In this update3
Full notes
Full The Isle update
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What changed
- Maps
- Server
- Gameplay
The Isle changes
Dondi - The Director, Kindest Man Alive.
Well, it's been over a month since we bootlegged Isla Spiro into existence from a heightmap that was planned for a second island, which has been my primary focus. A lot of my time and effort ping-ponging in between backend and ultimately uninteresting things to read about was converting the plans of the second island to fit the immediate release of EVRIMA, which went from roads being paths, and certain POI's for the human environment that would have been done relegated to interesting natural structures (or the groundwork for the aforementioned).
One of the issues of an island so large that originally would have had AI already laid out was making sure people knew how to get from A to B, so I put in slightly distorted routes made of dirt and rock in for animals to follow, which needs to be converted into something a little more natural since a texture like that wouldn't really be what a trail looks like at all, so I intend to change the dirt and rock that is meant for the side of mountains converted to compacted dirt and lightly sprinkled foliage and debris from consistent travel of large prehistoric animals.
Aside from that, if anyone is wondering, landmass doesn't work properly with world composition. It would've been nice if it did, so we still have to do rivers the old fashioned way (completely handcrafted) which almost always has some error in it, no matter how many times it's been combed over.
Technically since the time of my creation of my part of the devblog, EVRIMA has been out for a little over 24 hours, so aside from map fixes and helping out respective branches of development where I'm needed, most of my time is spent reviewing feedback and videos to see the impressions of everyone that has their hands on it. One of the original shortcomings, is the origin of the Isle starting with a roster that we didn't really have a choice in and struggling to fill out an ecosystem. So I'll be completing a roadmap with pools of dinosaurs that will be categorically selected to fill out the needs of our ecosystem as it expands.
Paradym - Business, Paperwork Mogul, Discord Whisperer
Since the last devblog we’ve done a ludicrous amount of work both internally and externally and while we’ve made some mistakes along the way we are always learning from those mistakes.
I’ve been chasing down NDA’s, Contracts and liaising with everyone trying to answer questions, give the developers whatever support they need and preparing with our DevOps engineer to spin up a slew of official servers for the launch of EVRIMA including the documentation that goes into making that available to the public so the community can host its own servers for EVRIMA.
It’s been a pretty emotional time as we onboard new folks, deal with the hype and criticism of what we’ve put out into the world and work to combat those issues as they come up. We’ve been very cognizant of the time it’s taken for us to get here and place EVRIMA into your hands. I look forward to seeing the reactions of the public, both the good and bad so we can keep making a better game.
Filipe - Programmer, Squasher of Bugs, Master of the Keyboard Stream View.
The last month was mostly bug fixing and mechanic improvements in preparation for the long awaited update (EVRIMA). Grab/Carry is a huge and very complex mechanic that has given
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