Odd Realm

Odd Realm Dev Tracker




18 Sep

Hey there! Just wanted to let you folks know I've uploaded a new beta build.

Unfortunately, this update is not backwards compatible because I re-wrote a lot of the core code, making it impossible to do so. Sorry if you lose saved progress!

It has these changes:

-Fixed a bug where fishing and water collect jobs were not being started.-Fixed some tooltip bugs related to jobs and visible blocks.-Fixed a bug where training dummies weren't being attacked.-Added z level to random texture generation to help distinguish the change of layers.-Fixed a bug where Void Woken weren't dying from running out of energy.-Added an expired death notification.-Fixed a bug where void imps were allowed to do skills other than mine, carry, and melee attack.-Fixed a bug where grass and other platform textures could show graphical artifacts.-Fixed a bug where plants weren't showing their proper stage when a floor blueprint was placed on them.-Fixed a bug where incorrectly zoned items...

Read more External link →

07 Sep

Originally posted by Dranwolf

Awesome! Happy cake day!

Thanks! :3

Hey folks!

Real quick update today. I'm still working on zone priorities. I'm adding two options for editing the priority of zones:
-Zone fill priority - Determines which zones gets filled first
-Zone withdraw priority - Determines which zones get used first for picking up items

This functionality works exactly the same way as job priority settings:

https://i.redd.it/gu6pnbupz2l31.png

Hoping to finish that up early next week. Thanks and have a fantastic weekend! :)

Waylon

External link →

31 Aug

Happy Friday all!

I've been working hard on finishing up a lot of the world/core system improvements. The rendering stuff I had been updating last week is pretty much good to go. When I had finished up the last of the main changes for that and seeing as I was already neck-deep in core code, I was inspired to jump onto some other things which I had been putting off in that realm. I figure that since I've been making my bed, I might as well clean the whole damn room. ;) These are largely QoL improvements related to blueprints and building and I think they reduce player headaches.

Here are some examples:

-Blueprints now act as holograms on top of a block. This means that they won't clear out previous blocks until they are built and IF the thing which was built needs to replace the previous block. For example, a floor blueprint won't clear out a zone which had been there.
-You can now mix floor and prop blueprints. Before, you had to place the floor b...

Read more External link →

24 Aug

Originally posted by Dranwolf

Awesome! Keep up the good work!! Very grateful!

Thanks, my friend!

Originally posted by edgingblade

Great job. Thanks for update! Enjoying your game so far.

Thanks! :D

I'm still alive! I just wanted to give you a quick update so you don't feel like I've abandoned you.

I've been super busy fixing and re-writing a lot of world and rendering tech I wrote early in development. Since the beginning of early access a lot of bugs and minor issues or roadblocks popup from these systems, so it was passed time for me to clean it up. Unfortunately, this means nothing in terms of new content or features. However, with these systems written properly, I'll be able to implement things much easier and with fewer bugs going forward.

One example of rendering improvements is how I treat blueprints. Before, a blueprint would completely replace a previous block but create a facsimile of what was there. With the newer rendering system, I'm able to display two blocks occupying the same space. i.e., A dirt wall blueprint placed over a stack of wood logs.

Blueprint...

Read more External link →

23 Aug

Comment

Originally posted by unknownorigingames

Hahaha, ya, I've known about this one for a while. I haven't fixed it because it's pretty interesting. I may make a change so they join your settlement or, at least, ask.

Omg please. Monster relationships are ideal.


20 Aug

Thank you so much for the kind words. :)

I will add mod support but I wanted to get some other features completed first. Hopefully sooner than later. :D


18 Aug

Hahaha, ya, I've known about this one for a while. I haven't fixed it because it's pretty interesting. I may make a change so they join your settlement or, at least, ask.


17 Aug

Originally posted by DrKusachki

It's pretty hard to run out of ideas in this project, but if you'll manage to do it - I'm always here) Also, thank you for such a great game)

Thanks my friend. Ideas are always welcome. Really happy to hear you're enjoying the game too. :)

Originally posted by Dranwolf

Take your time man! This is a great game and really love it so much already! I know it’s going to be great once it’s totally complete! Keep it up we are totally supportive!

