What changed
0 fixes2 additions4 changes0 removals
addedFTessaro - Lead ProgrammerIt’s been a very busy month of developing creative solutions for all-manner of things. Much of the month has been intense bug fixing, improvements, balance changes and performance work. On that topic, I’ve partially reworked the swallowing ability so that it functions properly with the new fish and all sorts of upcoming/future content (yeah, diets). It was primarily conflicting with our code so it had to be rewritten and expanded, which brought with it a few additional bugs that were easily tracked down by our awesome Quality Assurance team in no time at all.
changedFTessaro - Lead ProgrammerWith the help of our QA team we reworked a lot of the math behind the eating ability in general, in regards to how much food you need from a corpse or bush, as an example. We also encountered some major issues relating to animations and seamless growth, I’m afraid I can’t go into details about that, but it consumed a significant chunk of time and creative thinking to get the solution that works in any and all situations. I won’t mention everything we worked on this month, because that would enormously inflate the DevBlog and bore you all to tears.
changedFTessaro - Lead ProgrammerTo round off my post I’ll list a few of the less eye-catching things that I’ve worked on this month. Such as changes to replication, water post processing, bleeding (which has bleeding resistance now), carcass material parameters, ambient zones and vocals.
changeddmIV - ProgrammerOne of my more significant changes was reworking the fall damage. The original system was made based on just 2 - 3 playables and didn’t scale well with the much smaller (Hypsilophodon/Pteranodon) or larger (Stegosaurus/Deinosuchus) animals. I went back to the drawing board and came up with a solution that is more easily configurable and straightforward. In short, we have a curve that associates weight values with a lethal fall height. The damage for anything below that is calculated proportionally.
addeddmIV - ProgrammerAnother addition is the Pteranodon now crashing into the ground when not landing carefully. This prevents movement for some time, so you are more inclined to use the air brake. It’s also really funny seeing a Pteranodon dive headfirst into the ground and turning into a pancake. With the new playables getting more and more complete we are able to have more playtests, more feedback and in turn more balance changes. This includes speeds, stats or minor changes to mechanics. Fortunately we are able to go through these quickly.
changeddmIV - ProgrammerA more recent change I worked on is overhauling the oxygen system. Oxygen is now drained every time when the character is underwater and at an accelerated rate too. Running out of stamina while swimming makes your character sink, causing oxygen loss, so the old behaviour still exists in a different way. Be careful when swimming, because if your oxygen hits 0 it means you are dead in the water.
The Isle changes
addedIt’s been a very busy month of developing creative solutions for all-manner of things. Much of the month has been intense bug fixing, improvements, balance changes and performance work. On that topic, I’ve partially reworked the swallowing ability so that it functions properly with the new fish and all sorts of upcoming/future content (yeah, diets). It was primarily conflicting with our code so it had to be rewritten and expanded, which brought with it a few additional bugs that were easily tracked down by our awesome Quality Assurance team in no time at all.
changedWith the help of our QA team we reworked a lot of the math behind the eating ability in general, in regards to how much food you need from a corpse or bush, as an example. We also encountered some major issues relating to animations and seamless growth, I’m afraid I can’t go into details about that, but it consumed a significant chunk of time and creative thinking to get the solution that works in any and all situations. I won’t mention everything we worked on this month, because that would enormously inflate the DevBlog and bore you all to tears.
changedTo round off my post I’ll list a few of the less eye-catching things that I’ve worked on this month. Such as changes to replication, water post processing, bleeding (which has bleeding resistance now), carcass material parameters, ambient zones and vocals.
changedOne of my more significant changes was reworking the fall damage. The original system was made based on just 2 - 3 playables and didn’t scale well with the much smaller (Hypsilophodon/Pteranodon) or larger (Stegosaurus/Deinosuchus) animals. I went back to the drawing board and came up with a solution that is more easily configurable and straightforward. In short, we have a curve that associates weight values with a lethal fall height. The damage for anything below that is calculated proportionally.
addedAnother addition is the Pteranodon now crashing into the ground when not landing carefully. This prevents movement for some time, so you are more inclined to use the air brake. It’s also really funny seeing a Pteranodon dive headfirst into the ground and turning into a pancake. With the new playables getting more and more complete we are able to have more playtests, more feedback and in turn more balance changes. This includes speeds, stats or minor changes to mechanics. Fortunately we are able to go through these quickly.
FTessaro - Lead Programmer
Who stole January and February?
It’s been a very busy month of developing creative solutions for all-manner of things. Much of the month has been intense bug fixing, improvements, balance changes and performance work. On that topic, I’ve partially reworked the swallowing ability so that it functions properly with the new fish and all sorts of upcoming/future content (yeah, diets). It was primarily conflicting with our code so it had to be rewritten and expanded, which brought with it a few additional bugs that were easily tracked down by our awesome Quality Assurance team in no time at all.
With the help of our QA team we reworked a lot of the math behind the eating ability in general, in regards to how much food you need from a corpse or bush, as an example. We also encountered some major issues relating to animations and seamless growth, I’m afraid I can’t go into details about that, but it consumed a significant chunk of time and creative thinking to get the solution that works in any and all situations. I won’t mention everything we worked on this month, because that would enormously inflate the DevBlog and bore you all to tears.
Besides bug-fixing, the Deinosuchus and it’s widely anticipated lunge ability found itself at the forefront of my tasklist this month. And I can say without a doubt that the Deinosuchus is one of the most unique and mechanically intricate animals we’ve ever designed. It’s been a truly arduous process of tweaking and reiterating based on early and frequent feedback, which is of the utmost importance as we save ourselves from falling victim to the curse of wasted time.
To round off my post I’ll list a few of the less eye-catching things that I’ve worked on this month. Such as changes to replication, water post processing, bleeding (which has bleeding resistance now), carcass material parameters, ambient zones and vocals.
See you next time!
dmIV - Programmer
One of my more significant changes was reworking the fall damage. The original system was made based on just 2 - 3 playables and didn’t scale well with the much smaller (Hypsilophodon/Pteranodon) or larger (Stegosaurus/Deinosuchus) animals. I went back to the drawing board and came up with a solution that is more easily configurable and straightforward. In short, we have a curve that associates weight values with a lethal fall height. The damage for anything below that is calculated proportionally.
Another addition is the Pteranodon now crashing into the ground when not landing carefully. This prevents movement for some time, so you are more inclined to use the air brake. It’s also really funny seeing a Pteranodon dive headfirst into the ground and turning into a pancake. With the new playables getting more and more complete we are able to have more playtests, more feedback and in turn more balance changes. This includes speeds, stats or minor changes to mechanics. Fortunately we are able to go through these quickly.
A more recent change I worked on is overhauling the oxygen system. Oxygen is now drained every time when the character is underwater and at an accelerated rate too. Running out of stamina while swimming makes your character sink, causing oxygen loss, so the old behaviour still exists in a different way. Be careful when swimming, because if your oxygen hits 0 it means you are dead in the water.
VisualTech48 - 3D Environment Artist
This month has been a continuation of last month’s Fence bonanza, it’s been extensive work to patch