Update log
Full Echoes of Extinction update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Performance
- Balance
- Maps
- UI and audio
Islander
- Project Lead
Hey Extinctioneers! This month is absolutely jampacked with progress from all departments, as you know we're gearing up to release the Tech Demo with our Indiegogo Campaign, so everyone is putting in extra time to make sure this Tech Demo is a good representation of the work we can do, even with limited to no funding. A lot of our time has also gone into bug fixing as we ran across some fatal errors on the build that needed our attention. I'm happy to say everything is still on schedule though so far, but we will keep you updated if anything changes! I've been hearing some concerns with the combat, some people hoping it doesn't become a tailriding competition, just wanted to share a gif to help ease your minds, but combat is going to be quite in-depth in EoE, the Tech Demo will be quite basic, but as we progress we have many ideas in mind to make combat fun. With that being said if you want to check out the video Dev-Blog here is the link to that too!
[dynamiclink href="https://youtu.be/5njDQxTHOL0"]
Bohuslav_Salo
– 3D Artist
Hello everyone! This month I’ve finished the Tribal Male character. Finalized the sculpt, finished texturing (specular, roughness) + masks
Yaroslav
– Pattern Artist
Hi! Here are the dinosaur patterns I’ve made this month:
FuriousSmaug
– Programmer
Hey all! This month has brought about the usual bug fixes and optimizations. However, it has also had several new things, and a few last‑minute additions are being made as we solve one final crash.
Organs and edible meat chunks are nearly complete and will help vastly with the diet system. I’m currently working on getting them to look good when scaled at different sizes and maintaining those sizes no matter which species or growth picks them up. Weather also got some tweaks, and an altered weather system will soon be added that allows regions to have different weather, similar to Minecraft and Ark.
Some exciting development has been made with future playables, including Ourano, Puru, Pachy, and Enigmo. Ouranosaurus has been rigged and I’ve implemented its basic functionality while I await its sounds and more animations. Puru is almost complete, and I added it to the test level to test its scaling. Finally, Pachy and Enigmo have gotten their first‑iteration stats set up. I’ve started using a new point system to help balance the first‑iteration stats; I will share Eocar’s and Ourano’s.
AirSickLowLander
– Environment Artist
Hey everyone! This month I focused on the landscape material and various bug fixes around the map. Our landscape now has a much more visually pleasing height effect that runs through RVT, a very performant method of achieving this look. I also put more effort into variation to mask any tiling, which came out great! Performance has also improved, with the number of RVT volumes and landscape material instances reduced to one for the entire map. There have also been bug fixes in preparation for the tech demo, so I’ve spent a large amount of time going over everything on the map. Performance will continue to improve; this is currently my main focus!
Void
– 2D Artist / UI Designer
Hey all! This month has been dedicated to revamping UI. I’ve finished the concept for the revamped crafting UI and I’m now working on the tribal panel, dinosaur panel, and some additional fixes. This should slowly but surely fit the aesthetic
Source
