Odd Realm

Odd Realm Dev Tracker




09 Nov

Comment
    Sleipnir on Steam Forums - Thread - Direct
Are you playing in the beta? There's a small bug in the beta where obstacles are being left behind by trees. Saving, then reloading the file should clear it up and I'll be putting out a fix soon.

08 Nov

Comment
    Sleipnir on Steam Forums - Thread - Direct
All you should have to do is place down the room and entities that are of the same family will join the room automatically. When you open up room edit (G), do you have three separate rooms?
They will mate and have offspring as long as you have a bedroom with a bed for them.

06 Nov

Happy Friday everyone!

I've just finished uploading the 0.10.0.6 patch. There are a lot of fixes in this patch. As well, I spent some time working on improving the hotkey options/settings. I've added a few features to it and it should be much clearer to use. You can now assign hotkeys to the mouse, add modifiers (shift, ctrl, alt, etc.) to any keyboard key, and add up to 3 hotkeys to an action. Scroll input now has the option to be inverted and I've removed the scroll options from generic settings because you should be able to do this through hotkeys. The only thing I couldn't get working was modifier keys for the mouse. This sounds trivial and certainly isn't impossible to add, but it will require some more work, and I'm going to have to put that on the backburner for now. I don't think modifier keys for the mouse are terribly important, but it would be nice to have later. As well, I've removed editing the ESC backout action because it's too easy to mess this up and lock...

Read more External link →
Post
Happy Friday everyone!


I've just finished uploading the 0.10.0.6 patch. There are a lot of fixes in this patch. As well, I spent some time working on improving the hotkey options/settings. I've added a few features to it and it should be much clearer to use. You can now assign hotkeys to the mouse, add modifiers (shift, ctrl, alt, etc.) to any keyboard key, and add up to 3 hotkeys to an action. Scroll input now has the option to be inverted and I've removed the scroll options from generic settings because you should be able to do this through hotkeys. The only thing I couldn't get working was modifier keys for the mouse. This sounds trivial and certainly isn't impossible to add, but it will require some more work, and I'm going to have to put that on the backburner for now. I don't think modifier keys for the mouse are terribly important, but it would be nice to have later. As well, I've removed editing the ESC backout action because it's too easy to mess this up and lock... 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.

05 Nov

Comment
    Sleipnir on Steam Forums - Thread - Direct
Ah, sounds like a bug. There's no way to force an entity to sleep, but they should just do this on their own.

Are you in the beta?

04 Nov

Comment
    Sleipnir on Steam Forums - Thread - Direct
Are you assigning the collect water job to the water block? You'll also need someone with survival enabled.

02 Nov

Comment
    Sleipnir on Steam Forums - Thread - Direct
Thanks for the feedback!

1) This is coming in a patch soon. I always intended to have this, but haven't been able to implement as of yet.
2) As long as 'Single Layer Only Selection' is off, the selection will iterate down until hitting an obstruction or permitted candidate.
3) Cool! That sort of thing sounds great. Any suggestions for where you'd like to see this? The UI is quite cluttered, so I'd like feedback on where you'd most enjoy having this sort of thing. Just in the overlay options, or do you think it should be outside of that, much like the priority options?
4) The game already does this, so, I don't see it being a problem adding those additional options once they are implemented.

Cheers
Comment
    Sleipnir on Steam Forums - Thread - Direct
Sounds like you have all this set up already, but just in case, here's what you need:
-At least one farmer with harvest and planting skill on.
-All the required props built.
-The Harvesting auto job on.
-At least one plant blueprint selected.
The farmer will plant in places there isn't already a plant. So, if there's grass, you'll need to wait for them to clear it out first before they will plant. Here's an example of my auto-queue settings:
[Carrot]
0 (a) < 5 (b) -> 5 (c)
a = Current raw carrots
b = Threshold
c = Amount to queue
If the current raw carrots (a) drop below 5 (b), it will try to queue 5 (c) new plant carrot jobs.

