[previewyoutube=v-00dv79BOc;full][/previewyoutube] Not everyone is happy about Solace Crafting coming out of early access in a less than could be state. In this video I talk a bit about how the other options open to me were much more dangerous for the game, how sales have been doing well these first 3 days of launch, and what I hope to do be able to do with those sales in the coming months. To recap a bit using text, I had completely run out of money, and the slow draining of my bank account down to literally zero was a psychologically and emotionally demoralizing experience. The options before me were either to get a full-time job and likely end up abandoning Solace Crafting some years down the road due to a of lack of time to develop it and through that an inability to keep people interested in it, or try to make the best of what I have. It was a bit of a gamble, and some people are upset with me, but the majority is enjoying what I've accomplished thus far, and looking forward to improvements. As sales are doing quite decent, I have completely regained my morale, and more importantly once the sales actually make it to my business account, I should have enough to hire on freelancers to help improve the game where it needs it most, and in ways that I would never have been able to do properly on my own. To me it feels like the first big step on the larger journey towards what Solace Crafting can really become. There is so much that I've had to put down and cross off my lists, simply because there's only so much one person without any funding can do. With this initial burst of funds I hope to take Solace Crafting to the next stage to attract even more players with an ever better product, and then to the next stage, and so on, just as so many of my favorite games have done over the years. From what it seems like to me, most of the negative reviews I'm receiving come from 1 of 3 things: 1. The graphics aren't good enough. To me, graphics are, and always will be, less important than gameplay and content. That doesn't mean that, of course, Solace Crafting has a lot of room for improvement in the graphics department, but I don't think this is the proper stage to be worrying too much about improving the graphics. It's certainly not something I could do on my own, with any sort of efficiency at least. I do certainly understand that at some point along the way, the graphics will need to be improved, but I don't think that is top priority. 2. The controls are too clunky. This I very much understand. The controls honestly bother me very little, it's just not the way my brain works, but I do very much understand what people are talking about when they bring this up. Animation blending, combat distancing and movement, jumping and swimming transitions, etc. This is one of the first things I hope to put funding towards as soon as I am able to. Again, it's not something that I can bring to a high quality level by myself, and would be better left to someone that has a lot of experience working specifically on this subject. 3. The user interface is bad. This, I also very much understand. The current UI is largely grey and sometimes you need to click 4-5 buttons to get to a specific window. There is a lot of room for improvement here, and like with the controls, if sales keep up at all in the volume that they are currently going I will be very interested in hiring on someone specifically to redesign the in-game UI completely. I will make a list of all the needs and end-goals of the UI for now and the near future, and work with a specialist to improve it. The plain truth is though that I never would have been able to address these problems properly on my own. I know some people are worried that I've made a bad move, but I think this is just the beginning, and I am ready to get the ball rolling faster and faster as we improve, expand, and realize Solace Crafting to its full potential. So thank you to everyone that has stuck with me through Early Access, to everyone that has joined us these past few days, and especially to all the positive reviewers that recognize that this is not the end of the road! Best wishes and happy gaming! Kyle Postlewait Big Kitty Games
[ 2022-08-05 11:39:58 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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