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Steam News1 May 20242y ago

DevBlog #47

Filipe - Lead Programmer Hello everyone. This month I don't have much to say that you guys don't know already. For the most part, it was a busy Hordetesting month.

In this update2

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Full The Isle update

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What changed

1 fix1 addition3 changes0 removals
  • Server
  • Gameplay
  • Balance
changedFilipe - Lead ProgrammerHello everyone. This month I don't have much to say that you guys don't know already. For the most part, it was a busy Hordetesting month. If you have been following you know we released a lot of bug fixes and quality of life changes. We also managed to stress test the server and noticed some performance caused by the nuances of some AI’s logic and the navmesh. The good news is that when testing only player capabilities, we managed to reach 140/150 slots with a stable server, no hitches and no rubberbanding, which is great even without AI. It means we are doing it right and all the changes and improvements being implemented so far are giving us results and we can continue working more on that front.
changedFilipe - Lead ProgrammerBesides all that, work continued as normal with several tests and experimentations on the burrowing side. I know I mentioned this before, but this stage of deciding what to do and how to burrow is important. There are pros and cons in all systems that we tried, but we need to be sure what is going to be done in regards to scalability of the system, how fun it is, replication and of course, performance on both client and server.
changedFilipe - Lead ProgrammerMigrations. The current method known as “Species Migration” calls all players of a species to a specific zone and will be reduced in frequency. There will be a rare “Mass Migration” event which is similar to species migration, but this affects an entire server. There are also individual “Patrols” which more commonly affect individual players and their groups to keep players moving around organically. This should allow for better interactions, more time for exploration, and server configurations. This will have server config tweaking (or you can turn the whole system off).
addedAriel - ProgrammerThis month I kept working on diablo, which mostly involved bug fixes and some background changes to make the sparring interactions more stable across clients. I also added a slightly different version of the primary attack that is triggered when standing in place, looking downwards and pressing LMB.
fixedAriel - ProgrammerI also made some progress on the stego’s power swing ability. One of the hurdles I ran into was the tail swing, for example making contact with another dinosaur’s tail before hitting its body. This would result in dealing damage based on only the tail hit, which of course had to be fixed. I looked at a few different approaches, but in the end found one that gives the result you’d expect and can be applied to other attacks as well. The carno’s charge had some similar issues in the past, but now I was able to apply the new system to improve it. Some other abilities might benefit as well, but it’s generally not as noticeable on most of them. All in all the ability is coming along nicely, just needs some finishing touches, testing and balancing and it should be good to go.

The Isle changes

changedHello everyone. This month I don't have much to say that you guys don't know already. For the most part, it was a busy Hordetesting month. If you have been following you know we released a lot of bug fixes and quality of life changes. We also managed to stress test the server and noticed some performance caused by the nuances of some AI’s logic and the navmesh. The good news is that when testing only player capabilities, we managed to reach 140/150 slots with a stable server, no hitches and no rubberbanding, which is great even without AI. It means we are doing it right and all the changes and improvements being implemented so far are giving us results and we can continue working more on that front.
changedBesides all that, work continued as normal with several tests and experimentations on the burrowing side. I know I mentioned this before, but this stage of deciding what to do and how to burrow is important. There are pros and cons in all systems that we tried, but we need to be sure what is going to be done in regards to scalability of the system, how fun it is, replication and of course, performance on both client and server.
changedMigrations. The current method known as “Species Migration” calls all players of a species to a specific zone and will be reduced in frequency. There will be a rare “Mass Migration” event which is similar to species migration, but this affects an entire server. There are also individual “Patrols” which more commonly affect individual players and their groups to keep players moving around organically. This should allow for better interactions, more time for exploration, and server configurations. This will have server config tweaking (or you can turn the whole system off).
addedThis month I kept working on diablo, which mostly involved bug fixes and some background changes to make the sparring interactions more stable across clients. I also added a slightly different version of the primary attack that is triggered when standing in place, looking downwards and pressing LMB.
fixedI also made some progress on the stego’s power swing ability. One of the hurdles I ran into was the tail swing, for example making contact with another dinosaur’s tail before hitting its body. This would result in dealing damage based on only the tail hit, which of course had to be fixed. I looked at a few different approaches, but in the end found one that gives the result you’d expect and can be applied to other attacks as well. The carno’s charge had some similar issues in the past, but now I was able to apply the new system to improve it. Some other abilities might benefit as well, but it’s generally not as noticeable on most of them. All in all the ability is coming along nicely, just needs some finishing touches, testing and balancing and it should be good to go.

Filipe - Lead Programmer

Hello everyone. This month I don't have much to say that you guys don't know already. For the most part, it was a busy Hordetesting month. If you have been following you know we released a lot of bug fixes and quality of life changes. We also managed to stress test the server and noticed some performance caused by the nuances of some AI’s logic and the navmesh. The good news is that when testing only player capabilities, we managed to reach 140/150 slots with a stable server, no hitches and no rubberbanding, which is great even without AI. It means we are doing it right and all the changes and improvements being implemented so far are giving us results and we can continue working more on that front.

Besides all that, work continued as normal with several tests and experimentations on the burrowing side. I know I mentioned this before, but this stage of deciding what to do and how to burrow is important. There are pros and cons in all systems that we tried, but we need to be sure what is going to be done in regards to scalability of the system, how fun it is, replication and of course, performance on both client and server.

There has also been lots of progress on the Tyrannosaurus, especially the crush ability and all the possible situations it can trigger. Hopefully that will be finished soon so I can move to the next mechanics designed for it.

Migrations. The current method known as “Species Migration” calls all players of a species to a specific zone and will be reduced in frequency. There will be a rare “Mass Migration” event which is similar to species migration, but this affects an entire server. There are also individual “Patrols” which more commonly affect individual players and their groups to keep players moving around organically. This should allow for better interactions, more time for exploration, and server configurations. This will have server config tweaking (or you can turn the whole system off).

Work continues as normal. Stay safe!

Ariel - Programmer

This month I kept working on diablo, which mostly involved bug fixes and some background changes to make the sparring interactions more stable across clients. I also added a slightly different version of the primary attack that is triggered when standing in place, looking downwards and pressing LMB.

I also made some progress on the stego’s power swing ability. One of the hurdles I ran into was the tail swing, for example making contact with another dinosaur’s tail before hitting its body. This would result in dealing damage based on only the tail hit, which of course had to be fixed. I looked at a few different approaches, but in the end found one that gives the result you’d expect and can be applied to other attacks as well. The carno’s charge had some similar issues in the past, but now I was able to apply the new system to improve it. Some other abilities might benefit as well, but it’s generally not as noticeable on most of them. All in all the ability is coming along nicely, just needs some finishing touches, testing and balancing and it should be good to go.

I’ve also been hard at work fixing various bugs, both for the upcoming update and smaller ones that will make their way on the live branch later so they have time to be tested to make sure they don’t break something else. One more change I’ve managed is setting

Source

Steam News / 1 May 2024

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