Though this patch does add a number of new animals and items, I'm moving away from adding "more" to improving what is. The biggest changes in this patch reflect that with improved performance, user experience, visuals, and more.
Please note that this patch updates biome math and will require a world update. A world update will attempt to reposition all player placed objects back onto ground level. This is an imperfect system, but the alternative is starting a new world. You can of course always bring characters from other worlds into any new worlds.
I have been working hard on Solace Crafting for over 3 years now, and I've learned a great deal in that time. One of the biggest lessons continues to be the fact that I chose almost all of the most difficult "genres" of a game that a developer can aim for. 3D, procedural, infinite, multi-player, RPG. I chose all of these because that's what makes games fun for me, and because I wanted to make something better. It's been a difficult journey, but Solace Crafting has a solid core, and now that core needs to be polished.
As a first time solo developer, there are a lot of things that crop up requiring your attention that you don't initially plan for. Managerial skills seem unnecessary, I mean, it's just me, right? But actually time management and project management have proven to be two of the most critical skills towards sustained and meaningful productivity. If I get sick, everything stops. If a task I spend a week on turns out to be a waste of time, it's my fault. The stress of full responsibility can be very real, but I'm still here and Solace Crafting is looking better than ever.
I'm in the process of writing up a list of what I think needs to be polished and finalized for a version 1.0 release, taking us out of early access, but I want to give everyone a chance to voice their opinion as to not necessarily what "more" the game needs, but again, what needs to be better. The animations and the interface are definitely in need of work, but there are a lot of little things that can end up having a big impact. The addition of solace names to the map for example, wasn't difficult, it just had to brought up and prioritized.
I don't have a survey or form setup yet to let everyone provide both structured and open feedback, but I do want to setup something similar to the surveys I've run in the past with more of a focus on a "what bothers you the most" kind of a questionnaire.
All-in-all, the community has been invaluable throughout development thus far, and remains my one true boss. Without my supporters on Patreon, and new players buying copies, I would quickly be out of work. I was never good at asking for support, but it does makes a huge difference. If you're doing well and can pitch in to the Patreon fund I would very much appreciate it.
So thank you to everyone that has ever taken the time read one of my posts, and thank you to everyone that has participated in early access! The goal for 2021 is to leave early access, but that is by no means the end of the road.
The weather has warmed up here in Japan. I, as of today, no longer have any bandages (I had a small surgery for those that didn't know). And I hope to get back into streaming development in the morning, after I get a new video up on Patreon.
As this patch is going straight to live, there may be a new bug or two, on top of a couple of small things I am aware of and working on. Just let me know, and I will fix them up!
The condensed patch notes are as follows:
v 0.7.2.5 -> 0.7.5.0
- Updated map tile and icon drawing and management methods
- Added other players to the map when in multi-player
- Added player and solace names to the map on mouseover
- Replaced circular "forced" biome system with a noise based system
- Added an "archipelago" setting to world creation
- Updated world setting restrictions and added more descriptions
- Updated MP nametags to reposition themselves based on the height of the player
- Improved multi-threading of distant terrain generation
- Improved a variety of shaders used by different objects
- Improved batching of building pieces
- Improved monster turning, stopping, tracking, and acceleration
- Darkened lighting in goblin dungeons
- Randomized color of torches in goblin dungeons
- Monsters killed will no longer block movement/skill target checks
- Improved character creation camera positioning/movement
- Improved biome spawn calculation checks
- Improved player and NPC model generation speed
- Ocean objects can now spawn anywhere underwater regardless of biome
- Added pike, salmon, octopi, sharks
- Added ink, fish scales, raw fish, cooked fish
- Updated the core weather system to a completely random yet highly controlled system
- Added fog and sky colors to the biome/weather management system
- Added coral and rocks to the ocean floors
- Added a per biome lighting and weather management system
- Added anti-aliasing, motion blur, post-exposure, saturation, and bloom settings
- Enlarged and upgraded the in-game settings interface
- Updated the grass biome with more clutter and replaced the speed trees
The latest patch notes from beta are as follows:
v 0.7.5.0 2021.05.10
- Reduced cave environment brightness
- Increased goblin dungeon environment brightness
- Removed respawn capabilities from basic resources in swamp/cave/floating islands
- Fixed monster/animal animations breaking due to limiting network specific proximity checks in single player
- Fixed town buildings and planters not properly saving their updated position after a world update
- Fixed a bug where custom recipes with no ingredients could cause the crafting UI to break
- Fixed the chat UI not scrolling down all the way with a new message
- Fixed chat messages going off too far to the right
- Fixed vertical dungeons throwing an error in MP
- Fixed monsters not spawning in caves in MP
- Fixed small encounters not showing on the map in MP
- Fixed saving after traveling to far in a larger dungeon being able to cause you to reload in empty space
- Fixed a couple of "failed to spawn" errors in MP goblin dungeons
You may need to restart Steam for the update to begin.
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Interested in supporting development of Solace Crafting?
Please consider becoming a patron via Patreon!
Check out the bug / suggestion tracker
[ 2021-05-10 14:34:14 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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