Odd Realm

Odd Realm Dev Tracker



Yesterday

Comment
    Sleipnir on Steam Forums - Thread - Direct
I'll be adding more languages once 1.0 is out!

28 Sep

Unfortunately, there's no way to release them. I'll add this to my list of features, though!


21 Sep

Originally posted by Grimdakka

This game is clearly well on its way to being something truly special. It's very obvious to me that it'll be counted among the greats of the genre one day. Keep it up, and thank you!

Ah, that's so kind of you to say! Thank you!

Originally posted by WankeyKang

Love this game. Really looking forward to seeing the final product but honestly been playing it non stop as it is. There's so much potential here.

Thanks for the support! :)


19 Sep

Comment
    Sleipnir on Steam Forums - Thread - Direct
Thanks for the feedback! I'll use it to improve the game. Cheers!

18 Sep


16 Sep


12 Sep

I haven't changed any of the encounters or combat progression yet. It's something I'm focusing on for these next couple updates. If that's what you're mostly interested in, I'd hold off until they are out. Which might be a couple months away.

Comment
    Sleipnir on Steam Forums - Thread - Direct
Ya, I've been on the fence about whether or not I should remove the snow block mechanic. Seems to not be great. Even if I had gravity, it still causes lots of pathing issues.
Comment
    Sleipnir on Steam Forums - Thread - Direct
Do they have zones on them?

09 Sep

Comment
    Sleipnir on Steam Forums - Thread - Direct
The same minus having children together.

06 Sep

Comment
    Sleipnir on Steam Forums - Thread - Direct
Hey there!

Was your lake touching the edge of the map? The game currently assumes water is infinite if it is. Otherwise, the water has a volume to it. Though, it's not accurate to real world water. It has a bit of a rounding up calculation which means it can magically create more water. This is kind of like Minecraft's water system. I will be adding some props down the road to help players drain bodies of water as well as manage the water. i.e., sluice gates and pipes. But I'll keep the infinite edge map water the way it is.

05 Sep

That's how it's done! Nice work!

Comment
    Sleipnir on Steam Forums - Thread - Direct
Families (two companions and their immediate children that have not become adults) will try to join the same bedroom if it's big enough. Each family member needs at least three blocks worth of room. So, a family of 5 needs a 15 block room for them all to share it. Entities which are single will try to join their own room. When they do find a companion, they will leave that room to join the companion's. When children become adults, they'll leave the family bedroom for their own.

As for sleeping, entities will not sleep in the same bed at the same time. If all five entities try to sleep at the exact same moment, that means you'd need five individual beds.

Does that answer your questions?

04 Sep

Hi friends!

This post will not be that interesting as I'm in the middle of a huuuuuuuge systems overhaul/upgrade and will mostly be about that. Before I get into it, I do want to say thanks for all your patience. Unfortunately, this update has been one which has had a million cascading tasks and is taking me a very long time to complete. I do appreciate all the support, feedback, and kind words. Keeps me going! Ok, enough sap from me. xD

Overhaul and improvements! Essentially, I'm extracting a very old system for entities called, 'behaviours'. It's a system which tries to dictate entity actions whilst also being a sort of status effect tracker and it's incredibly ugly. It causes a ton of weird--heh--behaviours in the game which often conflict with the entity state machine and so on. I won't get into too much of the tech details here because it just won't make sense without me walking through the code. However, the solution I'm putting in place is much cleaner an...

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Post
Hi friends!

This post will not be that interesting as I'm in the middle of a huuuuuuuge systems overhaul/upgrade and will mostly be about that. Before I get into it, I do want to say thanks for all your patience. Unfortunately, this update has been one which has had a million cascading tasks and is taking me a very long time to complete. I do appreciate all the support, feedback, and kind words. Keeps me going! Ok, enough sap from me. xD

Overhaul and improvements! Essentially, I'm extracting a very old system for entities called, 'behaviours'. It's a system which tries to dictate entity actions whilst also being a sort of status effect tracker and it's incredibly ugly. It causes a ton of weird--heh--behaviours in the game which often conflict with the entity state machine and so on. I won't get into too much of the tech details here because it just won't make sense without me walking through the code. However, the solution I'm putting in place is much cleaner and is ... Read more



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