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Steam News1 November 20223y ago

DevBlog #30: Happy Halloween!

FTessaro - Lead Programmer Hey everyone, I spent most of this month continuing the development of the Migration & Diet systems, participating in several long design meetings throughout the month, with even more to come

In this update3

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Full The Isle update

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What changed

0 fixes2 additions4 changes0 removals
  • Maps
  • Gameplay
addedFTessaro - Lead ProgrammerBesides the Migration System and New Diet system with slot combinations, I also implemented a variety of new food items for Update #6. Such as: Fiddlehead, Dulse, Russula, Papaya, Jackfruit, Cashews, Banana & Brazil Nuts, they will spawn in specific areas of the map depending on their main biome. A new class of interactable actors will be introduced in Update 6, insects. Two types; Flies that spawn close to corpses and bees that provide juveniles with a nutritious treat... Though adults will receive quite the nasty sting!
changedFTessaro - Lead ProgrammerCarnivores will be receiving a special mechanic for Update 6, it is called the Thrash Mechanic, or Corpse Shake. I can’t spoil the details just yet, but I think the names alone will provide you with all the information you need to get a good idea of what this entails. Besides that, the Troodon received some more love this month as I made improvements to its Venom Pounce to significantly increase its visual smoothness. We’re also experimenting with a locked camera adjustment for when you’re eating/drinking, aimed at making the game more dynamic & immersive, so you’ll no-longer have eyes in the back of your head while stuffing your face with food or drink.
changeddmIV - ProgrammerThis month I made some changes to how logging in works. We often had different behavior whether the user did a quick or a safe log, with quick log generally having more issues. So I changed how that works and now it uses the same system as safe log, making it significantly more reliable.
addeddmIV - ProgrammerClimbing is something I keep coming back to. It’s an interesting process because every time I make progress I feel very satisfied, but then I come back later and notice new things that need improvement. So I ended up polishing it further and also set up a few animations for testing. The visuals are in an early stage since our animators are busy with other tasks, but here’s a quick look at where things are:
changeddmIV - ProgrammerThen I went back to the human character. The first time we made him publicly accessible I didn’t really have the time to make the code as clean as I like. So now I moved everything from Blueprint (Unreal’s visual scripting solution) to C++ (actual code). I also improved a few things in the background to make some of the human-specific movements work better. This isn’t really something that a player would notice, but it was important for making future extension easier.
changedVisualTech48 - 3D Envirovmental ArtistAs we followed the prop month, we went into another one. This month my focus was on not only props but bridging a collision update to a group of objects, for a specific reason. Hehe.

The Isle changes

  • Venomhero
addedBesides the Migration System and New Diet system with slot combinations, I also implemented a variety of new food items for Update #6. Such as: Fiddlehead, Dulse, Russula, Papaya, Jackfruit, Cashews, Banana & Brazil Nuts, they will spawn in specific areas of the map depending on their main biome. A new class of interactable actors will be introduced in Update 6, insects. Two types; Flies that spawn close to corpses and bees that provide juveniles with a nutritious treat... Though adults will receive quite the nasty sting!
changedCarnivores will be receiving a special mechanic for Update 6, it is called the Thrash Mechanic, or Corpse Shake. I can’t spoil the details just yet, but I think the names alone will provide you with all the information you need to get a good idea of what this entails. Besides that, the Troodon received some more love this month as I made improvements to its Venom Pounce to significantly increase its visual smoothness. We’re also experimenting with a locked camera adjustment for when you’re eating/drinking, aimed at making the game more dynamic & immersive, so you’ll no-longer have eyes in the back of your head while stuffing your face with food or drink.
changedThis month I made some changes to how logging in works. We often had different behavior whether the user did a quick or a safe log, with quick log generally having more issues. So I changed how that works and now it uses the same system as safe log, making it significantly more reliable.
addedClimbing is something I keep coming back to. It’s an interesting process because every time I make progress I feel very satisfied, but then I come back later and notice new things that need improvement. So I ended up polishing it further and also set up a few animations for testing. The visuals are in an early stage since our animators are busy with other tasks, but here’s a quick look at where things are:
changedThen I went back to the human character. The first time we made him publicly accessible I didn’t really have the time to make the code as clean as I like. So now I moved everything from Blueprint (Unreal’s visual scripting solution) to C++ (actual code). I also improved a few things in the background to make some of the human-specific movements work better. This isn’t really something that a player would notice, but it was important for making future extension easier.

FTessaro - Lead Programmer

Hey everyone, I spent most of this month continuing the development of the Migration & Diet systems, participating in several long design meetings throughout the month, with even more to come as we hash out and test the final details.

Besides the Migration System and New Diet system with slot combinations, I also implemented a variety of new food items for Update #6. Such as: Fiddlehead, Dulse, Russula, Papaya, Jackfruit, Cashews, Banana & Brazil Nuts, they will spawn in specific areas of the map depending on their main biome. A new class of interactable actors will be introduced in Update 6, insects. Two types; Flies that spawn close to corpses and bees that provide juveniles with a nutritious treat... Though adults will receive quite the nasty sting!

Carnivores will be receiving a special mechanic for Update 6, it is called the Thrash Mechanic, or Corpse Shake. I can’t spoil the details just yet, but I think the names alone will provide you with all the information you need to get a good idea of what this entails. Besides that, the Troodon received some more love this month as I made improvements to its Venom Pounce to significantly increase its visual smoothness. We’re also experimenting with a locked camera adjustment for when you’re eating/drinking, aimed at making the game more dynamic & immersive, so you’ll no-longer have eyes in the back of your head while stuffing your face with food or drink.

dmIV - Programmer

This month I made some changes to how logging in works. We often had different behavior whether the user did a quick or a safe log, with quick log generally having more issues. So I changed how that works and now it uses the same system as safe log, making it significantly more reliable.

Climbing is something I keep coming back to. It’s an interesting process because every time I make progress I feel very satisfied, but then I come back later and notice new things that need improvement. So I ended up polishing it further and also set up a few animations for testing. The visuals are in an early stage since our animators are busy with other tasks, but here’s a quick look at where things are:

Then I went back to the human character. The first time we made him publicly accessible I didn’t really have the time to make the code as clean as I like. So now I moved everything from Blueprint (Unreal’s visual scripting solution) to C++ (actual code). I also improved a few things in the background to make some of the human-specific movements work better. This isn’t really something that a player would notice, but it was important for making future extension easier.

VisualTech48 - 3D Envirovmental Artist

As we followed the prop month, we went into another one. This month my focus was on not only props but bridging a collision update to a group of objects, for a specific reason. Hehe.

You’ve seen the container last week, well this week we bring forth the Military PDA, which will be used by humans, as a specific way of interacting and using it in the world. We will delve further into its use down the line.

Second less noticeable object is a “simple” stool, which has a few minor variants:

Third one is the HAM Radio, which in the future, “may” have specific intractability, and you’ve seen it perhaps in the Phase-Three section of our Official Discord.

Lastly

Source

Steam News / 1 November 2022

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