn't sit in front of my monitor for 100 hour a week or something like that, but you know, priorities =D Please be careful out there! The Corona virus is very real, and we're not yet sure why it hits some people so much worse than others. Wash those hands, and keep on gaming!


[ 2020-03-31 13:06:50 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
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

Survival
Solace 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
GAMEBILLET

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5.31$ (79%)
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