What changed
0 fixes4 additions2 changes0 removals
addeddmIV - ProgrammerWe want reproduction to require at least some minimal effort from both parents so the number and quality of the eggs will be affected by their diets. You will be able to have an offspring if you have at least one nutrient, but a better diet will let you have more. Your eggs can now also become rotten if you don’t manage the nest temperature properly.
addedAmar0k - ProgrammerLately I’ve been working on some additional backend for our build/deploy environment and integrating some critical SDKs so we no longer rely on third party frameworks. I have also been slowly getting back into AI development as the Carno has begun testing alongside the new workflow that has been designed for how we develop and release AI. We are expecting some big things to happen in the AI space as more has gone into their interactions and behavior.
addedBaardo - 3D ArtistThis month I got to work on the assets for the nesting system. We’ve had nest assets before but the newer and more dynamic system required a rethink of the feature set for how nests were designed and implemented. One of the new features is a series of morph targets that will animate as the nest is built up. These morphs took special consideration so that they played well with the topology and textures of the model but also the animation associated with the nest building.
addedBaardo - 3D ArtistIn addition we have a new kind of nest, the debris nest, which requires its own materials and workflow. You can see some examples of these down below, I am quite pleased with the result and look forward to seeing them functioning in the game!
changedVisualTech48 - Environmental ArtistThis month has been all about the dockyard, and so we are here a few steps closer to gaining more details and buildings to it.
changedVisualTech48 - Environmental ArtistI’ve managed to crack some issues with the Triplanar now being able to project seamlessly almost across the buildings, alongside the interior damage textures. Besides that we have 2 smaller, and one normal hangar ready to ship and be in the game.
The Isle changes
addedWe want reproduction to require at least some minimal effort from both parents so the number and quality of the eggs will be affected by their diets. You will be able to have an offspring if you have at least one nutrient, but a better diet will let you have more. Your eggs can now also become rotten if you don’t manage the nest temperature properly.
addedLately I’ve been working on some additional backend for our build/deploy environment and integrating some critical SDKs so we no longer rely on third party frameworks. I have also been slowly getting back into AI development as the Carno has begun testing alongside the new workflow that has been designed for how we develop and release AI. We are expecting some big things to happen in the AI space as more has gone into their interactions and behavior.
addedThis month I got to work on the assets for the nesting system. We’ve had nest assets before but the newer and more dynamic system required a rethink of the feature set for how nests were designed and implemented. One of the new features is a series of morph targets that will animate as the nest is built up. These morphs took special consideration so that they played well with the topology and textures of the model but also the animation associated with the nest building.
addedIn addition we have a new kind of nest, the debris nest, which requires its own materials and workflow. You can see some examples of these down below, I am quite pleased with the result and look forward to seeing them functioning in the game!
changedThis month has been all about the dockyard, and so we are here a few steps closer to gaining more details and buildings to it.
dmIV - Programmer
I’ve been working on various tasks related to nesting. Hatching works differently for different nests. If the eggs are exposed then you will be able to see your dinosaur hatch from the egg directly, but for other nests the eggs are covered with debris so you will only see the dinosaur climb out from the pile.
I also set up the feeding system for hatchlings. They will not be able to eat directly with the exception of the Deinosuchus, instead they will have to beg for food by holding E. At this time the parents can approach them and press E to regurgitate some of their food to provide the babies with food, water and nutrients.
We want reproduction to require at least some minimal effort from both parents so the number and quality of the eggs will be affected by their diets. You will be able to have an offspring if you have at least one nutrient, but a better diet will let you have more. Your eggs can now also become rotten if you don’t manage the nest temperature properly.
Amar0k - Programmer
Lately I’ve been working on some additional backend for our build/deploy environment and integrating some critical SDKs so we no longer rely on third party frameworks. I have also been slowly getting back into AI development as the Carno has begun testing alongside the new workflow that has been designed for how we develop and release AI. We are expecting some big things to happen in the AI space as more has gone into their interactions and behavior.
Tapwing - 2D Artist
Stout and very grouchy, here we have the isles Diabloceratops.
Some loose mixes of wild bovine and wildebeest served as inspiration for these guys. The idea was they’d travel the island bullying others off of vegetation and almost always in herds. Though it shouldn’t be able to run down most other dinosaurs, it’s still going to need to be able to stand its ground against a variety of predators. You’ll very well want to watch out for those horns.
Baardo - 3D Artist
This month I got to work on the assets for the nesting system. We’ve had nest assets before but the newer and more dynamic system required a rethink of the feature set for how nests were designed and implemented. One of the new features is a series of morph targets that will animate as the nest is built up. These morphs took special consideration so that they played well with the topology and textures of the model but also the animation associated with the nest building.
In addition we have a new kind of nest, the debris nest, which requires its own materials and workflow. You can see some examples of these down below, I am quite pleased with the result and look forward to seeing them functioning in the game!
VisualTech48 - Environmental Artist
This month has been all about the dockyard, and so we are here a few steps closer to gaining more details and buildings to it.
I’ve managed to crack some issues with the Triplanar now being able to project seamlessly almost across the buildings, alongside the interior damage textures. Besides that we have 2 smaller, and one normal hangar ready to ship and be in the game.
Alongside that, I’ve constructed a StepWalkway kit that can be both used both for the interior and the exterior. It's a very