What changed
2 fixes4 additions2 changes0 removals
- Performance
- UI and audio
- Gameplay
- Server
- Fixes
changedFTessaro - Lead ProgrammerDesync was the main issue on public builds since we went on a quick vacation. In the end, we found out the main issue behind it, which was a tool that helps with performance. Took some time for me to find the exact piece of code in the engine that was causing that, the lack of documentation is a big problem in those cases. Fortunately I found something and managed to decrease the desync issue, which can still be tracked and improved more, hopefully.
changedFTessaro - Lead ProgrammerWe also updated the engine to the latest version, which broke a few things and created more bugs, some of them are still in-game right now, like a strange sound stuttering for some people, we are investigating and will send an update as soon as possible.
addedFTessaro - Lead ProgrammerBesides that, the work continues as always combating bugs, crashes and working on new features and dinosaurs. Deinosuchus and Ptera are taking a little longer this time because their gameplay is very different from most animals in-game, and we want to make it right. Have been working on Deinosuchus, mostly, with its different ways to interact with food and combat, especially the lunge ability. This ability is similar to pounce in some aspects, but won´t be an automatic ability, the player will have to time the lunge with bite to actually grab prey. Also, this ability has different effects when swimming in deep water, shallow or even on land.
fixeddmIV - ProgrammerAn issue that affected many of our players is that sometimes players get out of sync with the server and they see your character running in an incorrect direction. At this time they are able to attack and damage you before they receive a correction from the server. This led to many annoyances because players were taking damage unfairly. I addressed this issue by adding a server-side validation. Hopefully this will reduce your frustration when playing the game.
addeddmIV - ProgrammerThere were a few methods that people could use to safe-log instantly. It was quite annoying to track down what was happening exactly and it turns out that those cases are treated as a “kick” by the engine instead of a standard disconnection. I added a check to make sure that the instant safe-log only happens when someone was kicked for real.
fixeddmIV - ProgrammerI don’t think a month goes by without me touching our animation blueprint. I made several new improvements, especially to diving. It feels much better now and I also addressed some more specific cases. I also spent much time setting up the water walking system. What it means is that the animal detects the ground when swimming and uses its legs to “walk” when close enough.
The Isle changes
changedDesync was the main issue on public builds since we went on a quick vacation. In the end, we found out the main issue behind it, which was a tool that helps with performance. Took some time for me to find the exact piece of code in the engine that was causing that, the lack of documentation is a big problem in those cases. Fortunately I found something and managed to decrease the desync issue, which can still be tracked and improved more, hopefully.
changedWe also updated the engine to the latest version, which broke a few things and created more bugs, some of them are still in-game right now, like a strange sound stuttering for some people, we are investigating and will send an update as soon as possible.
addedBesides that, the work continues as always combating bugs, crashes and working on new features and dinosaurs. Deinosuchus and Ptera are taking a little longer this time because their gameplay is very different from most animals in-game, and we want to make it right. Have been working on Deinosuchus, mostly, with its different ways to interact with food and combat, especially the lunge ability. This ability is similar to pounce in some aspects, but won´t be an automatic ability, the player will have to time the lunge with bite to actually grab prey. Also, this ability has different effects when swimming in deep water, shallow or even on land.
fixedAn issue that affected many of our players is that sometimes players get out of sync with the server and they see your character running in an incorrect direction. At this time they are able to attack and damage you before they receive a correction from the server. This led to many annoyances because players were taking damage unfairly. I addressed this issue by adding a server-side validation. Hopefully this will reduce your frustration when playing the game.
addedThere were a few methods that people could use to safe-log instantly. It was quite annoying to track down what was happening exactly and it turns out that those cases are treated as a “kick” by the engine instead of a standard disconnection. I added a check to make sure that the instant safe-log only happens when someone was kicked for real.
FTessaro - Lead Programmer
Desync was the main issue on public builds since we went on a quick vacation. In the end, we found out the main issue behind it, which was a tool that helps with performance. Took some time for me to find the exact piece of code in the engine that was causing that, the lack of documentation is a big problem in those cases. Fortunately I found something and managed to decrease the desync issue, which can still be tracked and improved more, hopefully.
We also updated the engine to the latest version, which broke a few things and created more bugs, some of them are still in-game right now, like a strange sound stuttering for some people, we are investigating and will send an update as soon as possible.
Besides that, the work continues as always combating bugs, crashes and working on new features and dinosaurs. Deinosuchus and Ptera are taking a little longer this time because their gameplay is very different from most animals in-game, and we want to make it right. Have been working on Deinosuchus, mostly, with its different ways to interact with food and combat, especially the lunge ability. This ability is similar to pounce in some aspects, but won´t be an automatic ability, the player will have to time the lunge with bite to actually grab prey. Also, this ability has different effects when swimming in deep water, shallow or even on land.
dmIV - Programmer
An issue that affected many of our players is that sometimes players get out of sync with the server and they see your character running in an incorrect direction. At this time they are able to attack and damage you before they receive a correction from the server. This led to many annoyances because players were taking damage unfairly. I addressed this issue by adding a server-side validation. Hopefully this will reduce your frustration when playing the game.
There were a few methods that people could use to safe-log instantly. It was quite annoying to track down what was happening exactly and it turns out that those cases are treated as a “kick” by the engine instead of a standard disconnection. I added a check to make sure that the instant safe-log only happens when someone was kicked for real.
I don’t think a month goes by without me touching our animation blueprint. I made several new improvements, especially to diving. It feels much better now and I also addressed some more specific cases. I also spent much time setting up the water walking system. What it means is that the animal detects the ground when swimming and uses its legs to “walk” when close enough.
Another new mechanic for the Deino is called water sense. This lets you detect vibrations in the water you are in. It’s a passive ability, but you can hold the scent key (Q by default) to extend your detection range when stationary.
There were a few other smaller changes, like the Tenontosaurus claw being usable repeatedly or meat chunks being scentable. There are still several features in the works that we need time to work on, but I expect that we will be able to get them in your hands soon. I hope you are as excited as I am to work on them!
Wedge - Sound Designer
This past month has seen me creating and implementing sounds to the new mechanics being introduced to both the Deinosuchus and Pteranodon as well as creating more suitable foley. Considering these two are the