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January 2021 Dev Log

Hello, dear friends!

Today's dev log will focus on items and item system changes. I get a lot of requests for more content to play with and most of my updates tend to focus on making features and/or improving previous features based on feedback because I think it's important to do that stuff first. The 0.10.0.0 update I'm working on has SO many new features and improvements but I wanted to ensure there's lots of new content for players to discover as well.

During the month since my last post, I spent a bunch of time making about 60 new tools and weapons for the game. A lot of these new items can be unlocked in the new tech tree and some are only discovered by exploring the world. I've also created two new projectile types--rocks and spears--to support new items such as, bolas, slings, darts, and spears. I've even added some new spellbooks too!



Creating all these new items surfaced some UX issues that I needed to address. Namely, how confusing outgoing damage is. In the live version of the game, it's not too clear how much damage an item will do to a block or entity. For example, you have a pickaxe which says a damage amount but doesn't apply that to a target entity in a fight. This is because the tool isn't intended to be proficient in combat. I've solved this issue by giving ALL tools/weapons their own set of attacks which are now displayed on tooltips and in a 'Attacks' window you can see on entities and uniforms. Each item 'Attack' has a partnered skill with it. So, the attack will only be used for that specific skill.



For the above image, we see that the stone pickaxe has 3 attacks:
2d4+2 Strike [Melee]
3d3+2 Cut [Melee]
1d4+2 Mine [Mining]

The attack displays the damage roll, thematic name, and skill. From this, we can deduce that, in combat, the attacks, 'Strike and Cut,' are used (because they have the melee attack skill), and, when working, the attack, 'Mine,' is used (because it has the mining skill). If the entity uses a skill that doesn't have a respective attack provided by equipped tools/weapons, then their inherent default attacks are used. Every entity has a set of underlying inherent attacks for all the skills in the game.

In a later update (I'm not going to push this update back any further to do this), I'm going to add damage types for each attack to diversify combat even more. i.e., slashing (can cause bleed), piercing (ignores % of toughness), energy (ignores 100% toughness), bludgeon (additional bonus damage), and so on.

Now, all these changes had me working a ton on UI within the various equipment screens. This then led me to all the issues with the uniform screen. (And you can see why it takes me so long to finish this update.) This is one screen which I get a ton of feedback on (aside from the room screen, which has also seen a huge update for this version), and justly so.

I've gone through and completely upgraded the whole thing. No longer will you see four separate screens. Instead, you'll see two: one for editing a uniform, and one for assigning uniforms.

Editing a uniform is similar to how it was but has some much clearer UI. The left 2/3rd's of the screen are dedicated to assigning items and seeing all the attacks/buffs the uniform will provide with the new addition of also showing what assignments they have. I'll get into 'Assignments' in a sec. On the right 1/3rd you have a list of all the uniforms you've created along with all the utility options (copy, duplicate, create a uniform for all professions, etc) and they will now show a preview of the items they have assigned.



The 'Assign Uniforms' screen shows a list of 'Assignments.' These let you specify how your settlers will go about equipping items from the various uniforms you create. Just as before, you'll be able to select options from professions, control groups, and individual entities. The difference from before is that you can now mix and match these options. As before, these assignments have a priority value which you can change. Like jobs, settlers will try to select highest priorities first. So, each settler will look at all your uniform assignments from highest to lowest and filter them out based on if they match the specified requirements (are they in the control group selected or, say, of the same profession, etc.) As they're going through the list of assigned uniforms, they'll also check to see if the item is available in your inventory. If it's not, or they can't reach it (in which case a notif will be shown), they'll move on to the next highest priority assignment which they can use.



This means you might have a settler with items equipped that come from several different uniforms. Now, to help convey this information as to where a settler is getting their items from, I've added a window to the entity info screen that shows all the uniforms they are assigned to. These are ordered based on priority and will show more info when hovered over. You can also click these to go straight to the uniform to edit it. Hovering over an equipped item on a settler will also show what uniform is influencing that.

