Last week I announced I would be exploring workshop maps uploaded within the week. There were only two submissions during this contest, lets take a look at them. GOOD HOME This submission is created by steam user A-train. In this world is, you spawn inside a big house, filled wit
Last week I announced I would be exploring workshop maps uploaded within the week. There were only two submissions during this contest, lets take a look at them.
GOOD HOME
This submission is created by steam user A-train. In this world is, you spawn inside a big house, filled with toilets. I love it, its goofy, though it does break the unreal lighting engine with the amount of lights, which is something I'll have to look into. Check it out.
AA
This first world is a submission by steam user el barbi del niño. Its a nice small house in the middle of the forest. Check it out.
Workshop menu improvements In the workshop menu, you will now find that the author is displayed below the item name. In the details panel statistics for likes, dislikes, and subscribers are now displayed. A note on plagiarism in the steam workshop I see it. Downloading someone el
Workshop menu improvements
In the workshop menu, you will now find that the author is displayed below the item name. In the details panel statistics for likes, dislikes, and subscribers are now displayed.
A note on plagiarism in the steam workshop
I see it. Downloading someone else's world and re-uploading it with no changes at all isn't just a lazy thing to do, it will also get you blacklisted from the workshop if you do it more than once. Seriously, don't just blatantly steal other peoples things on there. I will ban you for it. Downloading someone else's world, and building onto it, and uploading that, okay. Just downloading it, and then without even opening it (I can tell if you didn't open it before uploading) uploading it as your own, not okay. This isn't to discourage anyone from uploading, just be nice and respectful of other peoples creations.
World Generation Optimizations
Structure generation is now multi-threaded, and optimized, so there should be less hitching and freezing when exploring the world. As well as general world generation performance improvements.
Player character changes
behind the scenes I've been working on character customization. For now enjoy these screenshots of the new player character clothing texture.
With the introduction of the workshop there is a huge opportunity that wild omission hasn't had before, the ability to share your creations with everyone! I want to do something fun, so I'm starting a contest, build the coolest world you can, and upload it to the workshop. Next M
With the introduction of the workshop there is a huge opportunity that wild omission hasn't had before, the ability to share your creations with everyone! I want to do something fun, so I'm starting a contest, build the coolest world you can, and upload it to the workshop. Next Monday (the 13th) I will play and explore as many as I can, and feature my favorites in a blog post on here! Yall have one week, I can wait to see what yall make :)
New World File System and Disclaimer In order to optimize the menu system, and properly support workshop integration I had to make changes to the world save file structure. The good news is that you can still play your old worlds, they will get converted to the new format when th
New World File System and Disclaimer
In order to optimize the menu system, and properly support workshop integration I had to make changes to the world save file structure. The good news is that you can still play your old worlds, they will get converted to the new format when the game opens. So before updating be sure to backup your worlds. In the event of a crash or power outage while the conversion is processing you could end up with a corrupted world. World files are located in LocalAppData/WildOmission/SaveGames. I am not responsible for any data loss, I warned you.
Workshop Integration
I have integrated the steam workshop into Wild Omission. You can now browse and download other players worlds, and upload you own. I'm very excited to see what the community has created!
World Selection Updates
Worlds now have a preview image that is displayed in the selection menu. In addition as I mentioned previously I made improvements to the world file structure, so the world selection menu shouldn't take as long to open if you have a lot of worlds.
High stone wall was added Creative commands menu improvements The command menu has now had all the commands organized by type. Commands for setting a custom world spawn have also been added. This should make it easier to have a greater level of control for creating custom experie
High stone wall
was added
Creative commands menu improvements
The command menu has now had all the commands organized by type. Commands for setting a custom world spawn have also been added. This should make it easier to have a greater level of control for creating custom experiences.
Physics Grabbing
if you look at a world item or ragdoll and press g, you can now pick them up.
I just wanted to talk about the next update. I've been experimenting with integrating the steam workshop into Wild Omission, and it's almost ready so that will be the main focus of the next update. I cant wait to share :)
Creative Mode DLC Creative Mode is now only accessible via the new Creative Mode DLC. However, that would be boring if that was all that changed with creative mode. So here's some exciting new improvements that have been made. New creative menu When in creative mode, the new crea
Creative Mode DLC
Creative Mode is now only accessible via the new Creative Mode DLC. However, that would be boring if that was all that changed with creative mode. So here's some exciting new improvements that have been made.
New creative menu
When in creative mode, the new creative menu replaces the crafting menu. Its also accessible via the same buttons you would normally use to access the crafting menu (Q by default). Inside the item section of the creative menu you'll also find that it has been given a makeover, similar to that of the crafting menu. With items being organized by category. If you click on an item you'll also be able to read its description and see the stack size.
Play with friends compatibility
If your friend is playing a creative world, and you want to join. You do not need to own the Creative Mode DLC in order to play creative with them. However, in order to play/host your own world in creative you will need to own the DLC.
More to come
In the future I plan to expand the command side of the creative menu. To allow for much more flexibility and control over the world. If you would like to help contribute to the development of future updates and get access to the new and improved creative mode please consider checking it out.
