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Steam News1 March 20242y ago

DevBlog #45

Filipe - Lead Programmer It’s mostly been a continuation of last month’s work, with the exception of several changes and bug fixes for the latest patch.

In this update3

Full notes

Full The Isle update

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What changed

0 fixes3 additions6 changes0 removals
  • Performance
  • Gameplay
  • UI and audio
  • Server
changedFilipe - Lead ProgrammerMore Burrow internal tests and prototypes, there are several concerns about the scalability and performance of this system, so we are experimenting. Not much to say about this one yet.
changedFilipe - Lead ProgrammerContinued working on Rex Crush ability, which is a variation of Deino´s Lunge. Gameplay wise they are very different, but the code part is mostly shared. We have a functional system already and the work now is mostly making all animations to look as desired, besides balancing it.
changedFilipe - Lead ProgrammerBesides that there was a lot of work on bug fixes, system improvements and Engine Update. That is all for now.
addedAriel - ProgrammerThis month I had two bigger tasks to work on. First of all, a new attack for the stegosaurus. It is a different kind of tail swing attack that deals more damage, but requires more consideration to use. The attack has to be prepared by holding the right mouse button, which visually lifts up the dinosaur’s tail, also serving as a warning to other players. Then players can use the left mouse button to perform the attack, which is slightly different if someone is looking up, down or horizontally. This allows for hitting specific areas of others, but also means that one needs to be more careful with it to avoid swinging above smaller targets for example. There is a second version of the swing that can be performed while sprinting, this one hits in a wide arc in front of the dinosaur that really opens up new possibilities in combat. I also added support for attacks hitting obstacles like trees or rocks and being canceled. This is currently only in use for this attack, but could potentially be extended to others later.
addedAriel - ProgrammerI also worked on the new camera system that some of you might have seen already as a concept. The plan is to bring the player’s perspective closer to that of the dinosaur and provide a better sense of scale. I experimented with different setups to have all the functionality we need while keeping it easy to configure and smooth to use. In the end I got the general system working, but it still needs to be set up for each dinosaur and some of their unique mechanics as well.
changedAriel - ProgrammerOther than that I made some smaller visual improvements to the herrerasaurus. There is now some variation in its bite attack animation in certain directions, as well as a slightly different idle posture when standing on branches. I also set up the sliding down audio loop on the programming side.

The Isle changes

changedMore Burrow internal tests and prototypes, there are several concerns about the scalability and performance of this system, so we are experimenting. Not much to say about this one yet.
changedContinued working on Rex Crush ability, which is a variation of Deino´s Lunge. Gameplay wise they are very different, but the code part is mostly shared. We have a functional system already and the work now is mostly making all animations to look as desired, besides balancing it.
changedBesides that there was a lot of work on bug fixes, system improvements and Engine Update. That is all for now.
addedThis month I had two bigger tasks to work on. First of all, a new attack for the stegosaurus. It is a different kind of tail swing attack that deals more damage, but requires more consideration to use. The attack has to be prepared by holding the right mouse button, which visually lifts up the dinosaur’s tail, also serving as a warning to other players. Then players can use the left mouse button to perform the attack, which is slightly different if someone is looking up, down or horizontally. This allows for hitting specific areas of others, but also means that one needs to be more careful with it to avoid swinging above smaller targets for example. There is a second version of the swing that can be performed while sprinting, this one hits in a wide arc in front of the dinosaur that really opens up new possibilities in combat. I also added support for attacks hitting obstacles like trees or rocks and being canceled. This is currently only in use for this attack, but could potentially be extended to others later.
addedI also worked on the new camera system that some of you might have seen already as a concept. The plan is to bring the player’s perspective closer to that of the dinosaur and provide a better sense of scale. I experimented with different setups to have all the functionality we need while keeping it easy to configure and smooth to use. In the end I got the general system working, but it still needs to be set up for each dinosaur and some of their unique mechanics as well.

Filipe - Lead Programmer

It’s mostly been a continuation of last month’s work, with the exception of several changes and bug fixes for the latest patch.

In regards to what I’ve been working on;

- More Burrow internal tests and prototypes, there are several concerns about the scalability and performance of this system, so we are experimenting. Not much to say about this one yet.

- Continued working on Rex Crush ability, which is a variation of Deino´s Lunge. Gameplay wise they are very different, but the code part is mostly shared. We have a functional system already and the work now is mostly making all animations to look as desired, besides balancing it.

- Several design meetings and more to come to make final decisions of several systems and future developments, including Migration, that still needs it´s second half (when no Mass Migration) is active. Currently the system is only half done, which is the “Mass Migration” happening one after the other.

- Besides that there was a lot of work on bug fixes, system improvements and Engine Update. That is all for now.

Ariel - Programmer

This month I had two bigger tasks to work on. First of all, a new attack for the stegosaurus. It is a different kind of tail swing attack that deals more damage, but requires more consideration to use. The attack has to be prepared by holding the right mouse button, which visually lifts up the dinosaur’s tail, also serving as a warning to other players. Then players can use the left mouse button to perform the attack, which is slightly different if someone is looking up, down or horizontally. This allows for hitting specific areas of others, but also means that one needs to be more careful with it to avoid swinging above smaller targets for example. There is a second version of the swing that can be performed while sprinting, this one hits in a wide arc in front of the dinosaur that really opens up new possibilities in combat. I also added support for attacks hitting obstacles like trees or rocks and being canceled. This is currently only in use for this attack, but could potentially be extended to others later.

I also worked on the new camera system that some of you might have seen already as a concept. The plan is to bring the player’s perspective closer to that of the dinosaur and provide a better sense of scale. I experimented with different setups to have all the functionality we need while keeping it easy to configure and smooth to use. In the end I got the general system working, but it still needs to be set up for each dinosaur and some of their unique mechanics as well.

Other than that I made some smaller visual improvements to the herrerasaurus. There is now some variation in its bite attack animation in certain directions, as well as a slightly different idle posture when standing on branches. I also set up the sliding down audio loop on the programming side.

amar0k - Programmer

The past month has been mostly about the latest update for me with lots of performance and reliability testing and fixes.

I made some improvements to the queueing system and re-added the server list character display along with fixing all of the server list filters and setting up a new pagination system for how servers are searched and displayed.

Worked on a bunch of back-end server related analytics and management tools like automated server restarts

Source

Steam News / 1 March 2024

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