You could also change the threshold type to active jobs in room, which tries to maintain a certain amount going all the time. So, if active jobs (a) drops below 5 (b) threshold, queue 5 (c) jobs.

I still have a LOT of work to do to polish up this experience, and I'd love to hear your suggestions... Read more

01 Nov


31 Oct

Comment
    Sleipnir on Steam Forums - Thread - Direct
Originally posted by Vince:
Originally posted by Sleipnir: Not a dumb question at all! Zones are no longer a thing. Instead, you have two options:
-Place a 'storehouse' room and edit the room's item specifications to what you want.
-Place a room and add the 'storage' room function. This can be added to any room. In fact, any of the room functions can be mixed and matched to suit your needs.
Fair warning, there are several nasty bugs with rooms that I'm fixing right now. So, apologies if you ...
Read more

30 Oct

Comment
    Sleipnir on Steam Forums - Thread - Direct
You cannot, sadly. You have to summon more.

29 Oct

Happy Friday!

Oook. Lots in this one. Here are the notes:

-Fixed a few UI related errors happening under the hood. This would keep some windows from closing or working properly.
-The single layer overlay now slightly darkens layers not on the same layer as the camera rather than make them totally black.
-Fixed a bug where notifications weren't appearing for things like hunger, thirst, void sickness, drowning.
-Vertical paths and several other overlays no longer start activated when opening jobs, rooms, and other toolbar menus.
-Block surfaces will now no longer be obstructed by the single layer overlay.
-Room function auto-jobs now start with 'Items In World' by default. They also use the produced item as the default selected item, and start with a Threshold and Queue Set count of 1. This is to ensure players have to do as little as possible to get auto-jobs going.
-Fixed a bug where the auto-job threshold amount for Items In World ...

Read more External link →
Post
Happy Friday!

Oook. Lots in this one. Here are the notes:

-Fixed a few UI related errors happening under the hood. This would keep some windows from closing or working properly.
-The single layer overlay now slightly darkens layers not on the same layer as the camera rather than make them totally black.
-Fixed a bug where notifications weren't appearing for things like hunger, thirst, void sickness, drowning.
-Vertical paths and several other overlays no longer start activated when opening jobs, rooms, and other toolbar menus.
-Block surfaces will now no longer be obstructed by the single layer overlay.
-Room function auto-jobs now start with 'Items In World' by default. They also use the produced item as the default selected item, and start with a Threshold and Queue Set count of 1. This is to ensure players have to do as little as possible to get auto-jobs going.
-Fixed a bug where the auto-job threshold amount for Items In World was using Ac... 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.

28 Oct

Comment
    Sleipnir on Steam Forums - Thread - Direct
In the future, the merchant will go to the market room, and leave things there. Hopefully that will alleviate some of that travel time and would avoid giant mounds of Ren to go and collect.

Re carry capacity, it is determined by the carrying skill. I've implemented a back slot, for backpacks, which would increase the carry amount. It's disabled for now as I haven't created the bag items. But it will give bonuses to carry if you equipped a backpack.

Having a difference between item size and how that fills containers and inventory slots is a good idea and it's something which is suggested a lot. I would like to implement something like this, but it would be quite complicated. It would require more UI to communicate the difference in item size as well as an even more elaborate and dynamic carrying system under the hood. Both of which are already complicated as heck. I'm not saying I won't add that, but I want to try out a few easier solutions first.

This l... Read more

Which version are you playing in? If you're in the beta (0.10.0.0+), you need to unlock wood blueprints from the Saga screen (H).

In older versions, as long as you had enough wood logs, you would unlock the blueprint. I think 3 is the minimum, but I can't remember 100%. In the build menu (B), what do you have to build? It could be you have one of the categories selected, which would hide blocks, if the selected category was props, for example.


26 Oct

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 ...

Read more

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!