Odd Realm

Odd Realm Dev Tracker



Yesterday

Originally posted by Another_Alt_Account

I worked for years on a similarly UI/UX heavy pixel-style game - admittedly getting bogged down in UX was one of the hardest parts of that project, but the most evidently beneficial. Don't feel obligated to respond to this unsolicited advice, but I know how hard indie dev can be, and hope some of it will help your journey!

This post got HUGE, apologies for the monolith of text! Hopefully something in here is useful for you.

I say this whenever I get the opportunity: In colony builders, "Quality of Life" is directly proportional to "Quality of Game". The core gameplay loop is "build your colony" which means the UX for doing so must be as fluid as possible for your player's to achieve a state of flow.

When you're pushing to allow depths of micro-management controls like you are here, a key principle to follow is "Working By Default". Ideally, a player can plop a room and no longer worry, assuming all the default settings will ...

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This is very, very good stuff. I can tell you know what you're doing. Many things on here align with what I have planned, but there's a lot that I didn't even consider. So, this is incredibly welcome. I was getting a bit overwhelmed by the UI, and having this level of analysis is a huge boon. Thanks so much!

Comment
    Sleipnir on Steam Forums - Thread - Direct
Haha! Thanks so much Kyrros! I appreciate this clear feedback.

The stone tools should be showing up in the smithy function after researching Stonework now. If they are still not, then there's likely a bug that I'll need to fix. Thanks for being patient with this. I've neglected the progression over the last couple weeks to focus on the entity state stuff, but am going to focus more on it now.

Cheers!

Hey there,

Here are the notes for some fixes I just uploaded. A couple save/load issues fixed in here.

-Fixed a bug where the main menu screen would still be visible after loading into a previous save.
-Fixed a bug where settlers were not doing their idle movements.
-Fixed a bug where the error popup window was not centered. >:|
-Fixed a bug where settlers could walk around after dying.
-Fixed a bug where the game could crash on save after issuing a move order.
-Fixed a bug where the season index wasn't being saved. This could cause some longer term season issues.
-Added top bar statuses for drowning and void sickness.
-Fixed a bug where workers could get stuck trying to path to a missing work point. This would appear as them standing around trying to get to a started job.
-Fixed a save/load bug related to entity diets.
-Added stone anvil prop.
-Fixed a bug where entities could get stuck equipping items.
-Fi...

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Post
Hey there,

Here are the notes for some fixes I just uploaded. A couple save/load issues fixed in here.

-Fixed a bug where the main menu screen would still be visible after loading into a previous save.
-Fixed a bug where settlers were not doing their idle movements.
-Fixed a bug where the error popup window was not centered. >:|
-Fixed a bug where settlers could walk around after dying.
-Fixed a bug where the game could crash on save after issuing a move order.
-Fixed a bug where the season index wasn't being saved. This could cause some longer term season issues.
-Added top bar statuses for drowning and void sickness.
-Fixed a bug where workers could get stuck trying to path to a missing work point. This would appear as them standing around trying to get to a started job.
-Fixed a save/load bug related to entity diets.
-Added stone anvil prop.
-Fixed a bug where entities could get stuck equipping items.
-Fixed a bug where a... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

Originally posted by Another_Alt_Account

Thank you for the response, I see you're incredibly active on the steam forum as well!

I was actually just playing the released version, found out about the beta (and the massive changes you've been making since)! Looking forward to what's next!

The room management windows are getting closer - I know balancing all the requested features of the audience with good UX is a real challenge, but with continued iteration during development you can succeed where Dwarf Fortress has faltered.

For this "Room Design, Inventory & Job Management" UX work you're on, I'd highly recommend referencing Songs of Syx: Copy/paste rooms, sections, or even jobs; colonist lists and filters; room assignments and job automation... you're on your way to the "pooled inventory" with your new storage function work!

Thanks for the advice and kind words!

The UI is definitely a huge challenge. The pixel art style really makes it difficult to fit things together. At least it's one of those tasks that you know you can improve with time. That's the key.

Thanks again!

