What changed
0 fixes4 additions1 change0 removals
addeddmIV - ProgrammerIn our previous testing the gallimimus was only able to forage near shores, where it could dig up frogs. This does not really fit the playstyle of the dinosaur, so I added support for foraging on land. The system is still essentially the same, with the difference that compies can be dug up instead. They provide a little food, but no nutrients, serving as a more interactive version of grazing.
addeddmIV - ProgrammerOriginally we tried a leaping attack with a lot of movement for the gallimimus' "alt attack", but it didn't feel right in the end. So it was replaced with a quick kick towards where you're looking without turning the character. On the topic of kicks, I also added support for controlling which leg you attack with while running or jumping. This is not just a visual difference, be sure to use the appropriate one to hit your target.
changeddmIV - ProgrammerWith some of our dinos having really high juvenile speeds relative to their size (in particular the gallimimus and troodon) it was time to change how our character speeds are determined. Previously it was blending the animations as you grew and determining your speed to match that, but unfortunately this came with issues such as dinosaurs becoming way too fast during the transition period or not having as much flexibility. So I turned things around and speeds are being set directly, while the animation system was updated to figure out the right animation to play. This was actually quite challenging, since the animation blend spaces don't necessarily match the speed you'd expect when you just blend them as they are. So I came up with a solution to adjust the blended animation to make sure there is no foot sliding.
addeddmIV - ProgrammerWith update 6.5 moving into the testing phase there were periods where I had time to move on to new tasks. For me this meant the diabloceratops. The base character was already set up with the basics, just missing unique abilities and several animations. Many of you might be able to guess already, but I started work on the sparring mechanic. It's not an easy one, there are two players constantly moving around, performing actions that can affect each other's movement, many different things can happen. It's in early stages, but there's strafing movement, interlocking and basic animation support in place already. Naturally at the moment update 6.5 takes priority, but it's coming along nicely in the meantime.
addedBryan - AnimatorBeen a busy month for dinosaurs in general, with the last bits for gallimimus and ceratosaurus being finished at the start of the month. Been nice to continue the trend of breaking away from expanding necessary features for the base Evrima dinosaurs like omniraptor or carnotaurus and working on bringing new animals into the ecosystem. Ceratosaurus will
The Isle changes
addedIn our previous testing the gallimimus was only able to forage near shores, where it could dig up frogs. This does not really fit the playstyle of the dinosaur, so I added support for foraging on land. The system is still essentially the same, with the difference that compies can be dug up instead. They provide a little food, but no nutrients, serving as a more interactive version of grazing.
addedOriginally we tried a leaping attack with a lot of movement for the gallimimus' "alt attack", but it didn't feel right in the end. So it was replaced with a quick kick towards where you're looking without turning the character. On the topic of kicks, I also added support for controlling which leg you attack with while running or jumping. This is not just a visual difference, be sure to use the appropriate one to hit your target.
changedWith some of our dinos having really high juvenile speeds relative to their size (in particular the gallimimus and troodon) it was time to change how our character speeds are determined. Previously it was blending the animations as you grew and determining your speed to match that, but unfortunately this came with issues such as dinosaurs becoming way too fast during the transition period or not having as much flexibility. So I turned things around and speeds are being set directly, while the animation system was updated to figure out the right animation to play. This was actually quite challenging, since the animation blend spaces don't necessarily match the speed you'd expect when you just blend them as they are. So I came up with a solution to adjust the blended animation to make sure there is no foot sliding.
addedWith update 6.5 moving into the testing phase there were periods where I had time to move on to new tasks. For me this meant the diabloceratops. The base character was already set up with the basics, just missing unique abilities and several animations. Many of you might be able to guess already, but I started work on the sparring mechanic. It's not an easy one, there are two players constantly moving around, performing actions that can affect each other's movement, many different things can happen. It's in early stages, but there's strafing movement, interlocking and basic animation support in place already. Naturally at the moment update 6.5 takes priority, but it's coming along nicely in the meantime.
addedBeen a busy month for dinosaurs in general, with the last bits for gallimimus and ceratosaurus being finished at the start of the month. Been nice to continue the trend of breaking away from expanding necessary features for the base Evrima dinosaurs like omniraptor or carnotaurus and working on bringing new animals into the ecosystem. Ceratosaurus will
dmIV - Programmer
In our previous testing the gallimimus was only able to forage near shores, where it could dig up frogs. This does not really fit the playstyle of the dinosaur, so I added support for foraging on land. The system is still essentially the same, with the difference that compies can be dug up instead. They provide a little food, but no nutrients, serving as a more interactive version of grazing.
Originally we tried a leaping attack with a lot of movement for the gallimimus' "alt attack", but it didn't feel right in the end. So it was replaced with a quick kick towards where you're looking without turning the character. On the topic of kicks, I also added support for controlling which leg you attack with while running or jumping. This is not just a visual difference, be sure to use the appropriate one to hit your target.
With some of our dinos having really high juvenile speeds relative to their size (in particular the gallimimus and troodon) it was time to change how our character speeds are determined. Previously it was blending the animations as you grew and determining your speed to match that, but unfortunately this came with issues such as dinosaurs becoming way too fast during the transition period or not having as much flexibility. So I turned things around and speeds are being set directly, while the animation system was updated to figure out the right animation to play. This was actually quite challenging, since the animation blend spaces don't necessarily match the speed you'd expect when you just blend them as they are. So I came up with a solution to adjust the blended animation to make sure there is no foot sliding.
Unfortunately when it comes to programming it can be hard to explain why we have to change things that "already work" just to make them work differently even though the end result is very similar from a player perspective. Sometimes these refactors just have to be made for things to work better.
With update 6.5 moving into the testing phase there were periods where I had time to move on to new tasks. For me this meant the diabloceratops. The base character was already set up with the basics, just missing unique abilities and several animations. Many of you might be able to guess already, but I started work on the sparring mechanic. It's not an easy one, there are two players constantly moving around, performing actions that can affect each other's movement, many different things can happen. It's in early stages, but there's strafing movement, interlocking and basic animation support in place already. Naturally at the moment update 6.5 takes priority, but it's coming along nicely in the meantime.
Bryan - Animator
Once in a while a dinosaur comes along in Evrima where we have to do a bunch of legwork we haven’t done before, diabloceratops is definitely one of those now. I’ve been busy working on the locomotion and watching yaks try to bully each other on Youtube for the ‘sparring’ mechanic and hoo boy that was a lot to do, you don’t wanna know how many animations that was to do. It was 48.
Been a busy month for dinosaurs in general, with the last bits for gallimimus and ceratosaurus being finished at the start of the month. Been nice to continue the trend of breaking away from expanding necessary features for the base Evrima dinosaurs like omniraptor or carnotaurus and working on bringing new animals into the ecosystem. Ceratosaurus will