Update log
Full Echoes of Extinction update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Fixes
- UI and audio
- Gameplay
- Balance
Islander
- Project Lead
Hey Extinctioneers!
We're back with yet another juicy Dev-Blog this month, as you know we're gearing up for the upcoming Tech Demo and Crowdfunding campaign, our team has been putting in extra time to make sure this Tech Demo come out in a state we're happy to have represent to the public as a taster to what's to come in the near future. As much as progress has been non stop and going amazingly we did run into some issues with the textures and had to re-do some Dino skins, but that has all be sorted, we also have cracked down on several fatal crashes we are now working on fixing, some already fixed. Optimisation has been priority too, making sure people can enjoy the game even on some lower-medium end machines. Things have been progressing amazingly otherwise and I'm excited to see you guys on the island with me soon! If you prefer a more summarised Dev-Blog video:
Soundrynx
– Sound Design
This month I dug into our base dinosaur SFX—starting with tiny footstep sets across multiple materials. Capturing such small sounds cleanly was tricky, so I improvised recordings and heavy post-editing to reduce noise. I also began shaping Ouranosaurus’ vocal palette to “sound like it looks.” Eocarcharia’s alt-attack SFX were edited to match all attack angles, and I added a “sniff” for adult and juvie. Juvie eat/drink cues are in as well. To hear some of the sounds I have created head to the YouTube Dev-Blog or you'll be able to hear them on the upcoming Tech Demo!
FuriousSmaug
– Programmer
A busy month across the board: organs are now fully implemented in the diet system, Ouranosaurus is entering implementation, and numerous behind-the-scenes improvements landed. Lifestyles and stats for Irritator and Dracovenator are complete—Irritator targets small prey with a split-jaw bite (drowning in water) and can throw mud at larger threats; Dracovenator is fast and uses echolocation to find prey, tearing off flesh for heavy bleed and quick sustenance.
Roster update: all playables will also exist as AI controllable and or tameable by tribals, and several AI-only creatures are being promoted to playables. We’re prioritizing interactive species—so don’t expect the horseshoe crab as a playable soon. An updated roster can be found on our Discord by asking our bot in #game-questions.
Finally, we have reached a point where we have started conceptualizing the end game for the dinosaurs. Islander and I also talked about some ways to help keep the player motivated and progressing towards the end game. We came up with what we are calling evolutions and genovariants. Throughout your playtime, you will gain evolutions to apply in other play throughs. Gain enough evolutions and play that species enough, you’ll be able gestate a more powerful version of your species called a genovariant. That is very bare minimum but we wanted to give just a taste of how the end game will feel. More details to come!
Vittoria Leto
– Concept Artist
I continued developing the tree-hung platform homes. Starting from the initial sketch, I iterated toward a more squared base (less rounded) and explored how the structures read with walls in place.
SadEch
– Animator
I wrapped the base locomotion set for Ouranosaurus: walk, trot, run, (these are still being perfected)—plus the equivalent swimming gaits and an in-water rest/idle. Ouranosaurus is planned to be a strong swimmer, so its swim cycles emphasize smooth, low-resistance motion.
MinizepWolf
– Tech Artist
I worked on the intro
Source
