Odd Realm

Odd Realm Dev Tracker




15 Mar

Post
Hey everyone!

I have some news for today's dev log that I'm so excited to share with you all.

A lot of people have requested that they be able to change two settings for the game:
-Overworld map size.
-In-game map size.
I had held off changing the game to allow this because the defined map size was deeply tied to so many integral systems. This means that changing anything even remotely tied to this would result in adding a lot of work to my plate and further pushing out the update release. As well, increasing the map size introduced problems with the cost of pathfinding which, at the time, I didn't have a solution for.
I had planned on tackling this change in the next update because I've made you poor souls wait almost a year for this update and you've all been so patient with me. However, one issue with me changing the map size is that I can't easily maintain backwards compatibility for your save files. Players would have to start a new game. That sai... Read more
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/688060/announcements/detail/6355114998888211994]here[/url].

15 Feb

Post
Hello friends!

Now that I'm well into the bug fixing, polish, tuning phase and don't have too many new things to show you, I thought I'd showcase the new room editing window and all the changes to the rooms system. I've built a lot of systems from the ground up in this new update, but the rooms system is one which has seen a large amount of re-design and UI work. This is easily one of the most complicated systems in the game, because it gives players so much flexibility and agency. Let's take a look at the differences and walk through the new process of making rooms to fully understand how it works.

Firstly, the name for the system, 'rooms', is no longer that accurate. In the current live version, you're placing down individual rooms, so that makes perfect sense. In the new version, it's more like you're placing down 'buildings' or 'shops', so, I'll likely be changing the room name to something more fitting soon. However, for this post, let's just keep calling the sys... Read more
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/688060/announcements/detail/5403726792736802211]here[/url].

15 Jan

Post
Hello, dear friends!

Today's dev log will focus on items and item system changes. I get a lot of requests for more content to play with and most of my updates tend to focus on making features and/or improving previous features based on feedback because I think it's important to do that stuff first. The 0.10.0.0 update I'm working on has SO many new features and improvements but I wanted to ensure there's lots of new content for players to discover as well.

During the month since my last post, I spent a bunch of time making about 60 new tools and weapons for the game. A lot of these new items can be unlocked in the new tech tree and some are only discovered by exploring the world. I've also created two new projectile types--rocks and spears--to support new items such as, bolas, slings, darts, and spears. I've even added some new spellbooks too!

... Read more
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/688060/announcements/detail/5471278263749386344]here[/url].

17 Dec

Post
Hey everyone!

Now that I'm moved and all that is out of the way, I've been working hard to wrap up the rest of this next update. It's coming along super well. As per usual, I don't want to promise any dates, but I'm feeling great about almost being done.

Currently, I'm rounding out the tech tree which is new in this update. I'm adding in a bunch of new weapons, tools, and gear which you can unlock. Plus some you'd find from events.



You can look forward to some new projectiles like spears, bolas, rocks, and so on. I never had these before because I had no 'throw' animation. Only a bow firing one. The throw animation lets me add in a lot more projectile options for obvious reasons, so that's fun. I'm also adding in more options for the Ancients, such as Summons. I'll keep those under my hat until the update is ready.
... Read more
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/688060/announcements/detail/4010983523406846564]here[/url].

25 Nov

Post
Hey friends!

Quick post to let you know I've put out a hotfix to the game. I noticed some load issues and wanted to put out a small update to address these. Here are the notes for it:

  • Enabled additional error printing in the Player.log file.
  • Fixed a bug where loading the game could sometimes get stuck in winter.
  • Fixed a bug where the resolutions list wasn't showing options lower than 800 width. 768 should now be the lowest option to support the game's lowest resolution of 1200x768.
  • Fixed a bug where players weren't able to mine upwards.
  • Fixed a bug where certain blocks weren't being deconstructed by the clear/remove job and would then cause the block to not be assigned any clear/remove job again.
  • Added additional text for the initial game boot to indicate loading. Some expressed that they thought the game was stuck here because it shows just a black screen.
... Read more
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/688060/announcements/detail/2928991721335750822]here[/url].

18 Nov

Post
Hey folks!

Hope you are all doing spectacularly!

I'm still trucking along on this update and I'm starting to get close to a beta build candidate.

This month I finished up the core system improvements I mentioned in the last post. That was a real slog but hugely improved performance and I'm happy with the state it's in.

I had to take last week to fix up the tooltips in the game because they were driving me nuts. They had lots of weird positioning bugs and the under-the-hood way they updated was super confusing. I also wanted to do a pass on the entity tooltip as I have always felt it was poorly done. This is the expanded version (holding ctrl) of the entity tooltip:



And collapsed (hovering over a target entity):
... Read more
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/688060/announcements/detail/2928991087794011224]here[/url].

14 Oct

Post
Hey Odd Realm crew!

This will be a VERY short dev log as I don't have a ton of new things to show off but I wanted to touch base so you know I'm still working away.

Let me take a sec to thank you all for your patience and trust in me. I know this update is taking a long time to put out there. I'm working on things which are complicated and difficult to wrap up and it feels like cutting one's lawn with scissors. However, I am getting closer each day. Also, I'm in the middle of looking for somewhere else to live and that takes up a lot of my attention. But thanks so much for supporting me and the game and being a wonderful community.

As for what I'm working on, I'm still closing out the tasks which I mentioned in the last dev log but I also overhauled a lot of the job systems and world rendering engine. I did this because of some serious behaviour bugs that would appear but also because there was a pretty serious lag when changing layers, panning around the map... Read more
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/688060/announcements/detail/2928987915279924158]here[/url].

04 Sep

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
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/688060/announcements/detail/2919976911053025979]here[/url].

07 Aug

Post
Hello!

This is NOT a post to say the next update is out! Some confusion there on my last development post as I erroneously used the word, 'update'. haha That's my bad! Also, I noticed some concern that I'm not posting these dev posts enough and all I can say is that it takes quite a bit of time for me to write them and I'd rather focus on work on the game. So, apologies for not writing them every week. I encourage you to join our discord server if you want constant news updates as I'm in there every day talking to the community. Here's a link to that: Discord Server[discord.gg]

Anywho, on to the meat and bones:

I'm currently in the process of wrapping up work I had started on re-doing the rooms screen. Now, I know what you're thinking as I've thought it too, 'ugh, more work on a screen that's already done??' Th... Read more
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/688060/announcements/detail/2767977977904078560]here[/url].

10 Jul

Post
Hey gang!

It has been a while since I've posted anything regarding the game's development and I thought I'd take a moment to do that.

The next update 0.10.0.0 Sacred Scrolls is quite big. One thing that I really wanted to focus on for this update was progression. For a lot of the game's development, I've focused on systems to broaden the game's possibilities, and quality of life improvements to help user experience. I've largely neglected adding too much content because it's harder to add new systems if you have to make sure all the previous content isn't broken as a result. So, when I say progression, I mean two things namely: content (more blueprints, items, props) and tuning.
Alongside this progression work, I've also changed and improved how combat and taming works. Combat behaviour has totally been re-written as it was super frustrating and buggy. i.e., warriors not going to targets. Taming now works in a completely different way as players were getting confu... Read more
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/688060/announcements/detail/2617104944562076953]here[/url].