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Steam News1 November 20232y ago

DevBlog #42

FTessaro - Lead Programmer This month I have been working mostly on getting Gateway sent to the public while also doing more work on upcoming mechanics.

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 fixes4 additions5 changes1 removal
  • Server
  • Gameplay
  • Balance
  • UI and audio
changedFTessaro - Lead ProgrammerMost of time was spent working on several different approaches for migration, different design or technical needs to make the system more robust. Several options are going to be made accessible for community servers, so they can customize migration to their liking. Stress Tests have been great to not only find faults in the procedural system, but also balance it better after patching any holes in design.
removedFTessaro - Lead ProgrammerDuring this time some bug fixes and improvements were done for weather as well. It should fully replicate properly and the changes in weather should no longer be immediate.
changedFTessaro - Lead ProgrammerWith the introduction of Gateway and the stamina system, we had a lot of balance adjustments to make. There is a global reduction in stamina consumption across all animals and a lot of per-species adjustments that were made in order to keep certain species viable. We still have more to do, but for now those balance changes alleviate most of the concerns till the next robust release.
addedFTessaro - Lead ProgrammerFor the main branch of production I continued working on mutations. It is nearly feature complete and we can keep adding more and more mutations over time, both up until and after the release of the mechanic. Also finished up working on dilophosaurus venom. It has a few other things necessary for release, we are ready to begin testing on it.
addedFTessaro - Lead ProgrammerBesides all that. I have been working on the “Pounced-to-Pinned” transition that we call Grappled. The internal testing and animations testing have gone really well, so this would bring an entirely new aspect to pounce type mechanics, giving new options for strategic combat.
changedFTessaro - Lead ProgrammerAnd lastly, the usual balance changes and bug fixes. See you next time!

The Isle changes

  • Venomhero
changedMost of time was spent working on several different approaches for migration, different design or technical needs to make the system more robust. Several options are going to be made accessible for community servers, so they can customize migration to their liking. Stress Tests have been great to not only find faults in the procedural system, but also balance it better after patching any holes in design.
removedDuring this time some bug fixes and improvements were done for weather as well. It should fully replicate properly and the changes in weather should no longer be immediate.
changedWith the introduction of Gateway and the stamina system, we had a lot of balance adjustments to make. There is a global reduction in stamina consumption across all animals and a lot of per-species adjustments that were made in order to keep certain species viable. We still have more to do, but for now those balance changes alleviate most of the concerns till the next robust release.
addedFor the main branch of production I continued working on mutations. It is nearly feature complete and we can keep adding more and more mutations over time, both up until and after the release of the mechanic. Also finished up working on dilophosaurus venom. It has a few other things necessary for release, we are ready to begin testing on it.
addedBesides all that. I have been working on the “Pounced-to-Pinned” transition that we call Grappled. The internal testing and animations testing have gone really well, so this would bring an entirely new aspect to pounce type mechanics, giving new options for strategic combat.

FTessaro - Lead Programmer

This month I have been working mostly on getting Gateway sent to the public while also doing more work on upcoming mechanics.

Most of time was spent working on several different approaches for migration, different design or technical needs to make the system more robust. Several options are going to be made accessible for community servers, so they can customize migration to their liking. Stress Tests have been great to not only find faults in the procedural system, but also balance it better after patching any holes in design.

During this time some bug fixes and improvements were done for weather as well. It should fully replicate properly and the changes in weather should no longer be immediate.

With the introduction of Gateway and the stamina system, we had a lot of balance adjustments to make. There is a global reduction in stamina consumption across all animals and a lot of per-species adjustments that were made in order to keep certain species viable. We still have more to do, but for now those balance changes alleviate most of the concerns till the next robust release.

For the main branch of production I continued working on mutations. It is nearly feature complete and we can keep adding more and more mutations over time, both up until and after the release of the mechanic. Also finished up working on dilophosaurus venom. It has a few other things necessary for release, we are ready to begin testing on it.

Besides all that. I have been working on the “Pounced-to-Pinned” transition that we call Grappled. The internal testing and animations testing have gone really well, so this would bring an entirely new aspect to pounce type mechanics, giving new options for strategic combat.

And lastly, the usual balance changes and bug fixes. See you next time!

dmIV - Programmer

I worked on various different things this month, starting with my personal favorite, the herrerasaurus. With the aimed jump system players are encouraged to jump more than other species, so for now we removed stamina cost from small hops, although we will have to test carefully to see the best balance settings. The dinosaur had many of its values tweaked over time to get the best results to make sure climbing feels and looks great across all kinds of surfaces, but I finally found a solid solution to a certain jittering issue that’s been bugging me. I also enabled swallowing while latched on to a wall, which could come in handy.

We use a framework to manage our character abilities and attributes. While it works great for the most part, there was some room for improvement in terms of data usage. So I ended up replacing some of their built in solutions with our own ones that don’t send any more data than necessary. The biggest improvement is where characters deal damage to each other, which is arguably the situation where you’d want to have the least amount of lag when playing. The changes will need to be tested properly, so they didn’t make their way to the Gateway test branch, but it’s something to look forward to.

The team also did some internal testing for the diabloceratops. There are several adjustments to be made there, so I got back into focusing on that dinosaur. You can now move while blocking and you also have increased protection against attacks that can knock down or stagger players.

Wedge - Sound Designer

The first half of this month my time was focused

Source

Steam News / 1 November 2023

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