Which version are you playing? That will help me guide you because each version is quite different. You shouldn't have to assign owners to functions, unless you're making your own custom room. The defaults should be good to go, so it makes me wonder if there's a room with a missing flag. Which room are you having troubles with the owner assignment?

It's definitely a work in progress and I'm doing my best to make things clearer, so, apologies for the current state of it.

This is a good guide for the beta. Though, it is one version behind so things might be a tad different. It does cover the bases, though:

https://www.youtube.com/watch?v=YamV1x5x8-c&t=137s&ab\_channel=ThomasSanjurjo

Thank you for the feedback!

Originally posted by Minnewildsota

Is there a way to have cutting done automatically?

In 0.9.0.13, the farm should auto-harvest. But, this only harvests mature plants. In 0.10.0.0+, the Garden room function will do this.

Comment
    Sleipnir on Steam Forums - Thread - Direct
It *could* be but my instincts tell me no. The resting flicker isn't really a bug. Rather, it's the underlying state machine cycling through various states which is perfectly acceptable as that's how it checks the entity's priorities. And, when the entity is in the idle state for 1 frame, the resting status is added. I just need to delay the resting status so it is only added when they are idling for longer.
That said, I'll do some testing in this area just to be safe.

25 Oct

Hello friends!

Thanks for waiting a couple weeks for this patch. I received so many bug reports and notes of feedback that I needed to take a bit longer to get this patch completed.

The main points of focus for the patch were entity state issues (starving, drowning, dying of thirst, freezing, etc.) and the room editing window. The state issues should mostly be fixed up, but I'm sure there will still be the odd occurrence of someone getting stuck, or bugging out. It's tough for me to find every little edge case during my own tests. It will get better and better as I address each bug report, so thanks for the patience with that stuff.

And, as for the room edit window, I've optimized it a bunch to not be so laggy. Plus, I've improved the feedback to communicate what players need to get a room working. i.e., if they don't have someone with the right skill in the room, don't have the right props, don't have an owner group assigned to a function, etc. I have...

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Hello friends!

Thanks for waiting a couple weeks for this patch. I received so many bug reports and notes of feedback that I needed to take a bit longer to get this patch completed.

The main points of focus for the patch were entity state issues (starving, drowning, dying of thirst, freezing, etc.) and the room editing window. The state issues should mostly be fixed up, but I'm sure there will still be the odd occurrence of someone getting stuck, or bugging out. It's tough for me to find every little edge case during my own tests. It will get better and better as I address each bug report, so thanks for the patience with that stuff.

And, as for the room edit window, I've optimized it a bunch to not be so laggy. Plus, I've improved the feedback to communicate what players need to get a room working. i.e., if they don't have someone with the right skill in the room, don't have the right props, don't have an owner group assigned to a function, etc. I have a lot ... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Comment
    Sleipnir on Steam Forums - Thread - Direct
Nice work you cheater! Haha jooooking. Glad you found the command!
Comment
    Sleipnir on Steam Forums - Thread - Direct
I'm working on this. Sorry about that! Should be alright for the next patch coming in tomorrow.

I am slowly implementing the ability to integrate other races into your towns. This isn't fully functional as of yet.

You can only cut the leaves of trees. Cutting cannot be used on tree trunks.

If you're playing in the beta, then, no, you should not see the farsight beacon. The way that underground events are generated has changed. Before, I'd generate every single underground dungeon from the game's start. This worked well with the beacon because I could point you to the generated Ancient tombs. Now, I generate dungeons and underground events based on your progression. I want certain events to appear based on your interactions with the world as you play. That way I can make narrative connections and chain together events. This, unfortunately, doesn't work with the previous implementation of the farsight beacon room and I had to remove it. Now, don't worry, I will be doing a content pass on the Ancients very soon where I introduce some fun things to do with them to make up for the loss of that room. As well, you'll still be able to find Ancient tombs underground because the game will see you are playing as Ancients and will give you chances to find them underground natura...

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22 Oct

I'll see if I can add this functionality soon. I need to do some work on that screen anyway. Thanks for your feedback!