Happy New Years! I recorded a video reflecting on 2020 and looking forward to 2021. It's a bit long, so for those more interested in the cliff notes I will summarize below. [previewyoutube=Vp9bPB1V3gA;full][/previewyoutube] In short, 2020 was a rough year for me. In Q2 I tried to hire on some part-time help but ended up just wasting a lot of time and money that really put me a negative spot. In Q3 I decided to take on re-writing a major chunk of the main engine and got really burned out just coding day after day for months. Putting those two together had me really demotivated in Q4, and I was finding myself really lonely and having a hard time focusing. As is most often the case, when you love something and you don't give up on it, the hard times are surmountable, and on December 1st I tried streaming development live and found it extremely motivating for me. I took a break for the end of the year, which is a big holiday here in Japan, but have started streaming again today, and have really enjoyed it even if at times no one is watching =] It's been very uplifting and my productivity has greatly increased since it's long, slow decline during 2020. The video though is above all else heavily focused on my determination to get Solace Crafting out of early access in 2021. That doesn't mean that I will publish it, and never work on it again, there are a lot of features that I want to add post version 1.0 after leaving early access. But the core aspects of the game are largely in place, and I plan to focus, improve, and polish the game as is, with minimal new "features," meaning instead to focus on content, community tools, and overall engine polish. For example, mounts could be a great addition to the game, but they're not a necessity. There's no reason that can't be the focus of version 1.1, but getting a solid and robust version 1.0 to take us out of early access and reach a wider audience is much more important. 2021 starts my fourth year of full-time solo development of Solace Crafting. I am no less interested in taking Solace Crafting as far as it can go, but I can't stay in solo early access forever. Releasing an unfinished buggy product is in no way an acceptable move, but spending another 4 years slowly adding more and more features by myself is not a smart move either. A best case scenario would be releasing a polished game full of content and community tools that will generate enough money for me to expand the small bits of outsourcing I currently am able to afford into a couple of full-time staff to help speed up development of new features. Until then, I'm back to work at full throttle, and was able to answer the majority of the new bug reports added to the bug tracker over the past week. I have some 80+ messages here on Steam that I will be going through tomorrow, and will continue to prioritize bugs over furthering development, but wanted to reiterate a bit of my current thought process: 1. Add a number of new areas to add a variety of new enemies with new drops. 2. Use those new drops to create a lot of new recipes to add to the respective skill trees and town buildings for unlocking and improving, including potions, masonry, and enchants. As always, input is greatly appreciated! A huge thanks to everyone that continues to post bug fixes along with screenshots and videos. One note, I've had a player report a problem with building it sounds like specific to Linux. I have yet to look into this myself on Linux, which has many versions, but will do so and would appreciate any reports from any other Linux players that can either confirm a similar or dissimilar experience. v 0.7.0.21 2021.01.05 (beta v 0.7.1.1) - Mushrooms can now be grown above ground as well as underground - Crate boxes in vertical dungeons can no only be picked up after clearing the dungeon - Fixed journal descriptions being dark grey - Fixed "Cleric Robe" to read "Cleric Jacket" - Fixed all boats reverting to common T0 whenever they are picked up - Fixed herbs looting as T0 regardless of location - Fixed leyline teleport range upgrade confirmation box displaying incorrect material requirements - Fixed planters not placing properly in single player at distances beyond 8km - Fixed picking up crate boxes in vertical dungeons throwing errors - Fixed pressing "Interact" (default: F) while renaming, closing the solace rename interface - Fixed a number of problems with tombstones, bags, and trashbins - Fixed getting seeds from a vegetable in a bag not updating immediately in single player, or at all on multiplayer - Fixed swamp map drawing as full ocean in places - Fixed animals/etc duplicating in semi-rare circumstances You may need to restart Steam for the update to begin. Follow development live on Twitch! Join us in Discord! Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon! Check out the bug / suggestion tracker
[ 2021-01-05 12:33:39 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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