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August 2020 Dev Log

Hello!

This is NOT a post to say the next update is out! Some confusion there on my last development post as I erroneously used the word, 'update'. haha That's my bad! Also, I noticed some concern that I'm not posting these dev posts enough and all I can say is that it takes quite a bit of time for me to write them and I'd rather focus on work on the game. So, apologies for not writing them every week. I encourage you to join our discord server if you want constant news updates as I'm in there every day talking to the community. Here's a link to that: Discord Server

Anywho, on to the meat and bones:

I'm currently in the process of wrapping up work I had started on re-doing the rooms screen. Now, I know what you're thinking as I've thought it too, 'ugh, more work on a screen that's already done??' The thing is, that screen was initially done pretty poorly and because new rooms (such as the Prison Cell) need way more UI support, I had no choice but to fix it up.

Firstly, the room screen no longer appears when you open the room menu. Instead, you'll see a much smaller panel in the bottom right corner which simply displays a list of all the rooms that have been placed, their current status, and will have the ability to go to them or delete them altogether.





Some things to note about the status of a room:
-Orange rooms indicate that the player has manually added occupants. Green means the room will automatically add/remove occupants based on the room's requirements.
-The little rectangular bar to the right of the name indicates how full/empty the room is as well as whether it is missing required props (indicated by being red).

The main room management window now has its own button on the bottom right toolbar. This window lets players edit individual rooms to a much finer detail.





All rooms start with ideal default settings based on their functionality as they did before. i.e., The animal enclosure requiring Shepherds. Now, players can edit profession, skill, and race individually to have full control over who is automatically occupying the room. So, you could, say, have warriors fulfilling the role of an animal enclosure occupant. In most cases, I don't think players will really need to edit the default setting but the control is there if they wish. There are no restrictions to how players set these requirements. You want a bedroom full of cats? Go for it. The only negative to incorrectly placing occupants like so would be that the room may not be utilized correctly. i.e., manually assigning cats to the workshop and having nothing produced from that room as a result. Rooms such as this have a warning to indicate this misuse.
You can also edit the room size if you wish (with a max level based on the room's placement size in the world). Might be handy if you only want one prisoner per prison cell room. Or you only want one guard.



In the above image you can see the popup which appears when you click to edit room requirements. The symbols on the title bar indicate, 'SELECT ALL, SELECT NONE, RESET TO DEFAULT.'

Something which you cannot see here, because I have yet to add it, is the room ability info. This will be right below the requirements info of the window and will provide room specific control and important benefits the room provides. i.e., Bedrooms will show benefits of beds and family stuff, whereas the prison cell will let you manage food and prisoner permissions.

One other minor addition I've added is the ability to move windows around by middle-mouse dragging them. Windows which can be dragged have a highlighted border when you mouse over them. You can easily reset window positions back to their default and they cannot be dragged completely off screen.



Lastly, I've also added the Scholar profession which lets entities go to the Library room to earn research points to spend on the research tree. I've also added an Alchemist profession and respective room but I don't think that one will make it into version 0.10.0.0 because it will require a lot of room mechanics which would push this update out even further. But I'm looking forward to adding that one to have fun potions in the game and also a method for healing entities. Which means diseases and interesting injuries later! :D

As you can see, I've got a lot on my plate. The room functionality is particularly complicated and I really want to take my time to make sure it is providing players a fun and engaging method for interacting with rooms. Things such as the new diet window and room window update are all carefully planned to lead into the Ardyn race implementation as they will depend heavily on prisoners.

I've learned my lesson about promising dates so I can't really tell you when this version will be out. It won't be soon and I really, really appreciate your patience and support. Just know that I am always working on the game and have no plans to abandon it! :)

Thanks!

W

0.10.0.0 Dev Update

Hey gang!

It has been a while since I've posted anything regarding the game's development and I thought I'd take a moment to do that.

The next update 0.10.0.0 Sacred Scrolls is quite big. One thing that I really wanted to focus on for this update was progression. For a lot of the game's development, I've focused on systems to broaden the game's possibilities, and quality of life improvements to help user experience. I've largely neglected adding too much content because it's harder to add new systems if you have to make sure all the previous content isn't broken as a result. So, when I say progression, I mean two things namely: content (more blueprints, items, props) and tuning.
Alongside this progression work, I've also changed and improved how combat and taming works. Combat behaviour has totally been re-written as it was super frustrating and buggy. i.e., warriors not going to targets. Taming now works in a completely different way as players were getting confused by its mechanics. I'll detail that more below.

