Wave two of lots of new things in-game in preparation for the Steam Winter Sale! Please note that these changes are being added to the public beta, and we are aware of a number of quality of life problems and some bugs that we are still working on polishing up before we push the changes to the live default build. The new player controller makes its first appearance. Reworked animations, blending, and controls, all from the ground up (not a pun). Still hopping down sheer slopes a little awkwardly, and depending on your characters size, I think particularly shorter characters are not properly positioning themselves on the ground, but again we will get this all sorted out in the next few days. Tab to open the main inventory screen is no more, replaced with tab to cycle nearby targets. You can also click to select enemy targets. This system does away with the physics based projectiles, both "ranged" and magic based. Projectiles will now automatically seek their target, assuming the player has line of sight, as Solace Crafting is much more about rolling stats against one another. Whether you hit or miss or critical or the monster dodges or resists is based on your and your enemies stats. Some next steps for these systems includes using the cursor to aim target AOE abilities such as Flame Glyph which still currently rely on the crosshair or reticle, and adding the ability to "charge" or cast spells over a period of time while remaining still. The click to target system is not however replacing everything else in the game. Harvesting, facility interaction, doors, etc., can all still be interacted with using the F key (by default) as usual. Holding the right mouse button down will rotate your character as well as move the camera, while holding the left mouse button down will rotate only the camera. This is a very standard method of camera control that players of any sort of 3rd person RPG or MMO should be very used to. I is the default key for opening up the main inventory, and can be reassigned via the in-game menu / settings / controls, if you have changed that or had it turned off. We are however working on a lot of new UI pieces I'm planning to bring up in the big push next week, some of which should make accessing the inventory and other interfaces much easier and much more user friendly. Those will not be ready to be implemented by next week, but they are coming along and I want to bring up the proposed changes with everyone to gather input. Gold makes it's way into the game for the first time. We've only had copper and silver nodes up until now, but gold can now be found in goblin dungeons if you've the gear and the guts to brave them. Dungeon layouts have also been reworked a bit to include secret rooms, breakable barrels, "storage rooms" with special loot, as well as deadly traps. We still want to make more extensive changes and upgrades to dungeons and caves in general, but knew that we would not have enough time to do everything before the holidays start, so this is kind of a first pass on dungeons in general. I've also made some changes to monster health bars. Champions and Heroes now have different colored and shaped health bars both above them and when targeted. I've long planned to add named mobs, mob and dungeon modifiers, and have already implemented a monster class (tank/rogue/etc) system I hope to make more understandable with these changes. The champion and hero nameplates don't quite stand out enough yet, but these too shall be improved now that they are all in and working. It's super late, Saturday night here, I just patched and logged into the BKG beta server, and it seems that mobs are going invisible in multiplayer past 8km again, I may have inadvertently reintroduced that bug through my poor version control management skills (one of the 27 professions expected of a indie developer), but should be able to fix it in the morning. Still a couple of small things I want to get in before the end of next week, but again we plan to focus on bug fixes and polishing up all of this that we've been putting together over the past couple months, and have a lot more planned for 2023! v 1.0.2.3 2022.12.17 - Implemented new player controller - Implemented tab targeting / click to target - Improved monster health bars - Improved terrain texture quality filtering - Added Gold Mine rooms to Dungeons, gold can now be mined from exposed gold veins in these rooms - Barrels containing resources can now be found scattered around dungeons. - Storage rooms now occasionally spawn in dungeons, where players may find useful items and uncommon goods. - Secret treasure rooms now spawn in dungeons, if players spot and reveal their location, they are rewarded with treasure. - Spike traps now spawn in some corridors, making dungeons more dangerous - Reduced the size of goblin dungeons - Fixed bugs causing void areas where no walls or floor would exist - Switched to Fast Approximate Anti-aliasing (shader compatability issues, may be temporary) - Fixed stun skills not working properly - Fixed damage over time abilities not properly adjust damage for level differences - Fixed debuffs/effects overriding one another You may need to restart Steam for the update to begin, or you can verify file integrity to trigger it. 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! Interested in supporting development of Solace Crafting? Please consider becoming a patron via Patreon! Check out the bug / suggestion tracker
[ 2022-12-17 14:32:05 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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