(I bought the game as soon as I saw the first five mins of gameplay on Nookrium!)

Thanks Dranwolf! Means a lot. :)


16 Aug

Hey fam!

Hope all is well with you amazing folks.

Just wanted to let everyone know that I won't be putting out any updates today. I'm currently working on a ton of stuff still and am nowhere near having a ready build.

This brings me to the topic of release schedules for builds and such. Up until now, I've generally tried to put out a new build each week with the alternating cadence of one week production, one week beta. I'm going to switch this to monthly themed production builds. Why the switch? Well, I'm finding it very difficult to complete bigger tasks within the two week window. I find I hurriedly put a feature in and push to the beta branch only to break things or to find out the feature was poorly designed. As well, I tend to lean towards working on smaller features out of fear of not being able to finish it within that time-frame. Aside from just being stressful, this often results in me having to scrap my weekend to put out hotfixes and, frank...

Read more External link →

14 Aug

Originally posted by entrandir

Cool thanks! If you ever need some help or want to know more feel free to ask!

Thanks!

Originally posted by entrandir

It's awesome! Currently developing something like it on my own, your community work is quite inspiring :)

Last question. I did have a migrant wave once on easy, is this coded in than to happen once?

If you aren't near any towns, it should happen once. If you are near a human town, there might be more.

  1. Make sure you have bedrooms. Settlers won't have children without their companion living in the same room (which they will auto join as long as the room is big enough).
  2. Not yet. We are about to improve a lot of room quality stuff soon.
  3. Currently, it only decreases the time it takes to build things in workshops. Very soon it will do more.
  4. Settlers are supposed to go there and relax and eat. I believe it's not super popular with settlers right now. I'll be taking a look at it when I do the quality update.
  5. For the Humans, no. The Ancients have several.
  6. Great suggestion!
  7. Oh, they're actually supposed to. Sounds like a bug. I'll take a look. :)
  8. Not yet but planned!
  9. You could put a zone down there.
  10. There is not. :(

Regarding vein mining, I am about to change ore to spawn like that, but I'd also hold off until the beta branch changes are merged into the production branch. The beta branch ...

Read more
Comment

Originally posted by entrandir

Thanks again!

My last suggestion; Either change hardmode to timed mode, or add a message popup that tells the user the run is going to end when the hermit is going to get old :)

That's a really good suggestion, I believe there was some discussion in the Discord not too long ago about this same issue. I know I for sure think you are correct. Thank you very much for you input! I hope I helped at least a little! And thank you so much for playing!

Comment

Originally posted by entrandir

Will they still move for ex; seeds to the seed storage if they are a farmer?

PS: Just to confirm, no other way of getting settlers besides breeding?

Well, I'm not sure how the inherent task of farming refers to carrying. I'll tag u/unknownorigingames for that. But if anything it's worth a try if you'd like to experiment.

As for settlers, breeding/ adoption are the only ways to gather new settlers.

Comment

Originally posted by entrandir

Hm Ok, might I add another suggestion than? only allow carrying for job specific tasks? I mine quite alot which the miners/stonemasons should take care of, but i think thats what keeps my entire colony busy than

I may be wrong, and correct me if I am, but I'm pretty sure you can mark individual's carry priority to empty and they'll never do it.

Comment

Originally posted by entrandir

It did thanks!

If i understand 1. correctly, there is no way to get settlers besides breeding? So the hard campaign has a deadline?

As of the breeding with free time, that would also explain why my tavern was empty :D Does the mood and quality of living also matter for breeding?

for 9. As there was a specific planting menu i expected the farm to just be a designation for keep up with the area. I have had multple times where my farm was bigger than the plants in there, but there were still seeds in the bins. Maybe im missing something there!

I believe QOL does matter for breeding a little, but mostly free time for anyone. If a couple is in a same sex relationship orphans will show up during the same period that breeding would take place.

The farm room should keep up with the area you have marked, unless the farmers are too busy to do so.