What changed
0 fixes5 additions2 changes0 removals
- Gameplay
- Performance
- Server
- Balance
addedFTessaro - Lead ProgrammerMuch of this past month I’ve been working on the new diet system, setting up the latest design decisions during the several meetings we've already had. I’m very happy with the system we are developing, it seems robust, very flexible and easy to set up after the main programming core is complete, it will bring forth a completely new playstyle, but be aware that this can make the game far more difficult than what it is now, having a good or a bad diet during your life cycle will make an enormous difference when it comes to survival.
changedFTessaro - Lead ProgrammerWe need a lot of balance changes to get this right and even more adaptations as we introduce additional playables. There are also a number of other things that I've been working on but cannot share the specifics of just yet, as we need to be sure that those systems have the necessary quality and performance, otherwise we’d have to go back to the design board, so no point talking about those right now.
addedFTessaro - Lead ProgrammerLastly it’s been the usual pending fixes and performance improvements for both server and clients, this is a constant process that we will work on throughout the game’s development, as new content can also affect performance in one way or another.
changeddmIV - ProgrammerAfterwards I moved onto updating the scent effect. You might have experienced strange behaviour when the framerate dropped, or certain particles not being very smooth or pleasant to look at. The style of the plant and water scent didn’t really work out as well as I’d originally hoped with the leaf and bubble shaped particles, so this time around I chose something that resembles the corpse effect more. I think you will enjoy seeing it in the game.
addeddmIV - ProgrammerI also added a new mechanic, fractures. Even though fractures will be more heavily utilized by the Pachycephalosaurus, we’re bringing the feature itself to update 4. There are three different parts that can be affected: the legs, the body and the head. Fractured legs decrease your movement speed, but still leave you enough mobility to get around. In the case of the head your vision becomes blurry and you deal less damage due to the concussion messing with your concentration. Getting your body fractured makes you take a bit of damage each time you perform an attack.
addedamar0k - ProgrammerThis year is flying by! I have been more focused on AI lately to try to get some more species out in the world. We should be seeing the Utahraptor and Tenontosaurus AI make an appearance soon with full use of all their playable abilities. You may also be able to catch AI off guard as they are eating or drinking with some added dynamic behaviour.
The Isle changes
addedMuch of this past month I’ve been working on the new diet system, setting up the latest design decisions during the several meetings we've already had. I’m very happy with the system we are developing, it seems robust, very flexible and easy to set up after the main programming core is complete, it will bring forth a completely new playstyle, but be aware that this can make the game far more difficult than what it is now, having a good or a bad diet during your life cycle will make an enormous difference when it comes to survival.
changedWe need a lot of balance changes to get this right and even more adaptations as we introduce additional playables. There are also a number of other things that I've been working on but cannot share the specifics of just yet, as we need to be sure that those systems have the necessary quality and performance, otherwise we’d have to go back to the design board, so no point talking about those right now.
addedLastly it’s been the usual pending fixes and performance improvements for both server and clients, this is a constant process that we will work on throughout the game’s development, as new content can also affect performance in one way or another.
changedAfterwards I moved onto updating the scent effect. You might have experienced strange behaviour when the framerate dropped, or certain particles not being very smooth or pleasant to look at. The style of the plant and water scent didn’t really work out as well as I’d originally hoped with the leaf and bubble shaped particles, so this time around I chose something that resembles the corpse effect more. I think you will enjoy seeing it in the game.
addedI also added a new mechanic, fractures. Even though fractures will be more heavily utilized by the Pachycephalosaurus, we’re bringing the feature itself to update 4. There are three different parts that can be affected: the legs, the body and the head. Fractured legs decrease your movement speed, but still leave you enough mobility to get around. In the case of the head your vision becomes blurry and you deal less damage due to the concussion messing with your concentration. Getting your body fractured makes you take a bit of damage each time you perform an attack.
FTessaro - Lead Programmer
Much of this past month I’ve been working on the new diet system, setting up the latest design decisions during the several meetings we've already had. I’m very happy with the system we are developing, it seems robust, very flexible and easy to set up after the main programming core is complete, it will bring forth a completely new playstyle, but be aware that this can make the game far more difficult than what it is now, having a good or a bad diet during your life cycle will make an enormous difference when it comes to survival.
We need a lot of balance changes to get this right and even more adaptations as we introduce additional playables. There are also a number of other things that I've been working on but cannot share the specifics of just yet, as we need to be sure that those systems have the necessary quality and performance, otherwise we’d have to go back to the design board, so no point talking about those right now.
Lastly it’s been the usual pending fixes and performance improvements for both server and clients, this is a constant process that we will work on throughout the game’s development, as new content can also affect performance in one way or another.
dmIV - Programmer
Firstly I completed the class setup for the Pachycephalosaurus so we could begin testing the animations. This is a quick and straightforward process on the programming side, but significantly helps the animation team.
Afterwards I moved onto updating the scent effect. You might have experienced strange behaviour when the framerate dropped, or certain particles not being very smooth or pleasant to look at. The style of the plant and water scent didn’t really work out as well as I’d originally hoped with the leaf and bubble shaped particles, so this time around I chose something that resembles the corpse effect more. I think you will enjoy seeing it in the game.
I also added a new mechanic, fractures. Even though fractures will be more heavily utilized by the Pachycephalosaurus, we’re bringing the feature itself to update 4. There are three different parts that can be affected: the legs, the body and the head. Fractured legs decrease your movement speed, but still leave you enough mobility to get around. In the case of the head your vision becomes blurry and you deal less damage due to the concussion messing with your concentration. Getting your body fractured makes you take a bit of damage each time you perform an attack.
Other than that there’s the usual bug fixes. A particularly annoying one that keeps coming back is surfacing as a Deinosuchus and just having it stay there. No accidental submerging, no hopping out of the water a little, no flying up into the sky, just staying on the surface. I went through this several times already and I think I finally reached a point where it reliably behaves how you’d expect it to.
amar0k - Programmer
This year is flying by! I have been more focused on AI lately to try to get some more species out in the world. We should be seeing the Utahraptor and Tenontosaurus AI make an appearance soon with full use of all their playable abilities. You may also be able to catch AI off guard as they are eating or drinking with some added dynamic behaviour.
I have also been working on a new method for spawning AI as the diet system will require the right