Odd Realm

Odd Realm Dev Tracker




22 Jun


21 Jun


20 Jun


19 Jun

Comment
    Sleipnir on Steam Forums - Thread - Direct
Great stuff! I've thought of adding an insectoid race myself, but haven't put anything to paper because I still have to add the other races first. I like the idea of having a queen and your idea of moving into previously settled tiles is interesting! I'll keep this stuff in mind for when I'm able to focus on adding more races.

Thanks for writing this up. :)

I've changed how they work for the next update so that they don't build up like that anymore. Sorry for the inconvenience!


17 Jun

Comment
    Sleipnir on Steam Forums - Thread - Direct
There's a little house icon/button on the top left corner. This lets you select animal and settler population max.

Edit: Unfortunately, there's no way to auto butcher but it is planned.

16 Jun

Originally posted by DWLlama

Don't mind the naysayers. Sounds like some great improvements you have coming. Looking forward to trying them out.

Thank you. People like you keep me going :)

Originally posted by Dark__Thoughts

Also, any entities that have been given a 'Hold Position' command, will never leave the designated point.

Is that new / fixed behavior? Because I thought I had an archer sitting on a wall on hold before, which made him wait there, but as soon as the enemy was in range he took one shot before he jumped down the wall to get close to the enemy.

The live version of the game has some terrible bugs. My guess is that you encountered one of them. That sort of thing doesn't happen in this next update.

Originally posted by YoungArtifact

I'm honest here! Am gamedev myself (even though I haven't released a "good" game yet) and I know how tough it can be :D

But another question: Do the workrooms still exist in this update? I mean those rooms which need certain structures in them. I am somewhat confused with the new room templates, or at least how you described them.

Essentially, they work the same. You'll still need to provide specific props for them to be used. The difference is that you're providing the props for the 'function' of the room.

Before: Workshop Room [Needs props xyz]

Now: Workshop Room - Wood Mill Function [Needs props xyz] and Fireplace Function [Needs props xyz]

The workshop is now just a default template which groups together the wood mill and fireplace for ease of use and progression. Another example is the forge template with its foundry and smithy functions.

There are about 25 functions for players to mix and match. You could just create one big room with them all if that was your wish.


15 Jun

Originally posted by Dark__Thoughts

So if a wall would be too high to climb, there would be no arrow? What's the actual height for that?
Can we expect the AI to not jump down castle walls or towers and instead shoot arrows from there too?

If you had a wall two blocks high, the entities wouldn't be able to climb it.

The AI will only try to get to the enemy if they are out of range for attacks. So, Archers will hang out on the top of the wall as long as they are in range to their target. Also, any entities that have been given a 'Hold Position' command, will never leave the designated point.

Originally posted by DiegoRaist

i need this update!! this game is just so awesome

So happy to hear you like it. Thanks!

Originally posted by Suspicious_Can2468

Can’t wait to test the new update once it is ready for beta! Keep up the fantastic work, and thank you for such a wonderful game!

Hey cheers! Means a lot :)

Originally posted by YoungArtifact

I'm actually really hyped for the update!

It you need help with anything, hit me up!

I appreciate that. Thanks!

Originally posted by userInvadil

Thanks for the update and for all the progress you make with the game!

Thanks friend!

Hey everyone!

Today's dev log will be rather dull because I don't have a whole lot of new content to show off. I'm at the stage where I'm working on bugs, polish, and finishing implementation for previously shown features. That's good, though, as that means the date for putting this update into beta is drawing near. I hate not being able to tell you guys a specific date for when that will be. I want this to be my last dev log before then, but due to the scope and complexity of the update, there's a lot of hidden tasks that arise as I go. This update is more like a sequel than it is a general update and as a result is an absolute ton of work for me. Thank you for understanding that, and for being patient with me. :)

Now, I've seen a few comments recently about how long this update is taking and some have even expressed that there is nothing in this next update so I wanted to recap some of the things that have been added:

-Tech tree. Allows for Humans to...

Read more External link →
Post
Hey everyone!

Today's dev log will be rather dull because I don't have a whole lot of new content to show off. I'm at the stage where I'm working on bugs, polish, and finishing implementation for previously shown features. That's good, though, as that means the date for putting this update into beta is drawing near. I hate not being able to tell you guys a specific date for when that will be. I want this to be my last dev log before then, but due to the scope and complexity of the update, there's a lot of hidden tasks that arise as I go. This update is more like a sequel than it is a general update and as a result is an absolute ton of work for me. Thank you for understanding that, and for being patient with me. :)

Now, I've seen a few comments recently about how long this update is taking and some have even expressed that there is nothing in this next update so I wanted to recap some of the things that have been added:

-Tech tree. Allows for Humans to unlock... Read more