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Beta v 0.7.4.2 - Map improvements

Regardless of my surgery, which is still very sore, the world map interface is definitely one of the most difficult things I've created. The old map, still on the main branch, had a number of things slowing it down, a big one of which is the runtime creation of textures and sprites. I knew for sure that I needed a way to recycle the textures and to set up a multi-threaded solution for altering them in runtime, but that doesn't mean there's a book I can refer to that says: "Ah yes, in that case, write it like this." I tried several different ways to get what's called torodial updating to work, wherein you move tiles from the left edge to the right edge or top to bottom and vice versa. It doesn't sound very difficult, but when you're doing it on an undetermined scale, in two dimensions, in varying step sizes, and you're bad at math like me, it ends up being a serious puzzle. In the end it feels like it was an exercise in simplification. I'm now using a method that tracks positions, checks them against the current desired tiles, and sends those that have fallen out of range to an "unused" bin for recycling, similar to a common system used in game development called pooling. This system is now generating the map data based on the noise math in runtime, rather than waiting for a terrain to generate it's splatmap when it turns on for the first time and write that out to disk. That means that you can now drag the map around to anywhere and it will load it in, whether you've been there or not. The final step in this series of updates will be to predetermine the locations for encounters, town resources, and rare resources separate from the spawning rules for everything else, so that the map and resources scanners will also be able to show all of those things, whether you've visited them or not. There are however still some minor problems with the map interface I want to address tomorrow, such as the rulers on the side of the map are not giving correct values (more math), and the map is loading from the bottom to top, as opposed to starting from the middle and building outwards. I wanted to first get the changes as are, up so that our beta testers could give them a whirl and hopefully give me some input or spot any problems I haven't yet uncovered. There is also still a variety of ways I could make the map load much faster. For example right now, each map tile is 100x100 pixels, and there are 20x20 tiles on the map. Changing each tile to 50x50 pixels would make drawing the map 4 times faster. And that could be a user setting for people to set themselves if they're running on a lower end machine. I'll see how it feels to other players first though. Additional changes to this patch include player icons with names on mouse over for when connected to multiplayer, as well as the ability to now mouse over solaces to see their names. This too could be a toggle, to be displayed always, without mousing over... I've yet to actually try that, but it wouldn't be hard, and may be better. Please let me know what you think. I'm supposed to get my stitches removed tomorrow, but it's far from back to normal. Sorry for the sudden delay in everything. v 0.7.4.2 2021.04.27 - Updated map tile and icon drawing and management methods - Added other players to the map when in multi-player - Fixed a math error causing sharp edges around the biome starting area - Offset the initial noise to reduce the chance of the starting area being surrounded by ocean for new worlds (will not affect already created worlds) - Added player and solace names to the map on mouseover 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. Join us in Discord! Follow development live on Twitch! Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon! Check out the bug / suggestion tracker


[ 2021-04-27 14:38:36 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
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