Sleeping through the night
If it's night players will be able to interact with a sleeping bag or bed to skip the night. In multiplayer all players need to sleep to skip the night. Right now it's instantaneous once all players are asleep, but in the future I might have the player actually fall asleep.
Camera Movement Bobbing This effect can be toggled in the settings under camera shake. Discontinuing Dedicated Server Because of its lack of use and immense upkeep on my end, I will be discontinuing the Wild Omission Dedicated Server software. I would rather dedicate the time it
Camera Movement Bobbing
This effect can be toggled in the settings under camera shake.
Because of its lack of use and immense upkeep on my end, I will be discontinuing the Wild Omission Dedicated Server software. I would rather dedicate the time it took maintaining it, to actually adding things that will make the game more fun. It will still be available for download if anyone wants to use it, but it will be stuck on Beta 1.0.1 for the time being. Once Wild Omission leaves early access it may get updated again, but its just too much of a headache to keep maintaining right now.
Foundation Changes
Foundations must be placed on the ground and can no longer build in the air off another foundation. Existing foundations that were placed before this update will remain for backward compatibility but new ones cannot be placed.
Auto Exposure Fixed
You can see at night now even with auto exposure turned off.
Improved Game Chat
The chat system got an overhaul and will now announce player deaths.
Sticking to Unreal Engine 5.3
My goal for this update was to also update Wild Omission to Unreal Engine version 5.7 because it currently runs on Unreal Engine 5.3 which is becoming rather dated. However, Epic Games made significant changes to how save files are serialized in 5.7 meaning that if I update Wild Omission to use it, pretty much all existing saves wont work. My goal has always been to ensure backward compatibility wherever possible. So I'm just gonna stick with Unreal Engine 5.3 as long as possible, because for the most part its fine, it just no longer receives updates, and visual studio gets mad at me because it uses an older version of the .net framework.
Earlier today I released Beta 1.0.2, It unfortunately had problems which caused old worlds to not be able to load. So for the time being I have rolled back to Beta 1.0.1. Let me know if there are any other issues via the Steam Forums or our discord server.
Earlier today I released Beta 1.0.2, It unfortunately had problems which caused old worlds to not be able to load. So for the time being I have rolled back to Beta 1.0.1. Let me know if there are any other issues via the Steam Forums or our discord server.
I have been updating Wild Omission to run on the latest version of Unreal Engine (5.7) it was running on 5.3 for a while, but that's becoming quite old. This update doesn't feature any major changes. I need to see if it's stable or not, so let me know if there is any bugs or issu
I have been updating Wild Omission to run on the latest version of Unreal Engine (5.7) it was running on 5.3 for a while, but that's becoming quite old. This update doesn't feature any major changes. I need to see if it's stable or not, so let me know if there is any bugs or issues you encounter in the forums.
I also just wanted to let y'all know what's been going on behind the scenes and why there hasn't been an update in a hot minute. My computer broke last year, and I couldn't afford to fix it, so I was without a computer, and sold most of the parts because I had other priorities in life. While I was living with my girlfriend I was borrowing one of her old computers and was able to do a little bit up work on the game, but we broke up, and I haven't had a windows computer since. My brother is letting me borrow his old computer for the time being, so I'm actually able to do some work on the game again. I'm hoping that if I can land another job I'll finally be able to afford my own computer again, though ram is so expensive right now.
Open Source I wanted to get this out of the way first and foremost. I alone cannot sustain the development of Wild Omission. It's a huge project, and from modeling, to animating, to programming, it's unfortiounatly too much for to do completely by myself at this time. I've actual
Open Source
I wanted to get this out of the way first and foremost. I alone cannot sustain the development of Wild Omission. It's a huge project, and from modeling, to animating, to programming, it's unfortiounatly too much for to do completely by myself at this time. I've actually thought about making Wild Omission Open Source for years, but I think it's finally time to allow the community make contributions and changes. I believe this will be a good thing for the future of Wild Omission, as it opens the doors for modding, community content, and other possibilities that haven't even been considered yet. For information on how to contribute to the development, please see this article.
New Tornado Types
Tornadoes now range from F1 to F5 and change in size and damage output accordingly.
Changed Toolbar Scroll Behavior The toolbar scroll direction has been reversed to be more consistent with other games of the same genre. However, you can switch back to the old scroll direction in the options menu.
Hello all, Wild Omission will soon become free to play and open source under the MIT license. My reasoning for this, is because I on my own have not been able to maintain the game on my own, and I also cannot justify continuing to take money for something that I'm not actively po
Hello all, Wild Omission will soon become free to play and open source under the MIT license.
My reasoning for this, is because I on my own have not been able to maintain the game on my own, and I also cannot justify continuing to take money for something that I'm not actively pouring my heart and soul into. So let me go into more detail.
In about two weeks Wild Omission Beta 1.0.0 will release, and the source code will become available on GitHub for all to download and play around with. Guides and documentation will also be provided in the patch notes. The game will also go free to play.
