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Steam News1 October 20214y ago

DevBlog #17

FTessaro - Lead Programmer Hey everyone, it’s been another month of intense work, design and code changes for the diet system, based upon the enormously helpful community feedback which we’ve highly appreciated.

In this update4

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Full The Isle update

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What changed

0 fixes4 additions3 changes0 removals
  • UI and audio
  • Gameplay
  • Performance
  • Balance
  • Security
addedFTessaro - Lead ProgrammerYou’ve likely noticed other additions that are already available in the Mechanic Test branch, such as the new pickup system for herbivores, allowing them to remove pieces of edible plants to carry, eat or swallow. The same mechanic also applies to fruits that are now fully interactable, which are able to be snatched from the actual tree. We’ve also added digging animations for certain creatures, this process destroys the flower but allows the animal to devour the roots that lay beneath. The plant spawners have also had modifications applied to them, making them more efficient and it includes cluster spawns for certain types of plants like the horned melons, as an example. Besides all that, we’ve made some changes to the UI, mostly in the character panel to account for the new needed information related to diet and fracture.
addedFTessaro - Lead ProgrammerPlus some new animations applied to the fracture system and several bug fixes in general, but mostly everything lately has been related to Diet and Fracture systems.
changeddmIV - ProgrammerI started the month working on tail physics. It’s animation-based which gives us much better performance and reliability in exchange for not supporting collision. We also had to look through basically all the different actions each dinosaur can perform and selectively disable the physics where it didn’t look right. This included the tails clipping into the ground or not showing enough movement in tail-focused actions like the tail slam or the Hypsi jump charge.
addeddmIV - ProgrammerI also made changes to how mud works. The first few versions ended up being quite deadly so it had to be toned down a bit. The final version is not much different from walking normally. Heavier dinosaurs can sink down quite deep which results in slower movement and increased stamina drain when moving. I also enabled resting and wallowing in deep mud, it looks like a fun way to chill with your friends!
changedAmar0k - ProgrammerMore backend work from me over the last month as I have mostly finished the integration of Easy Anti Cheat as those of you who have participated in the mechanic test may have noticed. Linux server testing also seems to be going extraordinarily well and we are looking forward to releasing this to the public soon.
addedAmar0k - ProgrammerRecently, AI has started to get some much needed attention and has seen some big improvements with a lot of work left to go. The Carno has been introduced to Spiro along with the Compy and various animals.

The Isle changes

addedYou’ve likely noticed other additions that are already available in the Mechanic Test branch, such as the new pickup system for herbivores, allowing them to remove pieces of edible plants to carry, eat or swallow. The same mechanic also applies to fruits that are now fully interactable, which are able to be snatched from the actual tree. We’ve also added digging animations for certain creatures, this process destroys the flower but allows the animal to devour the roots that lay beneath. The plant spawners have also had modifications applied to them, making them more efficient and it includes cluster spawns for certain types of plants like the horned melons, as an example. Besides all that, we’ve made some changes to the UI, mostly in the character panel to account for the new needed information related to diet and fracture.
addedPlus some new animations applied to the fracture system and several bug fixes in general, but mostly everything lately has been related to Diet and Fracture systems.
changedI started the month working on tail physics. It’s animation-based which gives us much better performance and reliability in exchange for not supporting collision. We also had to look through basically all the different actions each dinosaur can perform and selectively disable the physics where it didn’t look right. This included the tails clipping into the ground or not showing enough movement in tail-focused actions like the tail slam or the Hypsi jump charge.
addedI also made changes to how mud works. The first few versions ended up being quite deadly so it had to be toned down a bit. The final version is not much different from walking normally. Heavier dinosaurs can sink down quite deep which results in slower movement and increased stamina drain when moving. I also enabled resting and wallowing in deep mud, it looks like a fun way to chill with your friends!
changedMore backend work from me over the last month as I have mostly finished the integration of Easy Anti Cheat as those of you who have participated in the mechanic test may have noticed. Linux server testing also seems to be going extraordinarily well and we are looking forward to releasing this to the public soon.

FTessaro - Lead Programmer

Hey everyone, it’s been another month of intense work, design and code changes for the diet system, based upon the enormously helpful community feedback which we’ve highly appreciated.

You’ve likely noticed other additions that are already available in the Mechanic Test branch, such as the new pickup system for herbivores, allowing them to remove pieces of edible plants to carry, eat or swallow. The same mechanic also applies to fruits that are now fully interactable, which are able to be snatched from the actual tree. We’ve also added digging animations for certain creatures, this process destroys the flower but allows the animal to devour the roots that lay beneath. The plant spawners have also had modifications applied to them, making them more efficient and it includes cluster spawns for certain types of plants like the horned melons, as an example. Besides all that, we’ve made some changes to the UI, mostly in the character panel to account for the new needed information related to diet and fracture.

Plus some new animations applied to the fracture system and several bug fixes in general, but mostly everything lately has been related to Diet and Fracture systems.

dmIV - Programmer

I started the month working on tail physics. It’s animation-based which gives us much better performance and reliability in exchange for not supporting collision. We also had to look through basically all the different actions each dinosaur can perform and selectively disable the physics where it didn’t look right. This included the tails clipping into the ground or not showing enough movement in tail-focused actions like the tail slam or the Hypsi jump charge.

I also made changes to how mud works. The first few versions ended up being quite deadly so it had to be toned down a bit. The final version is not much different from walking normally. Heavier dinosaurs can sink down quite deep which results in slower movement and increased stamina drain when moving. I also enabled resting and wallowing in deep mud, it looks like a fun way to chill with your friends!

We wanted to take a look at replacing the scent particles with icons. It went through several iterations so we could get a feel for each one. The most obvious one was just placing the icons on the food/water directly. We also tried a compass style to keep the screen more empty. The current version is a circle around the character in the world that hasn’t made it to your hands yet. We’ve been looking at feedback for the different styles to make sure we end up going with what’s best for the game.

Amar0k - Programmer

More backend work from me over the last month as I have mostly finished the integration of Easy Anti Cheat as those of you who have participated in the mechanic test may have noticed. Linux server testing also seems to be going extraordinarily well and we are looking forward to releasing this to the public soon.

Recently, AI has started to get some much needed attention and has seen some big improvements with a lot of work left to go. The Carno has been introduced to Spiro along with the Compy and various animals.

The boar will put up a fight and the rabbit will now burrow if you can't catch it quick enough. Over time the majority of these animals will have some quirky behaviour to make them more interesting to interact with.

Seiza - Video Editor

Besides the "Field Observation"

Source

Steam News / 1 October 2021

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