Odd Realm Dev Tracker

Glad tidings to you and yours!

I've uploaded a new beta build. I'm really excited about this one because it has two huge changes which have haunted me for ages.

The first is a new font which, is not only easier to read, but is a higher resolution meaning it can support localization in the future. I'm still a ways out from any localization changes but with the old font localization was a never-going-to-happen situation. You will notice that your old font selection is no longer in effect. I had to remove all those older fonts because they don't all support localization and, I think, aren't that easy to read. I did, however, forget to remove the font selection from the settings because I'm silly. This will be gone in the next patch.

The second big change is how builds are made. I won't get into too many technical details because it's probably not that interesting but you should notice a significant performance increase for the game in general because of this change.

I've also...

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vpxq

Nice! Appreciate the bug fixes. It was funny when they never wanted to stop mating... When they got thirsty I solved it by issuing a “stop” order :-)

Gotta do what ya gotta do. xD

colonelkovac

Awesome work, thanks for all the effort you put into this superb game!

Thanks my friend! :)

Hey there! Just wanted to let you folks know I've uploaded a new beta build.

Unfortunately, this update is not backwards compatible because I re-wrote a lot of the core code, making it impossible to do so. Sorry if you lose saved progress!

It has these changes:

-Fixed a bug where fishing and water collect jobs were not being started.-Fixed some tooltip bugs related to jobs and visible blocks.-Fixed a bug where training dummies weren't being attacked.-Added z level to random texture generation to help distinguish the change of layers.-Fixed a bug where Void Woken weren't dying from running out of energy.-Added an expired death notification.-Fixed a bug where void imps were allowed to do skills other than mine, carry, and melee attack.-Fixed a bug where grass and other platform textures could show graphical artifacts.-Fixed a bug where plants weren't showing their proper stage when a floor blueprint was placed on them.-Fixed a bug where incorrectly zoned items in containers weren't b...

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Dranwolf

Awesome! Happy cake day!

Thanks! :3

Hey folks!

Real quick update today. I'm still working on zone priorities. I'm adding two options for editing the priority of zones:
-Zone fill priority - Determines which zones gets filled first
-Zone withdraw priority - Determines which zones get used first for picking up items

This functionality works exactly the same way as job priority settings:

https://i.redd.it/gu6pnbupz2l31.png

Hoping to finish that up early next week. Thanks and have a fantastic weekend! :)

Waylon

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Happy Friday all!

I've been working hard on finishing up a lot of the world/core system improvements. The rendering stuff I had been updating last week is pretty much good to go. When I had finished up the last of the main changes for that and seeing as I was already neck-deep in core code, I was inspired to jump onto some other things which I had been putting off in that realm. I figure that since I've been making my bed, I might as well clean the whole damn room. ;) These are largely QoL improvements related to blueprints and building and I think they reduce player headaches.

Here are some examples:

-Blueprints now act as holograms on top of a block. This means that they won't clear out previous blocks until they are built and IF the thing which was built needs to replace the previous block. For example, a floor blueprint won't clear out a zone which had been there.
-You can now mix floor and prop blueprints. Before, you had to place the floor blueprint under the bed bluepr...

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Dranwolf

Awesome! Keep up the good work!! Very grateful!

Thanks, my friend!

edgingblade

Great job. Thanks for update! Enjoying your game so far.

Thanks! :D

I'm still alive! I just wanted to give you a quick update so you don't feel like I've abandoned you.

I've been super busy fixing and re-writing a lot of world and rendering tech I wrote early in development. Since the beginning of early access a lot of bugs and minor issues or roadblocks popup from these systems, so it was passed time for me to clean it up. Unfortunately, this means nothing in terms of new content or features. However, with these systems written properly, I'll be able to implement things much easier and with fewer bugs going forward.

One example of rendering improvements is how I treat blueprints. Before, a blueprint would completely replace a previous block but create a facsimile of what was there. With the newer rendering system, I'm able to display two blocks occupying the same space. i.e., A dirt wall blueprint placed over a stack of wood logs.

Blueprints Example 1[imgur.com]
Blueprints Example 2[imgur.com]

Also, how I was handling transparency was a c...

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unknownorigingames

Hahaha, ya, I've known about this one for a while. I haven't fixed it because it's pretty interesting. I may make a change so they join your settlement or, at least, ask.

Omg please. Monster relationships are ideal.

Thank you so much for the kind words. :)

I will add mod support but I wanted to get some other features completed first. Hopefully sooner than later. :D

Hahaha, ya, I've known about this one for a while. I haven't fixed it because it's pretty interesting. I may make a change so they join your settlement or, at least, ask.

DrKusachki

It's pretty hard to run out of ideas in this project, but if you'll manage to do it - I'm always here) Also, thank you for such a great game)

Thanks my friend. Ideas are always welcome. Really happy to hear you're enjoying the game too. :)

Dranwolf

Take your time man! This is a great game and really love it so much already! I know it’s going to be great once it’s totally complete! Keep it up we are totally supportive!

(I bought the game as soon as I saw the first five mins of gameplay on Nookrium!)

Thanks Dranwolf! Means a lot. :)

Hey fam!

Hope all is well with you amazing folks.

Just wanted to let everyone know that I won't be putting out any updates today. I'm currently working on a ton of stuff still and am nowhere near having a ready build.

This brings me to the topic of release schedules for builds and such. Up until now, I've generally tried to put out a new build each week with the alternating cadence of one week production, one week beta. I'm going to switch this to monthly themed production builds. Why the switch? Well, I'm finding it very difficult to complete bigger tasks within the two week window. I find I hurriedly put a feature in and push to the beta branch only to break things or to find out the feature was poorly designed. As well, I tend to lean towards working on smaller features out of fear of not being able to finish it within that time-frame. Aside from just being stressful, this often results in me having to scrap my weekend to put out hotfixes and, frankly, it's starting to bur...

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entrandir

Cool thanks! If you ever need some help or want to know more feel free to ask!

Thanks!

entrandir

It's awesome! Currently developing something like it on my own, your community work is quite inspiring :)

Last question. I did have a migrant wave once on easy, is this coded in than to happen once?

If you aren't near any towns, it should happen once. If you are near a human town, there might be more.

  1. Make sure you have bedrooms. Settlers won't have children without their companion living in the same room (which they will auto join as long as the room is big enough).
  2. Not yet. We are about to improve a lot of room quality stuff soon.
  3. Currently, it only decreases the time it takes to build things in workshops. Very soon it will do more.
  4. Settlers are supposed to go there and relax and eat. I believe it's not super popular with settlers right now. I'll be taking a look at it when I do the quality update.
  5. For the Humans, no. The Ancients have several.
  6. Great suggestion!
  7. Oh, they're actually supposed to. Sounds like a bug. I'll take a look. :)
  8. Not yet but planned!
  9. You could put a zone down there.
  10. There is not. :(

Regarding vein mining, I am about to change ore to spawn like that, but I'd also hold off until the beta branch changes are merged into the production branch. The beta branch has a new change to lighting which lights up underground hidden objects (like ore) much better.

Tha...

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entrandir

Thanks again!

My last suggestion; Either change hardmode to timed mode, or add a message popup that tells the user the run is going to end when the hermit is going to get old :)

That's a really good suggestion, I believe there was some discussion in the Discord not too long ago about this same issue. I know I for sure think you are correct. Thank you very much for you input! I hope I helped at least a little! And thank you so much for playing!