Q&A Q: What if I buy Wild Omission before it becomes free? A: You'll still own it but there isn't much point in spending money on a product that's about to become free.
Q: Will I get a refund if I bought the game while it was paid? A: No.
Q: How does this effect the future of the games development? A: It entirely depends on how active the community is with developing things.
Q: Who is going to maintain the "Official" build of the game here on Steam? A: Me, I'm still going to be in charge of merging any community contributions into the main build here on Steam, however players are allowed to make their own forks of the code base and distribute them, full terms are available in the MIT license, a copy of which is provided with the source code.
As many of you are aware. It has been a while since I last updated Wild Omission. There are many reasons for this, but I want to assure you that the game is not canceled, nor do I have any plans to abandon it. I have been taking a temporary step back from active development on th
As many of you are aware. It has been a while since I last updated Wild Omission. There are many reasons for this, but I want to assure you that the game is not canceled, nor do I have any plans to abandon it. I have been taking a temporary step back from active development on the game itself, instead putting most of my energy on the planning and design. I've also been going through a lot in my personal life, and needed some time to process things.
Plans
With all that out of the way I've got some pretty exciting stuff planned for the future. I've had a lot of time to think about the state of the game, and what it needs in order to improve. I think most players would agree that the game is not in a state that could be considered "final". So I've created several lists of features ordered by importance. Do note that all of this is subject to change, and not a comprehensive list.
Must Have
These are features that I simply cannot allow Wild Omission to transition out of early access without.
Clothing.
Better Weather.
Item Skins.
Better Enemy AI.
Foundation Steps.
Weather Related Items (Rain Collector, Weather Radar, etc).
Nice To Have
These are features that would be cool if they were added before leaving early access, but are not necessary.
Steam Workshop Integration.
Native Controller Support.
Linux Version.
Character Customization.
Voice Chat.
Beta
Along with all these cool plans, the next version of Wild Omission will leave the Alpha phase of development, and enter Beta.
Introduction This update just improves things a bit. Nothing major. Next planned update will add clothing, and after that the game will enter beta. Soundtrack The Wild Omission OST is now available on steam. Small Changes/Bug Fixes Hidden some items from the creative menu. Remove
Introduction
This update just improves things a bit. Nothing major. Next planned update will add clothing, and after that the game will enter beta.
Hidden some items from the creative menu. Removed light culling as it's no longer necessary for good performance. Fixed possible crashes.
Whats Next
At this point we are nearing the end of the alpha phase of the game, but here is a list of some of my planned upcoming features for alpha. Let me know which ones you would like to see sooner than others, that will help me prioritize them.
Clothing/Armor
Skins/Item Packs
Steam Workshop Integration
Community Spotlight
Want to be featured here? Produce content related to Wild Omission, and send it to me in the discord server. I will showcase any content I find interesting.
Check Out My Music Too
As well as making Wild Omission, I release music under the name Restless Orbit.
Discord Server
If you would like to take greater part in the Wild Omission community, get previews of updates before they are released, and more, you should join the Telephone Studios Discord Server.
Introduction This is kind of a major update... again.... Creative Mode You can set your world to be creative mode from the world menu. Do note that opening a world in creative mode will PERMANENTLY disable achievements in that world. This wasn't too difficult to add. Ever since t
Introduction
This is kind of a major update... again....
Creative Mode
You can set your world to be creative mode from the world menu. Do note that opening a world in creative mode will PERMANENTLY disable achievements in that world. This wasn't too difficult to add. Ever since the early days of development, I have been building up an arsenal of cheats to aid with testing. So most of these can be transferred over. You can press F1 to bring up the item spawn menu, which also let's you access various cheats. You can also press the L key to fly.
Maps
This is the most requested feature I have added in recent memory. The Map is a default item given on spawn, just like the Rock and Torch. You can open the Map by clicking while equipped. You will see a real time top down view of your surroundings. As well as three coordinates, your current world location, your last death location, and your saved location. You can set the saved location by clicking the button at the bottom of the Map.
Soundtrack
So importunately, I was going to talk about what would have been the release of the Wild Omission Soundtrack on Steam. But due to delays in the review process (outside of my control) the release date has passed. But I will make an announcement post when it becomes available.
Small Changes/Bug Fixes
Added Note to server browser about a known bug.
Whats Next
At this point we are nearing the end of the alpha phase of the game, but here is a list of some of my planned upcoming features for alpha. Let me know which ones you would like to see sooner than others, that will help me prioritize them.
Clothing/Armor
Skins/Item Packs
Steam Workshop Integration
Community Spotlight
Long time supporter of Wild Omission Tyce, has started his own YouTube channel. You should check it out.
Want to be featured here? Produce content related to Wild Omission, and send it to me in the discord server. I will showcase any content I find interesting.
Check Out My Music Too
As well as making Wild Omission, I release music under the name Restless Orbit.
Discord Server
If you would like to take greater part in the Wild Omission community, get previews of updates before they are released, and more, you should join the Telephone Studios Discord Server.