While we're on the topic of tooltips, I've gone ahead and changed it so every time you see a settler in a list, they have a detailed entity tooltip. Sometimes it's tough to tell based on just the name as to which settler you're looking at, so hovering over them will show you the same info that hovering over them in-game would.



Ok, so that covers everything I've been working on this month. However, I want to give a quick rundown of what's left to give you an idea of what I need to do to get this update out. Most of my big tasks are out of the way but I still have a couple things to tackle which will take some time:
-Encounters. I promised that I would update the encounter system of the game. Currently, the game can be pretty difficult at first but then quickly tapers off to be very easy. I want to address this for this update. I want players to have a good challenge progression. Unless, of course, they select a peaceful tile.
-Tune and test. This will also take a while because there's so much that has been changed and I know there will be lots of small issues to fix up. The good news is that I can do this with the game live in the beta branch which means you can play the version, but at your own risk.

As always, I can't say how long it will take to get this into your hands. You've all been incredibly patient and supportive. I appreciate that so much. I always try and be as transparent with my work as possible because I really respect this community and the faith you have in me. So, thank you!

I hope you are all happy and healthy and staying safe out there. Chat soon!

Waylon


December 2020 Dev Log

Hey everyone!

Now that I'm moved and all that is out of the way, I've been working hard to wrap up the rest of this next update. It's coming along super well. As per usual, I don't want to promise any dates, but I'm feeling great about almost being done.

Currently, I'm rounding out the tech tree which is new in this update. I'm adding in a bunch of new weapons, tools, and gear which you can unlock. Plus some you'd find from events.



You can look forward to some new projectiles like spears, bolas, rocks, and so on. I never had these before because I had no 'throw' animation. Only a bow firing one. The throw animation lets me add in a lot more projectile options for obvious reasons, so that's fun. I'm also adding in more options for the Ancients, such as Summons. I'll keep those under my hat until the update is ready.

I've also been reading a bunch of feedback and suggestions so you'll see some quality of life additions. Namely, I've added the ability to click items in the top stats bar. This will take you to the respective world point. i.e., clicking the idle settlers count will iterate through them. Clicking on raw food will do the same for items. When you're taken to a settler it selects them and follows them, and, for items, I have a highlight effect to indicate the point as it's hard to tell otherwise.



As well, I've made a change so that the stats which you manually track show up on the top stats bar as well. You can right click them here to untrack them or left click to have them go to the next iteration point.



Within each toolbar menu, I've added a toggleable list panel to show: active jobs, auto jobs, active zones, and active rooms. Active jobs let you remove jobs or go to their positions (much like the top stats bar would). Auto jobs let you see jobs which the game will automatically create for you (like harvesting mature plants) and you can toggle these if you prefer to assign them manually. Active zones are pretty much the same as active jobs. Active rooms show you which rooms are placed, their state (empty, needs requirements, full, etc) and also provide an easy way to select that room to add more points to it or just open it's management screen. All these lists don't have to be open but are there if you want to see that stuff.



Lastly, I've added an overlay panel where item tracking used to be. This is where you'd enable/disable visual settings for temperature, block counts, rendering the current layer only, highlighting settlers, and so on.



Alright, time to get back to it. I genuinely hope everyone has a fantastic holidays and stays safe.

Best,

Waylon

0.9.0.13 Hotifx Patch

Hey friends!

Quick post to let you know I've put out a hotfix to the game. I noticed some load issues and wanted to put out a small update to address these. Here are the notes for it:

  • Enabled additional error printing in the Player.log file.
  • Fixed a bug where loading the game could sometimes get stuck in winter.
  • Fixed a bug where the resolutions list wasn't showing options lower than 800 width. 768 should now be the lowest option to support the game's lowest resolution of 1200x768.
  • Fixed a bug where players weren't able to mine upwards.
  • Fixed a bug where certain blocks weren't being deconstructed by the clear/remove job and would then cause the block to not be assigned any clear/remove job again.
  • Added additional text for the initial game boot to indicate loading. Some expressed that they thought the game was stuck here because it shows just a black screen.