Here are the three biggest additions/changes:

Research Tree




As I'm sure you're aware, the current progression works where you start out with all the rooms and you unlock blueprints as you find the correct ingredients. This has two main issues. First, there's no clear progression for rooms. The starting rooms available are just too overwhelming and it's unclear what you need when. Second, because players don't know the possible blueprints out there, they don't know what to look for and end up skipping progression steps or never experiencing them altogether. The research tree solves these issues by providing clear paths to unlock rooms, professions, blueprints, and mechanics.
Here's how it works:
Players will receive Knowledge Points as they complete jobs around the settlement. As well, they can use Scholars to study at the Library room (unlocked from the research tree) to obtain this resource at a faster rate. (The Library will have more benefits but I won't get into that now.) Players can then spend the research on unlocking nodes within the research tree. Some nodes will have dependencies on previous nodes and some just require the previous column to have one node unlocked. Players will retain ALL research they unlock as long as they continue one game. This means things like migration won't reset the tree. However, starting a brand new game will. Additionally, each race will have their own special nodes on this tree that are unique. Later, when I introduce mixed race settlements, you'll be able to get them all unlocked if you had one of every race in the town.


Taming/Capturing




Taming has now been changed mechanically to 'capture' entities. This is to support the following update where I will implement the Ardyn race which utilizes capturing a lot.
Here's how it works:
Players can build cages out of various materials. The material will determine the likeliness the cage will break or capture the entity. Cages come in three sizes (for now) and entities will only be captured by the correct size cage. i.e., chickens only captured by the small cage, Humans captured by the medium cage, etc. Animals can be lured with bait to go towards cages. Animals will only be lured to the cage by bait which matches their diet. Once an entity has successfully been put into a cage, the player can then apply a few jobs. They can butcher the entity, capture it, or free it. Capturing an entity will either make the animal tamed (if it's something like a cow or chicken) or make the animal a prisoner (if it's, say, a Human). Prisoners will do all the things you would expect from a normal settler. The catch (ha) is that they will do things at a lower proficiency, may try to escape (low chance), or may become hostile (also low chance) and start attacking your settlers. I'm thinking of adding some items later to deter prisoners from escaping/becoming hostile at the cost of other attributes. i.e., handcuffs which keep them from using hand items but totally keep them from escaping. Prisoners will also require their own Prison Cell where they will sleep and eat. I will also add more status effects for prisoners based on how well they are treated. i.e., becoming sick from poor cell conditions. This will come with the later update where I add alchemy. As well, we've conceptualized the idea of bringing prisoners into the settlement for good, but that's still very much in planning and will, again, be a later addition.


Diets




Ok, I had to add this new feature because, a) baiting animals needs specialized diets, and, b) I can no longer abide chickens eating chicken meat without repercussions.
Here's how it works:
Essentially, the diet window is quite similar to how uniforms get created. Each race that you've discovered will appear in the race/diet list. From here, you can assign diets to each race. (Later down the road I might make it so you can get more specific and apply diets to sub-groups within the race.) Each race has a default diet which is quite broad. Players can create their own diets and then overwrite that default diet if they choose to. The diets have 3 layers of priority within them: preferred, neutral, and undesired. Settlers will get a nice bump to various attributes and happiness if they are eating from the preferred diet set and they'll try to eat these first. Neutral has no positive/negative long-term affects. Undesired will have negative long term affects on attributes and happiness.


I know I could go into a lot more detail about all these main points but I would be here writing for hours and I want to go back to work haha. Hope that's a nice teaser for what's to come. Also, there were a lot of complaints about contrast and hard to read text. I've gone through every UI element and darkened all the backgrounds as well as brightened all the text elements. Hopefully this helps those players out a bit. :)

Thanks for being such an amazing and patient community. Really happy to get to chat with you all each day and get your feedback and warm messages.

Have a great weekend!

Waylon

Hotfix Beta Patch (v0.9.0.12)

Heyooo!

Just uploaded a build to the beta branch which should fix these issues:

-Fixed a bug where entities weren't updating their age status (child/adult/elder) after migrating.
-Fixed a bug where the settler permissions screen wasn't updating skills when settlers became adults.
-Fixed a bug where skills could get locked permanently.
-Fixed a bug where grass from previous seasons could get carried over after Winter.
-Fixed a bug where entities could get stuck inside blocks after building them.
-Fixed a bug where one gender would only spawn for animals.
-Fixed a bug where plant data for goose grass wasn't being found and could cause saves to corrupt.
-Fixed a bug where hatches couldn't be built over ladders.

If this build turns out to be stable enough I'll move the changes to the main production branch.

Thanks!

Waylon

Season Transition Lock-Up Hotfix (v0.9.0.11)

Super quick announcement that I've uploaded a hotfix patch (v0.9.0.11) which fixes the season transition lock-up bug. Thank you to those folks which brought it up and sent me save files. You rock!

I will be uploading another fix over the next few days for other issues which have been brought up recently. Hang tight for that!

Thanks!

Waylon

0.9.0.7 Is Now Live On The Production Branch

It has been a while since I've updated the production branch, so there's a lot that has been changed. Here are the collective patch notes if you're interested in seeing what's different:

0.8.22.0 0.8.23.0 0.8.24.0 0.8.24.1 0.9.0.0 0.9.0.2 0.9.0.3/0.9.0.4 0.9.0.5 0.9.0.7

Thanks to those that helped me out by reporting bugs in the beta branch. You are much appreciated!

Best,

Waylon