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Steam News30 December 20223y ago

DevBlog #32

dmIV - Programmer As we were getting closer to the release I mostly focused on bug fixes and smaller changes as it’s important not to break anything in the last second.

In this update3

Full notes

Full The Isle update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes2 additions3 changes1 removal
  • UI and audio
  • Gameplay
  • Maps
  • Events
removeddmIV - ProgrammerAnother small but significant change was making the “Eggs” button green on the menu if there are free eggs available. This should incentivize players to join nests, since you no longer have to manually look in the menu to check if anything’s available.
addeddmIV - ProgrammerI also made some improvements to the human character’s camera and movement during some specific situations such as going prone while turning in place. He also has some new clothes to show off, I just had to plug those in without much work. The flashlight was also adjusted a bit to provide more light in a wider cone.
changeddmIV - ProgrammerI had some smaller tasks regarding the new diets and gore. The compass will now show new icons for corpses which are in the rotten and bones stages, so players can tell from a distance if it interests them or not. I also updated the feeding system to work with the new diets, as it was significantly reworked.
addedMykie - AnimatorThis month I have added movements to the Gallimimus and the Ceratosaurus. The Gallimimus knockdowns were my first challenge, and one that was fun to take on, as this long-limbed creature has a tendency to flail a bit on impact, regardless of the direction. Things got a bit more creative for the pinned and wallow animations, as the Gallimimus will use its powerful legs to try and shake off an attacker rather than trying to bite, like our friend Ceratosaurus. And in wallowing, this creature has to remain alert to its surroundings, checking every moment or so to make sure no predators are sneaking up on it in a vulnerable state.
changedMykie - AnimatorThe Ceratosaurus also presented some unique challenges, specifically the wallow animation took time to get the right characterization. Such an aggressive predator/scavenger will not feel the same need to be alert during its wallow, so the slower, lazy movements required some precise timing. The pinned animation for this creature however, allowed me to explore that aggressive side. You won’t want to be on the wrong end of that fight should you ever encounter a pinned and angry Ceratosaurus.
changedWedge - Sound DesignerFor December my focus has been split between bug fixes and enhancements in preparation for the impending update, and a complete round up of vocals needed for Beipiaosaurus. All of the vocalizations for all the various mechanics and animations are at the minimum designed for the Adult stage. Excluding some implementation, tweaks and a final pass to ensure nothing has been missed and functions as it should, its adult stage will not long be considered finished from an audio perspective. Beipi

The Isle changes

removedAnother small but significant change was making the “Eggs” button green on the menu if there are free eggs available. This should incentivize players to join nests, since you no longer have to manually look in the menu to check if anything’s available.
addedI also made some improvements to the human character’s camera and movement during some specific situations such as going prone while turning in place. He also has some new clothes to show off, I just had to plug those in without much work. The flashlight was also adjusted a bit to provide more light in a wider cone.
changedI had some smaller tasks regarding the new diets and gore. The compass will now show new icons for corpses which are in the rotten and bones stages, so players can tell from a distance if it interests them or not. I also updated the feeding system to work with the new diets, as it was significantly reworked.
addedThis month I have added movements to the Gallimimus and the Ceratosaurus. The Gallimimus knockdowns were my first challenge, and one that was fun to take on, as this long-limbed creature has a tendency to flail a bit on impact, regardless of the direction. Things got a bit more creative for the pinned and wallow animations, as the Gallimimus will use its powerful legs to try and shake off an attacker rather than trying to bite, like our friend Ceratosaurus. And in wallowing, this creature has to remain alert to its surroundings, checking every moment or so to make sure no predators are sneaking up on it in a vulnerable state.
changedThe Ceratosaurus also presented some unique challenges, specifically the wallow animation took time to get the right characterization. Such an aggressive predator/scavenger will not feel the same need to be alert during its wallow, so the slower, lazy movements required some precise timing. The pinned animation for this creature however, allowed me to explore that aggressive side. You won’t want to be on the wrong end of that fight should you ever encounter a pinned and angry Ceratosaurus.

dmIV - Programmer

As we were getting closer to the release I mostly focused on bug fixes and smaller changes as it’s important not to break anything in the last second. I went over a few issues or confusing behavior we had with nesting and single parents in particular. Leaving a group after courting will make you lose access to the nest if there is one, but keep it for your partner, letting them raise the eggs alone. If you are a single parent and court with someone you will lose your existing nest. These steps were taken to make the system more straightforward and less prone to issues such as two single parents courting each other. Hopefully it will lead to a less confusing experience.

Another small but significant change was making the “Eggs” button green on the menu if there are free eggs available. This should incentivize players to join nests, since you no longer have to manually look in the menu to check if anything’s available.

I also made some improvements to the human character’s camera and movement during some specific situations such as going prone while turning in place. He also has some new clothes to show off, I just had to plug those in without much work. The flashlight was also adjusted a bit to provide more light in a wider cone.

I had some smaller tasks regarding the new diets and gore. The compass will now show new icons for corpses which are in the rotten and bones stages, so players can tell from a distance if it interests them or not. I also updated the feeding system to work with the new diets, as it was significantly reworked.

Mykie - Animator

This month I have added movements to the Gallimimus and the Ceratosaurus. The Gallimimus knockdowns were my first challenge, and one that was fun to take on, as this long-limbed creature has a tendency to flail a bit on impact, regardless of the direction. Things got a bit more creative for the pinned and wallow animations, as the Gallimimus will use its powerful legs to try and shake off an attacker rather than trying to bite, like our friend Ceratosaurus. And in wallowing, this creature has to remain alert to its surroundings, checking every moment or so to make sure no predators are sneaking up on it in a vulnerable state.

The Ceratosaurus also presented some unique challenges, specifically the wallow animation took time to get the right characterization. Such an aggressive predator/scavenger will not feel the same need to be alert during its wallow, so the slower, lazy movements required some precise timing. The pinned animation for this creature however, allowed me to explore that aggressive side. You won’t want to be on the wrong end of that fight should you ever encounter a pinned and angry Ceratosaurus.

This has already been a great start, and I am really happy with how these animations are going so far. I am excited to continue building on these creatures.

Wedge - Sound Designer

For December my focus has been split between bug fixes and enhancements in preparation for the impending update, and a complete round up of vocals needed for Beipiaosaurus. All of the vocalizations for all the various mechanics and animations are at the minimum designed for the Adult stage. Excluding some implementation, tweaks and a final pass to ensure nothing has been missed and functions as it should, its adult stage will not long be considered finished from an audio perspective. Beipi

Source

Steam News / 30 December 2022

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