What changed
0 fixes3 additions4 changes0 removals
- Gameplay
- Performance
- Balance
- UI and audio
addedFilipe - Lead ProgrammerIt’s been an absolutely great month with plenty of awesome new things coming down the pipeline. This month I worked on the Pachycephelosaurus Headbutt ability. This ability will arrive with two variations, a tap and a hold. We are still designing the main differences between those variations, besides animations. Balancing it is also a work in progress and fracture will also play a role in these abilities.
changedFilipe - Lead ProgrammerThe Utahraptor Pounce has also received some attention, besides the usual bug fixes it got some new flashy animations and small changes to its momentum when performing the ability while standing. One complaint we kept hearing was the dismount after pouncing big targets, like Stegosaurus, so besides the animation it now falls further away from the target and is faster to land as well. This ability will continue to be updated with new animations and improvements to the mechanic and overall look, so it isn´t finished yet. Expect more improvements in general in the future.
changedFilipe - Lead ProgrammerAnother important feature being worked on in conjunction with dmIV is the fracture system, the design is simple, but allows a lot of variation in gameplay, not only different effects applied to your character during fights, but there will be another important factor to surviving in general.
addedFilipe - Lead ProgrammerI also updated Knockdown with ragdoll because having it be animation only doesn't look as great as we would like, so the ragdoll adds some realism to the fall, it works well when hit by the Headbutt ability, however this is still work in progress and will be extended to many other mechanics and systems in the future. Besides all that I’ve been occupied with the usual bug fixes, performance improvements and some stuff I can't comment on yet. So, see you soon!
addedAmar0k - ProgrammerAs you’d expect, I’ve devoted much of this month to developing additional AI variants, including the new Ambient AI which will make its debut as part of the upcoming Diet System, breathing new life into the island’s ecosystem through a variety of extant creatures ranging from chickens, sea turtles, goats and much more that I’ll leave for you all to discover in-game.
changedWedge - Sound DesignerI finished off designing the fracture sounds early this month. I've taken a modular approach to how these sounds will be implemented, creating a collection of different elements [breaks, cracks, pop, crunches and splinters]. I’ve created variants for a range of sizes/severity, which will provide control over the fracture sounds make-up as I can vary the combination of these components. Continuing on from fractures I’ve also finalised some blunt force impact sounds, with the majority of focus aimed at getting the Pachy vs Pachy headbutt sound to hit just right.
The Isle changes
addedIt’s been an absolutely great month with plenty of awesome new things coming down the pipeline. This month I worked on the Pachycephelosaurus Headbutt ability. This ability will arrive with two variations, a tap and a hold. We are still designing the main differences between those variations, besides animations. Balancing it is also a work in progress and fracture will also play a role in these abilities.
changedThe Utahraptor Pounce has also received some attention, besides the usual bug fixes it got some new flashy animations and small changes to its momentum when performing the ability while standing. One complaint we kept hearing was the dismount after pouncing big targets, like Stegosaurus, so besides the animation it now falls further away from the target and is faster to land as well. This ability will continue to be updated with new animations and improvements to the mechanic and overall look, so it isn´t finished yet. Expect more improvements in general in the future.
changedAnother important feature being worked on in conjunction with dmIV is the fracture system, the design is simple, but allows a lot of variation in gameplay, not only different effects applied to your character during fights, but there will be another important factor to surviving in general.
addedI also updated Knockdown with ragdoll because having it be animation only doesn't look as great as we would like, so the ragdoll adds some realism to the fall, it works well when hit by the Headbutt ability, however this is still work in progress and will be extended to many other mechanics and systems in the future. Besides all that I’ve been occupied with the usual bug fixes, performance improvements and some stuff I can't comment on yet. So, see you soon!
addedAs you’d expect, I’ve devoted much of this month to developing additional AI variants, including the new Ambient AI which will make its debut as part of the upcoming Diet System, breathing new life into the island’s ecosystem through a variety of extant creatures ranging from chickens, sea turtles, goats and much more that I’ll leave for you all to discover in-game.
Filipe - Lead Programmer
It’s been an absolutely great month with plenty of awesome new things coming down the pipeline. This month I worked on the Pachycephelosaurus Headbutt ability. This ability will arrive with two variations, a tap and a hold. We are still designing the main differences between those variations, besides animations. Balancing it is also a work in progress and fracture will also play a role in these abilities.
The Utahraptor Pounce has also received some attention, besides the usual bug fixes it got some new flashy animations and small changes to its momentum when performing the ability while standing. One complaint we kept hearing was the dismount after pouncing big targets, like Stegosaurus, so besides the animation it now falls further away from the target and is faster to land as well. This ability will continue to be updated with new animations and improvements to the mechanic and overall look, so it isn´t finished yet. Expect more improvements in general in the future.
The Diet System is under vigorous testing from our Quality Assurance team, with the majority of the bugs eliminated we are ready to organize a more robust and populated test environment to see how it performs, which will require assistance from our awesome community, like a stress test, but far more limited and focused in scope. Additional details will follow in future.
Another important feature being worked on in conjunction with dmIV is the fracture system, the design is simple, but allows a lot of variation in gameplay, not only different effects applied to your character during fights, but there will be another important factor to surviving in general.
I also updated Knockdown with ragdoll because having it be animation only doesn't look as great as we would like, so the ragdoll adds some realism to the fall, it works well when hit by the Headbutt ability, however this is still work in progress and will be extended to many other mechanics and systems in the future. Besides all that I’ve been occupied with the usual bug fixes, performance improvements and some stuff I can't comment on yet. So, see you soon!
Amar0k - Programmer
As you’d expect, I’ve devoted much of this month to developing additional AI variants, including the new Ambient AI which will make its debut as part of the upcoming Diet System, breathing new life into the island’s ecosystem through a variety of extant creatures ranging from chickens, sea turtles, goats and much more that I’ll leave for you all to discover in-game.
Besides that, I’ve recently completed some extensive work on our backend. However I can’t share the details of that just yet.
Wedge - Sound Designer
I finished off designing the fracture sounds early this month. I've taken a modular approach to how these sounds will be implemented, creating a collection of different elements [breaks, cracks, pop, crunches and splinters]. I’ve created variants for a range of sizes/severity, which will provide control over the fracture sounds make-up as I can vary the combination of these components. Continuing on from fractures I’ve also finalised some blunt force impact sounds, with the majority of focus aimed at getting the Pachy vs Pachy headbutt sound to hit just right.
I have returned back to ambient audio to create the cave ambient audio. I’ve designed some bedding loops as well as bat and water drip one shots, once I’ve finished designing the sounds for this (currently) final biome, the audio currently not set up, will need to be as well as refined properly in Spiro, aiming to achieve a