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Steam News18 December 20214y ago

DevBlog #20

FTessaro - Lead Programmer Hey everyone, as always it’s been another busy month filled to the brim with bug-fixes and rounding out the final additions for Update #4.

In this update3

Full notes

Full The Isle update

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What changed

0 fixes1 addition4 changes0 removals
  • Server
  • Gameplay
  • Fixes
changedFTessaro - Lead ProgrammerHey everyone, as always it’s been another busy month filled to the brim with bug-fixes and rounding out the final additions for Update #4. You may recall that in the previous DevBlog I wrote extensively about a special system titled “Lag Compensation” which for those who hadn’t read the previous blog, is a system designed to combat issues relating to latency/lag, aka the time certain things take to go from the client to server and/or from server to client. As for where it is in terms of development, the system is now technically complete and has progressed to an internal “stress test” phase where we can appropriately evaluate how it functions and ensure that we’re delivering a system that improves the gameplay experience for all.
addedFTessaro - Lead ProgrammerAll of the remaining dietary plants that were scheduled for Update #4 have now been completed and have made their way into the game, however you should keep in mind that we’ll be continually adding to and expanding upon the Diet System throughout development as it’s an important cornerstone mechanic that applies to both current and future playable creatures. Speaking of the Diet System, based upon feedback I’ve made a number of adjustments to the diets for Deinosuchus & Pteranodon, two creatures that were having a rather difficult time according to the data.
changeddmIV - ProgrammerI’ve spent the majority of this month setting up the basic implementation of the human character and tackling the assortment of issues that spring up as a result. Fortunately most of the movement systems that we built into the game were intentionally set up with the future implementation of humans in mind, so I only had to make some minor adjustments to get them running smoothly. In addition I also set up their animation system and the flashlight mechanic that I’m sure will result in some truly terrifying encounters as you’re stumbling about in the darkness, locked in first person with only that torch as your only solace.
changeddmIV - ProgrammerOn the topic of Update #4 and the Diet System, I also spent a decent chunk of time implementing an important overhaul to the way we displayed certain dietary information to the player. Previously you would navigate to a scented food source based upon the color of a generic icon, which quickly resulted in two very serious issues, most notably it left users with colorblindness at an enormous disadvantage as it was very difficult for them to distinguish which food source they should be moving towards, and other players would often find themselves moving a lengthy distance towards a nutrient type that they had already filled. To solve this we came up with three unique icons to make sure that each nutrient was visually distinct at a mere glance of your compass, while your non-preferred meals are all displayed as a generic leaf/meat icon depending on whether you’re a herbivore or carnivore.
changeddmIV - ProgrammerLast of all, I’ve been working through an assortment of bugs to fix for the update that is now in your hands.

The Isle changes

changedHey everyone, as always it’s been another busy month filled to the brim with bug-fixes and rounding out the final additions for Update #4. You may recall that in the previous DevBlog I wrote extensively about a special system titled “Lag Compensation” which for those who hadn’t read the previous blog, is a system designed to combat issues relating to latency/lag, aka the time certain things take to go from the client to server and/or from server to client. As for where it is in terms of development, the system is now technically complete and has progressed to an internal “stress test” phase where we can appropriately evaluate how it functions and ensure that we’re delivering a system that improves the gameplay experience for all.
addedAll of the remaining dietary plants that were scheduled for Update #4 have now been completed and have made their way into the game, however you should keep in mind that we’ll be continually adding to and expanding upon the Diet System throughout development as it’s an important cornerstone mechanic that applies to both current and future playable creatures. Speaking of the Diet System, based upon feedback I’ve made a number of adjustments to the diets for Deinosuchus & Pteranodon, two creatures that were having a rather difficult time according to the data.
changedI’ve spent the majority of this month setting up the basic implementation of the human character and tackling the assortment of issues that spring up as a result. Fortunately most of the movement systems that we built into the game were intentionally set up with the future implementation of humans in mind, so I only had to make some minor adjustments to get them running smoothly. In addition I also set up their animation system and the flashlight mechanic that I’m sure will result in some truly terrifying encounters as you’re stumbling about in the darkness, locked in first person with only that torch as your only solace.
changedOn the topic of Update #4 and the Diet System, I also spent a decent chunk of time implementing an important overhaul to the way we displayed certain dietary information to the player. Previously you would navigate to a scented food source based upon the color of a generic icon, which quickly resulted in two very serious issues, most notably it left users with colorblindness at an enormous disadvantage as it was very difficult for them to distinguish which food source they should be moving towards, and other players would often find themselves moving a lengthy distance towards a nutrient type that they had already filled. To solve this we came up with three unique icons to make sure that each nutrient was visually distinct at a mere glance of your compass, while your non-preferred meals are all displayed as a generic leaf/meat icon depending on whether you’re a herbivore or carnivore.
changedLast of all, I’ve been working through an assortment of bugs to fix for the update that is now in your hands.

FTessaro - Lead Programmer

Hey everyone, as always it’s been another busy month filled to the brim with bug-fixes and rounding out the final additions for Update #4. You may recall that in the previous DevBlog I wrote extensively about a special system titled “Lag Compensation” which for those who hadn’t read the previous blog, is a system designed to combat issues relating to latency/lag, aka the time certain things take to go from the client to server and/or from server to client. As for where it is in terms of development, the system is now technically complete and has progressed to an internal “stress test” phase where we can appropriately evaluate how it functions and ensure that we’re delivering a system that improves the gameplay experience for all.

All of the remaining dietary plants that were scheduled for Update #4 have now been completed and have made their way into the game, however you should keep in mind that we’ll be continually adding to and expanding upon the Diet System throughout development as it’s an important cornerstone mechanic that applies to both current and future playable creatures. Speaking of the Diet System, based upon feedback I’ve made a number of adjustments to the diets for Deinosuchus & Pteranodon, two creatures that were having a rather difficult time according to the data.

Besides all that, as you’re all well-aware we’ve also been quite busy with the initial implementation of our human characters. They’ve been set up with an assortment of necessary basic features. We're all excited to see you take your first steps and truly get to experience the sheer scale and power of the fearsome creatures you’ll be wanting to evade. Happy Holidays Islanders!

dmIV - Programmer

I’ve spent the majority of this month setting up the basic implementation of the human character and tackling the assortment of issues that spring up as a result. Fortunately most of the movement systems that we built into the game were intentionally set up with the future implementation of humans in mind, so I only had to make some minor adjustments to get them running smoothly. In addition I also set up their animation system and the flashlight mechanic that I’m sure will result in some truly terrifying encounters as you’re stumbling about in the darkness, locked in first person with only that torch as your only solace.

On the topic of Update #4 and the Diet System, I also spent a decent chunk of time implementing an important overhaul to the way we displayed certain dietary information to the player. Previously you would navigate to a scented food source based upon the color of a generic icon, which quickly resulted in two very serious issues, most notably it left users with colorblindness at an enormous disadvantage as it was very difficult for them to distinguish which food source they should be moving towards, and other players would often find themselves moving a lengthy distance towards a nutrient type that they had already filled. To solve this we came up with three unique icons to make sure that each nutrient was visually distinct at a mere glance of your compass, while your non-preferred meals are all displayed as a generic leaf/meat icon depending on whether you’re a herbivore or carnivore.

Last of all, I’ve been working through an assortment of bugs to fix for the update that is now in your hands.

VisualTech48 - 3D Environment Artist

This month I’ve had the majority of my focus on assisting in the development of the human

Source

Steam News / 18 December 2021

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