Odd Realm

Odd Realm Dev Tracker




31 May

Originally posted by mathologies

oh, so like more of a Kenshi vibe is where you're aiming for the finished game?

Sorry I haven't played that one

You can settle on peaceful tiles to avoid hostilities.

Also, try making an underground fort. It's easier to get up and running and defend.

Settle close to another Human settlement to increase the merchant visits. (Within two tiles.) They'll show up and you'll likely be able to buy some weapons and food.

Originally posted by mathologies

Thanks for taking the time to reply!

I'm sorry if you've answered this elsewhere, but what is your overall vision for the game? How do you want it to stand out from similar games like Dwarf Fortress or RimWorld?

Also, why is there so much taiga??

I haven't played a ton of Rimworld so I can't accurately say how I want to stand out from them. I guess having more than the one Z level is the main thing off the top of my head. I know they go down the route of leaning into more of the psychologic aspects of settlers and, although I want settlers to feel unique, I don't want players to micro manage to that degree.

As for DF, when I started making Odd Realm, I had intended to make a DF-lite. Mainly I just wanted to make a game with the same 3D tile world they have in order to develop my programming skills further. I like survival games, so it was important to make something along that vein to keep me interested. I wasn't too serious about making a competitor with DF or Rimworld. However, after releasing the first version of Odd Realm, I got a lot of positive feedback and it motivated me to continue working on the game as a much more serious endeavor. Before, I just wanted to quickly put out a game and jump onto the next thi...

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Thank you very much for this feedback. I agree with many of these suggestions, and am working on adding/fixing most of them. :)

And, as for the game getting boring by the second year, that makes sense. I've avoided working on too much mid-late game stuff because I want to finish all the core systems. Which will be mostly done with this next update that's coming out soon. Otherwise, I end up breaking and/or having to remake a lot of content which really slows me down. That said, I'm hoping to focus more on the content and progression side of things in the following updates after this next one.

Thanks again!


29 May

Comment
    Sleipnir on Steam Forums - Thread - Direct
Those are cool concepts Choppo! Thanks for mentioning them :)

Maybe Jag is thinking of D&D style Dragon Kin which would be around human sized? I have to agree that controlling your traditional massive dragon as a playable race would be tough to make work.

28 May

Getting a farm up and running is key for long term survival, but foraging/hunting/fishing will help you out for the early game.


27 May

Comment
    Sleipnir on Steam Forums - Thread - Direct
Thanks!
Comment
    Sleipnir on Steam Forums - Thread - Direct
Cool! What do you imagine their gameplay mechanics to be?

Originally posted by txivotv

I confirm that UI scaling works for 1024x768 resolution, all panels are visible!

Thanks for the fast response, I looked around the menus, but didnt find that option.

Glad to hear that worked for you!


26 May

Comment
    Sleipnir on Steam Forums - Thread - Direct
Really happy to see you like it. :) Thank you for supporting it's development!
Comment
    Sleipnir on Steam Forums - Thread - Direct
Ah, ok, then the arboretum is what you'll like, which is coming in the next update. Foresters harvest and replant trees there.

Steam, GoG, and Itch have the same versions. You just need to wait a bit more for me to put out this update when it's ready. Itch will get it at the same time as Steam and GoG.
Comment
    Sleipnir on Steam Forums - Thread - Direct
Well, the arboretum, the 'tree room' that has been added, could be used as an orchard and the current farm room as a garden. Is there additional functionality outside those two rooms that you're thinking of?