I made a number of bug fixes, mostly multi-player last week that I never quite got up and ended up holding onto them for the several days that it took me to finalize these bigger changes which revolve around updates to the map.
The short version is that the map can now generate any of the data that it wants to, besides monoliths, without actually generating that entire area to determine what's there.
Previously everything was reliant on the area generation methods firing and determining what all needs to spawn there based on the biome, the height, the level, etc. This meant that resource scanners would only be able to produce map data for areas that you have "loaded" into the game at least once, as the important data would then be written out to disk.
Instead, a standalone system now generates large encounters, town resources, and rare resources, in that order, using a very lightweight series of methods that doesn't require the whole terrains biome data be generated for example. This keeps the map fast, while at the same time awarding other systems access to that data in runtime. The maximum range of a scanner is 20 kilometers (roughly 12.4 miles), which amounts to around 314 square kilometers (121 square miles). Attempting to cover that distance is no longer necessary. Unless of course the scanner picks up what you're looking for, in which case you can now head straight for it.
This meant rewiring a lot of different systems, the map, trees, animals, spawning methods, saving methods, network methods, and so on. I've tested things out a bit myself, but it's always difficult to try and really exhaust all possibles by myself for every change that I make. Hopefully I haven't overlooked anything though.
There is still one problem with multi-player in where the destruction of a rare resources is not yet being reported to client maps, so even though a scanner may pick up a rare resource, if another player beats you to it and it has yet to respawn, it may not actually be there, but will still show up on the map. I will fix that tomorrow, but wanted to get this up for testing first.
v 0.7.5.3 2021.05.26
- Large encounters and town resources can now be seen anywhere on the map (previously was only visited areas)
- Rare resources can now be scanned anywhere on the map (previously was only visited areas)
- Resource scanners now work in MP
- Rare resources and town resources are now generated on a per terrain, deterministic system
- Added tooltips to the encounter and town resource map icons
- Home solaces can now be set in multi-player on a per player basis
- Added a number of safety checks in case someone tries to recall in a world where their home solace has been destroyed or all solaces are locked, etc.
- Fixed spending crafting skill points in MP causing points available to be reduced by twice the amount
- Fixed raw fish not going into campfires
- Fixed the unspent points available ! not managing itself properly in some instances
- Fixed not being able to select a structure via a solace in MP
- Fixed "show hidden" on the solace travel list showing locked and unowned solaces
- Fixed locked and unowned solace showing up on the map
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.
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[ 2021-05-26 14:35:52 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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