Odd Realm

Odd Realm Dev Tracker




17 Feb

Originally posted by Acedrew89

Thanks for making an awesome game! This is clearly a labor of love and it's incredible already. Looking forward to seeing it progress, as well as when it reaches its final state!

Thanks Ace! Glad to have you following the game. :)


16 Feb

Hey there! Sorry to hear you had this experience. I’ll take this feedback and try to improve the game. I used to have water with finite amounts but it ended up being super hard on the average CPU. Because I ran out of time to continue working on water ‘physics,’ I decided to go with making it infinite as a temporary solution. I do have plans to revisit the water stuff and also add some fun contraptions to let you manage it (pumps, sluice gates, etc), so I’ll try and make it better. Thanks again for letting me know about this issue!


15 Feb

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 t...

Read more External link →
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].

10 Feb

The total amount is determined by each settler's (including animals you take) carrying skill.

The exact formula is:

ENTITY_CARRY_SKILL_RATING * 5 + 6

The migration feature is just a prototype and so this formula is rather arbitrary and will likely change in the future, along with many aspects of migrating.

Comment
    Sleipnir on Steam Forums - Thread - Direct
Unfortunately, no. I will post an update on the 15th talking more about development but I'm still swamped with lots of work. Because I re-wrote 75% of the game's main systems, and there are so many new additions, there's a lot for me to test and finish before the update is beta-ready. I can't tell you exactly when that will be.
In the future, I'm going to put out updates at shorter intervals to keep players from waiting so long. But I do really appreciate your interest in the game and your patience. :)

09 Feb

Comment
    Sleipnir on Steam Forums - Thread - Direct
Settlers will only join bedrooms with their families. The next update introduces a change so you can toggle this functionality.
You can still manually add the settlers if you wish (in your current version).

06 Feb

Comment
    Sleipnir on Steam Forums - Thread - Direct
Oh, I'm glad to hear it! :)
Comment
    Sleipnir on Steam Forums - Thread - Direct
Are you able to share a screenshot of what you're seeing? I'm curious what the maxed out UI looks like on your machine because on my highest resolution display, it's massive and can't really be scaled up any more.
The world scale and UI scale have separate settings. Have you also changed the world scale to be zoomed in? There are two zoom buttons on the bottom bar for zooming in and out.
Comment
    Sleipnir on Steam Forums - Thread - Direct
Thank you for your feedback! And also for your kind words!

I agree with all your points and I have fixed some of them and am working on others. Encounters and scaling difficulty progression are big focuses for me right now.

Thanks again for taking the time to write this up!

02 Feb

Originally posted by tertang

Always makes me happy to see posts here and such quick responses from the dev! Haven't played in awhile but I'm waiting for the next race to be released. Keep it up Unknown origin!

I've been lucky to have an amazing community supporting the game. I'm happy to answer questions, especially when folks are so patient with my development progress.

Thank you for the kind words and encouragement. :)