Odd Realm

Odd Realm Dev Tracker




02 Apr


01 Apr


31 Mar


24 Mar


22 Mar


21 Mar

Originally posted by 555Cats555

Like what?

Im honestly ready excited for story additions to the game! But I'm patient and can wait for the epicness that is this game!

Glad you like the game! :)

I'm excited to show you some more lore stuff. I have a lot of history for the world established and it's ready to get added soon! I won't spoil anything for what will happen to these characters, though!


19 Mar


17 Mar

The game is coded with C# and made in Unity. All of the game's data sets (names, items, blocks, etc.) are imported from a giant google doc spreadsheet as JSON strings which then get turned into C# data classes.

You should check out the Unity store asset (which I use) called Game Data Editor if you're curious about that process.


16 Mar

Originally posted by [deleted]

[deleted]

I'm thinking that each day I'll simulate a bunch of actions for each entity on the map. As well, when the player has a game over, I'll have one year pass and iterate each day of simulations for that time period.

I think we're on the same page as far as events are concerned. Like you mention with the war party idea, I'd love to have situations like this.


15 Mar

Originally posted by Acedrew89

Thanks for these dev logs! They are awesome and keep the excitement going for this next update. Can’t wait!

Thank you! I'm so excited for you to play the new version. I appreciate the patience. :)

Originally posted by [deleted]

[deleted]

In my perfect vision for Odd Realm, the overworld map will have a persisting and evolving ecosystem. By this I mean that nations will grow, die, merge, and start new. There will be consistent factions that you'll interact with, but the map will constantly be changing.

Now, players will still only actively play one tile at a time, but I do want them to build their factions so that multiple tiles can work together. If you decide to leave your tile, and also leave some settlers, they'll continue to live their and develop. You'll be able to trade and get information from them, and they'll be allied to you. Perhaps, if you come back later, they'll have been wiped out by a band of roaming Nequhtli. Or, maybe, they'll have built up the town. Maybe they don't even want you back and start their own faction.

This plan is pretty ambitious so it's definitely something for post 1.0.

As for the tile sizing, changing the size changes how many blocks are in the game at once...

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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...

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