What changed
0 fixes3 additions3 changes0 removals
addedamar0k - ProgrammerWith the release of U6 and the break over we have been in the process of migrating the game from Unreal Engine 4.27 to Unreal Engine 5. This has brought some exciting new features to work with like Nanite. As we convert more art assets to be compatible with this system, we can create more detailed and realistic environments without as much compromise to performance. I have also been working on implementing world partition with the map team to improve performance and optimize the rendering of the game's environments. This system divides the game world into smaller sections allowing us to only render the parts of the world that are currently visible to the player. The process has not been completed, so results may vary.
changedamar0k - ProgrammerAside from content migration, I have been working on the base dinosaur controller logic and have also improved the animal animations to include look poses and turn in place animations. The goal here is to smooth the animal movement to be less robotic and fix the movement strafing you currently see.
changeddmIV - ProgrammerI started the year by finishing some code reorganization I started before the break. It’s one of those things where you put your time into something that doesn’t change anything for the users, but it makes your life easier in the future. Then I moved on to some engine update related tasks, which is mostly just making changes in all kinds of places where something works differently now or broke for some reason.
addedWedge - Sound DesignerFor the start of the new year, I spent my time finishing getting Beipi set up with its last pieces of missing audio, finishing off a handful of sounds for its hatchling/juvenile stages. After going over and testing Beipi to make sure it is fully complete audio-wise, I have moved on to working my way through all the supplementary sounds for Cerato. I have already designed and implemented around half of the sounds needed for its adult stage, with a handful of others also in progress. The sounds completed include eating, drinking, primary and alt attack, mouth display, death, regular pain, thrash and vomit, It’s sonic aesthetic is big and brutish with an emphasis on low guttural texture, its attacks sound impactful and gnarly with a satisfying crunch as its teeth clamp together and it also has a low but explosive roar when displaying to threaten its competitors and bolster its bite.
changedWedge - Sound DesignerI spent a little time with Filipe looking into the issue related to footstep attenuation, we have narrowed down the cause to limitations with the system which is overriding the set attenuation and truncating the range, however we have not been able to find a solution to fix this but it is something we are aware of and looking in to.
addedWedge - Sound DesignerFinally, I’ve dipped my toes into UE5’s new audio engine to familiarize myself and see what can be capable with metasounds. I’ve begun to think about how it can be integrated into our existing audio pipeline that
The Isle changes
addedWith the release of U6 and the break over we have been in the process of migrating the game from Unreal Engine 4.27 to Unreal Engine 5. This has brought some exciting new features to work with like Nanite. As we convert more art assets to be compatible with this system, we can create more detailed and realistic environments without as much compromise to performance. I have also been working on implementing world partition with the map team to improve performance and optimize the rendering of the game's environments. This system divides the game world into smaller sections allowing us to only render the parts of the world that are currently visible to the player. The process has not been completed, so results may vary.
changedAside from content migration, I have been working on the base dinosaur controller logic and have also improved the animal animations to include look poses and turn in place animations. The goal here is to smooth the animal movement to be less robotic and fix the movement strafing you currently see.
changedI started the year by finishing some code reorganization I started before the break. It’s one of those things where you put your time into something that doesn’t change anything for the users, but it makes your life easier in the future. Then I moved on to some engine update related tasks, which is mostly just making changes in all kinds of places where something works differently now or broke for some reason.
addedFor the start of the new year, I spent my time finishing getting Beipi set up with its last pieces of missing audio, finishing off a handful of sounds for its hatchling/juvenile stages. After going over and testing Beipi to make sure it is fully complete audio-wise, I have moved on to working my way through all the supplementary sounds for Cerato. I have already designed and implemented around half of the sounds needed for its adult stage, with a handful of others also in progress. The sounds completed include eating, drinking, primary and alt attack, mouth display, death, regular pain, thrash and vomit, It’s sonic aesthetic is big and brutish with an emphasis on low guttural texture, its attacks sound impactful and gnarly with a satisfying crunch as its teeth clamp together and it also has a low but explosive roar when displaying to threaten its competitors and bolster its bite.
changedI spent a little time with Filipe looking into the issue related to footstep attenuation, we have narrowed down the cause to limitations with the system which is overriding the set attenuation and truncating the range, however we have not been able to find a solution to fix this but it is something we are aware of and looking in to.
amar0k - Programmer
With the release of U6 and the break over we have been in the process of migrating the game from Unreal Engine 4.27 to Unreal Engine 5. This has brought some exciting new features to work with like Nanite. As we convert more art assets to be compatible with this system, we can create more detailed and realistic environments without as much compromise to performance. I have also been working on implementing world partition with the map team to improve performance and optimize the rendering of the game's environments. This system divides the game world into smaller sections allowing us to only render the parts of the world that are currently visible to the player. The process has not been completed, so results may vary.
Overall, the migration to Unreal Engine 5 has been a challenging but exciting experience, and I am looking forward to seeing the final results in the future.
Aside from content migration, I have been working on the base dinosaur controller logic and have also improved the animal animations to include look poses and turn in place animations. The goal here is to smooth the animal movement to be less robotic and fix the movement strafing you currently see.
dmIV - Programmer
I started the year by finishing some code reorganization I started before the break. It’s one of those things where you put your time into something that doesn’t change anything for the users, but it makes your life easier in the future. Then I moved on to some engine update related tasks, which is mostly just making changes in all kinds of places where something works differently now or broke for some reason.
Afterwards my main task was the Ceratosaurus. It has a fairly straightforward mechanic, you build up bacteria in your mouth when you eat, which you can apply to other players by biting them. After enough hits this will cause them to vomit. The mechanic is currently functional, but it will still need testing, balancing and visual effects.
Wedge - Sound Designer
For the start of the new year, I spent my time finishing getting Beipi set up with its last pieces of missing audio, finishing off a handful of sounds for its hatchling/juvenile stages. After going over and testing Beipi to make sure it is fully complete audio-wise, I have moved on to working my way through all the supplementary sounds for Cerato. I have already designed and implemented around half of the sounds needed for its adult stage, with a handful of others also in progress. The sounds completed include eating, drinking, primary and alt attack, mouth display, death, regular pain, thrash and vomit, It’s sonic aesthetic is big and brutish with an emphasis on low guttural texture, its attacks sound impactful and gnarly with a satisfying crunch as its teeth clamp together and it also has a low but explosive roar when displaying to threaten its competitors and bolster its bite.
I spent a little time with Filipe looking into the issue related to footstep attenuation, we have narrowed down the cause to limitations with the system which is overriding the set attenuation and truncating the range, however we have not been able to find a solution to fix this but it is something we are aware of and looking in to.
Finally, I’ve dipped my toes into UE5’s new audio engine to familiarize myself and see what can be capable with metasounds. I’ve begun to think about how it can be integrated into our existing audio pipeline that