What changed
0 fixes7 additions2 changes0 removals
- Balance
- Maps
- Gameplay
- UI and audio
addedFilipe - Lead ProgrammerThis month I have been mostly focused on the new features for pounce and finishing up some systems before moving on to the new playables. As for pounce, the new slot swap system is finished which allows players to manually swap slots when latched to a target by spending some stamina. It can be used to better coordinate with other pouncers or simply be used to avoid being knocked down when the target uses nearby trees or objects.
addedFilipe - Lead ProgrammerAlong with that, pounce now has some incoming manual control to attack while latching. Latching on to players only causes a small amount of consistent damage, but allows players to tap/hold the primary attack button to do extra raw damage, or also tap/hold the secondary attack button to deal no raw damage, but high bleeding damage. Both actions spend stamina, but allows for more dynamic combat giving players more control over what type of damage they’re dealing to pounced victims. With this bucking has become significantly more important for the victim and it has received some major attention to prevent it being an unfun war of attrition.
changedFilipe - Lead ProgrammerLastly, some additional adjustments were made to the patrol zones that should help encourage players to explore the map and should be featured in the upcoming hordetest.
addedAriel - ProgrammerMost of my work this month was done on the maiasaura. The dinosaur will have the ability to switch between bipedal and quadrupedal stances, which affects its movement in different ways. The most time consuming part however was setting up all the different interactions to support both stances. I also had to reorganize some existing data, but on the plus side this also opens up the door to new mechanics such as sprinting while crouching. The maiasaura will also have different attacks depending on its stance which I will be working on next.
addedAriel - ProgrammerOther than that it’s mostly been the usual bug fixes, but there were some quite significant balance changes as well. For one, the carnotaurus has been made slightly smaller which has an effect on its weight which should feel more appropriately located within the roster while its speed is still being evaluated. I also updated the ceratosaurus’s bacterial bite, which now takes into account the relative size of the two dinosaurs and also how much bacteria you have available. This has made it extremely effective against small target animals near its weight class, which has led to some interesting new space for the ceratosaurus.
addedAmarok - ProgrammerFocus for me this month has been moving some of our smaller scavengers to a more robust and visually appealing system that allows more complex interactions. There are some new interactions coming to the world that involve this system, including some sound traps that will give away careless players.
The Isle changes
addedThis month I have been mostly focused on the new features for pounce and finishing up some systems before moving on to the new playables. As for pounce, the new slot swap system is finished which allows players to manually swap slots when latched to a target by spending some stamina. It can be used to better coordinate with other pouncers or simply be used to avoid being knocked down when the target uses nearby trees or objects.
addedAlong with that, pounce now has some incoming manual control to attack while latching. Latching on to players only causes a small amount of consistent damage, but allows players to tap/hold the primary attack button to do extra raw damage, or also tap/hold the secondary attack button to deal no raw damage, but high bleeding damage. Both actions spend stamina, but allows for more dynamic combat giving players more control over what type of damage they’re dealing to pounced victims. With this bucking has become significantly more important for the victim and it has received some major attention to prevent it being an unfun war of attrition.
changedLastly, some additional adjustments were made to the patrol zones that should help encourage players to explore the map and should be featured in the upcoming hordetest.
addedMost of my work this month was done on the maiasaura. The dinosaur will have the ability to switch between bipedal and quadrupedal stances, which affects its movement in different ways. The most time consuming part however was setting up all the different interactions to support both stances. I also had to reorganize some existing data, but on the plus side this also opens up the door to new mechanics such as sprinting while crouching. The maiasaura will also have different attacks depending on its stance which I will be working on next.
addedOther than that it’s mostly been the usual bug fixes, but there were some quite significant balance changes as well. For one, the carnotaurus has been made slightly smaller which has an effect on its weight which should feel more appropriately located within the roster while its speed is still being evaluated. I also updated the ceratosaurus’s bacterial bite, which now takes into account the relative size of the two dinosaurs and also how much bacteria you have available. This has made it extremely effective against small target animals near its weight class, which has led to some interesting new space for the ceratosaurus.
Filipe - Lead Programmer
This month I have been mostly focused on the new features for pounce and finishing up some systems before moving on to the new playables. As for pounce, the new slot swap system is finished which allows players to manually swap slots when latched to a target by spending some stamina. It can be used to better coordinate with other pouncers or simply be used to avoid being knocked down when the target uses nearby trees or objects.
Along with that, pounce now has some incoming manual control to attack while latching. Latching on to players only causes a small amount of consistent damage, but allows players to tap/hold the primary attack button to do extra raw damage, or also tap/hold the secondary attack button to deal no raw damage, but high bleeding damage. Both actions spend stamina, but allows for more dynamic combat giving players more control over what type of damage they’re dealing to pounced victims. With this bucking has become significantly more important for the victim and it has received some major attention to prevent it being an unfun war of attrition.
Lastly, some additional adjustments were made to the patrol zones that should help encourage players to explore the map and should be featured in the upcoming hordetest.
Ariel - Programmer
Most of my work this month was done on the maiasaura. The dinosaur will have the ability to switch between bipedal and quadrupedal stances, which affects its movement in different ways. The most time consuming part however was setting up all the different interactions to support both stances. I also had to reorganize some existing data, but on the plus side this also opens up the door to new mechanics such as sprinting while crouching. The maiasaura will also have different attacks depending on its stance which I will be working on next.
Other than that it’s mostly been the usual bug fixes, but there were some quite significant balance changes as well. For one, the carnotaurus has been made slightly smaller which has an effect on its weight which should feel more appropriately located within the roster while its speed is still being evaluated. I also updated the ceratosaurus’s bacterial bite, which now takes into account the relative size of the two dinosaurs and also how much bacteria you have available. This has made it extremely effective against small target animals near its weight class, which has led to some interesting new space for the ceratosaurus.
Amarok - Programmer
Focus for me this month has been moving some of our smaller scavengers to a more robust and visually appealing system that allows more complex interactions. There are some new interactions coming to the world that involve this system, including some sound traps that will give away careless players.
Psittacosaurus has received a few behavioral changes and bug fixing based on QA testing with the hope to include it in the upcoming hordetest. They have a few burrowing locations throughout a few biomes, but can also be found in some sanctuaries.
Lastly, I’ve made a new RCON tool for internal use and hope to get that into public hands once it’s been evaluated and tested.
Wedge - Sound Designer
This month I’ve been working more on refining the tyrannosaurus sounds. A lot of the sound palette of the calls has been changed, namely a lot of the source sounds being used for the core elements; instead of relying almost solely on animal sounds I started working with recording and processing new source