Thanks and have a nice remainder of your week!

Waylon

November 2020 Dev Log

Hey folks!

Hope you are all doing spectacularly!

I'm still trucking along on this update and I'm starting to get close to a beta build candidate.

This month I finished up the core system improvements I mentioned in the last post. That was a real slog but hugely improved performance and I'm happy with the state it's in.

I had to take last week to fix up the tooltips in the game because they were driving me nuts. They had lots of weird positioning bugs and the under-the-hood way they updated was super confusing. I also wanted to do a pass on the entity tooltip as I have always felt it was poorly done. This is the expanded version (holding ctrl) of the entity tooltip:



And collapsed (hovering over a target entity):


As you can see, it's much more organized but there are a few additional elements. Namely, the player can see an entity's equipment now. I've also moved all the command options over to here (you see them when an entity is selected).

Tooltips now support multiple targets, meaning you can have an entity selected but also see the block your cursor is over. Whereas, before, you'd only see the entity.

I spent some time unifying the overlays for jobs, zones, etc. Plus, the overlay is way clearer regarding whether blocks are in the air, an obstruction, covered, etc.



You'll also notice I've re-organized the hud. The toolbar has been moved over to the right and merged with the overlay window button panel. I've gotten rid of the utilities toolbar menu, and all utilities can now be accessed from that bottom right bar. This takes one click step out of accessing them. Plus they now have their own hotkeys.



All the toolbar menus (i.e., jobs, blueprints, plants, zones, rooms) have access to the search panel. So you can now use SHIFT+'Char' to narrow down the buttons there. Players can also now click the search panel to enter search text rather than holding shift.

I've updated the hotkey settings to allow for modifier keys to be used (as well as fixed a ton of hotkey related bugs). So, now players can change opening the job menu to SHIFT+J or whatever hotkeys they choose. I still have to make mouse hotkeys editable! One day, I swear! xD

With the vast majority of system and UI fixes/changes/additions out of the way, I can finally finish up adding the new content I was working on. i.e., new capture props (cages and such), weapons, gear, etc.

OH, I also found a new place to live and am moving at the end of the month. With that also out of the way I can get back to my regular work schedule. This last month has been really tough to get a lot of work done due to that and current world events. So, thanks for all the kind words and patience.

Take care and stay safe,

Waylon

October 2020 Dev Log

Hey Odd Realm crew!

This will be a VERY short dev log as I don't have a ton of new things to show off but I wanted to touch base so you know I'm still working away.

Let me take a sec to thank you all for your patience and trust in me. I know this update is taking a long time to put out there. I'm working on things which are complicated and difficult to wrap up and it feels like cutting one's lawn with scissors. However, I am getting closer each day. Also, I'm in the middle of looking for somewhere else to live and that takes up a lot of my attention. But thanks so much for supporting me and the game and being a wonderful community.

As for what I'm working on, I'm still closing out the tasks which I mentioned in the last dev log but I also overhauled a lot of the job systems and world rendering engine. I did this because of some serious behaviour bugs that would appear but also because there was a pretty serious lag when changing layers, panning around the map, and changing the zoom. This lag is gone and the game will now efficiently render the entire world without having to do magic tricks such as hiding offloaded terrain with distance fog. This means players can completely remove the distance fog effect if they wish. I know some people don't like it, so there you go. Otherwise, you can change the distance to your personal taste.

There's lots of other tech changes and improvements I've made which will benefit the game in the long run and I want to stress how important this update will be for reducing implementation time for future updates. Specifically the next Ardyn update. :)

Alright, back to work for me. Thanks again and I hope you are all happy and healthy.

Waylon