This patch heavily reworks the ways in which caves are generated, positioned, traveled through, and more. The main goal of this is to change the entire "cave" system into a "world encounter" system that floating islands, and other "encounters" in the works can all make of use of instead of trying to setup logic for each new system as they come. This way a procedurally spawned encounter can simply be told to Generate, and it will know what to do with itself rather than all of the manager and resource and travel (etc) systems having to change their logic for different types of encounters.
A second big reason for this upgrade is to improve the way that caves are handled in multiplayer. My first attempts at setting things up was just too complicated as caves were originally built to potentially be very long, and so sectioned into "chunks" that were all handled separately. This made converting the system to work with multiplayer very difficult. Instead, I've ditched the chunk method, widened the caves over all making them much easier to navigate (though gems on the ceiling can still be quite high), and reduced the maximum depth by quite a bit.
(A random cave system)
As there are some pretty serious changes to caves with this patch, there may still be some small bugs with it, especially with planters in multiplayer, as I haven't had a chance to check on those yet. If there are any new problems I'll fix 'em up though! Tomorrow I'll be working to reform floating island management into the new World Encounter system and turn them back on, which will be a lot easier now that the system is built and working with caves. After that I'm very interested in working on a lava "portal" or "pocket dimension" encounter, something I've wanted to do for a long time.
I've found it necessary these past few weeks to spend some time working on some of the more fun things as far as game development goes. For me that's easiest explained as new features. I'm very excited to work on a new lava zone. I've been trying to just force my way through finishing up 0.6.4 and upgrading the last few things that are still not working in multi-player, but if I don't spend some time working on the fun stuff here and there I get really burnt out and my productivity nose dives. I ended up pretty much taking all of last week of to just get my life back in shape as I was kind of in a bad spot, the business part of me wanting to do nothing more than finish 0.6.4 as soon as possible, while the real me wanted to do anything but that. Those two mes fought for weeks and it all kind of blew up right as my fridge stopped working in the middle of summer.
Anyway, sorry for the short absence.
More to come!
Stay safe!
v 0.6.4.26 2020.08.19
- Widened caves and reduce their maximum depth
- Changed the way caves are generated, positioned, entered, left, and saved
- Fixed a problem with cave resources being immediately destroyed
- Fixed a problem with client side cave resources destroying nearby resources on death
- Fixed crystal and obsidian golems throwing an animation warning
- Fixed crystal and obsidian golem ragdolls
- Fixed a number of problems with navmesh data persisting after returning to the main menu
v 0.6.4.25 2020.08.07
- Fixed a bug specific to newly created worlds that could cause facilities on the start platform to disappear
[ 2020-08-19 14:09:25 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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