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Patch 0.20.117 is now available!

[p]Hey Islanders,[/p][p][/p][p]Patch 0.20.117 is now available on the Evrima Public Branch. You may need to restart your Steam client if update is not immediately available to download.[/p][p][/p]
  • [p]Foliage interaction audio should now be properly playing based on size and speed (Due to a falloff range inconsistency, these will temporarily be quieter than intended)[/p]
  • [p]Stegosaurus power swing can no longer hit abnormal locations in front of its body[/p]
  • [p]AI no longer have a culling inconsistency that resulted in both failures to spawn properly and jumpscaring players that get too close[/p]
  • [p]Stability modifiers should no longer have instances where they can sometimes ignore crowd control entirely from other abilities[/p]
  • [p]Pouncing an animal no longer incorrectly affects stamina drain[/p]
  • [p]Fixed gallimimus mobilization calls also playing the default socialization call on a local client[/p]
  • [p]Triceratops no longer has unintended immunity from certain attacks while resting[/p]
  • [p]Fixed triceratops attack power not scaling properly with size[/p]
  • [p]Immunity to knockdown and other crowd control abilities now begins after regaining control of the character instead of when it is first knocked down[/p]
  • [p]Rain and thunderstorm sound effects can no longer go above intended maximum audio[/p]

Patch 0.20.109 is now available!

[p]Hey Islanders,[/p][p][/p][p]Thank you to everyone that participated in our recent Hordetest! Patch 0.20.109 is now available on the Evrima Public Branch. You may need to restart your Steam client if update is not immediately available to download. [/p][p][/p]
  • [p]Added triceratops[/p]
  • [p]Added spawn codes[/p]
  • [p]Adjusted pteranodon flight[/p]
  • [p]Added automated pteranodon circling (default: G while flying)[/p]
  • [p]Fixed migration zones failing for certain animals[/p]
  • [p]Added foliage interaction sounds to animals passing through vegetation[/p]
  • [p]Gateway's south plains has been updated in preparation for upcoming location features[/p]
  • [p]Game trails have been added along common player travel routes between highlands, west rail access, the new south plains area, west plateau and northwest outpost[/p]
  • [p]Gateway's west grasslands location has been updated[/p]
  • [p]Several new watering holes have been added in Gateway near player travel routes[/p]
  • [p]Gateway western coast preview area has been added (No patrol or migration zones have been added to this area. Do not expect food here yet)[/p]
  • [p]Fixed foliage color and saturation errors[/p]
  • [p]Adjusted island grass height to accommodate smaller animals[/p]
  • [p]Ceratopsian spar sidestep has been made faster for follow up attacks[/p]
  • [p]Enabled ceratopsian flip attack in spar mode (Hold LMB)[/p]
  • [p]Ceratopsian thrash can now be activated during spar and all locomotion states, but will block movement during the attack (Double Tap LMB)[/p]
  • [p]Prevented latching with 0 stamina[/p]
  • [p]Ceratosaurus mouth display no longer automatically ends when charging a bite[/p]
  • [p]Ceratosaurus slows down by 10% and uses stamina to continue the mouth display after the bite is fully charged[/p]
  • [p]Reduced RMB hold time for ceratosaurus's maximum damage/bacteria application[/p]
  • [p]Added 1.25x stability multiplier to ceratosaurus during their mouth display[/p]
  • [p]Salt licks now drain bacteria[/p]
  • [p]Bacteria levels appropriately drain over time[/p]
  • [p]Reduced fall damage calculation values[/p]
  • [p]Increased distance check for fish spawns[/p]
  • [p]Reduced fish schools in some lakes[/p]
  • [p]Made heal command reset gastrolith ingestion[/p]
  • [p]Disabled bleeding on dryosaurus directional attack[/p]
  • [p]Made diabloceratops thrash faster[/p]
  • [p]Set ivy physical materials; collision still oblong[/p]
  • [p]Added hypsilophodon latch sounds and initial latching implementation[/p]
  • [p]Added waterfall and insect VFX[/p]
  • [p]Ivy PLAs created and added to Gateway structures[/p]
  • [p]Reset fish fleeing speed reduction after 30s of inactivity[/p]
  • [p]Updated fall damage math for pouncers when falling with a latched player[/p]
  • [p]Fixed an issue where dinosaurs occasionally clip into terrain in the skin editor when changing asset sex[/p]
  • [p]Fixed an issue where eating fish on the surface of the water would cause splash effects and sounds to play[/p]
  • [p]Fixed an issue with deinosuchus stuttering at the end of its resting animation[/p]
  • [p]Fixed herrerasaurus' salt lick animation not looping properly[/p]
  • [p]Fixed pachycephalosaurus playing unnecessary VFX when ramming objects[/p]
  • [p]Fixed an issue where the Reabsorption mutation would apply outside of raining weather [/p]
  • [p]Fixed players snapping into the scent animation from crouch[/p]
  • [p]Fixed dead AI still emitting audio[/p]
  • [p]Fixed psittacosaurus AI ignoring players that left and re-entered their detection range[/p]
  • [p]Fixed maiasaura not having a scent animation when in quadrupedal stance[/p]
  • [p]Fixed an issue where attacks with bleed properties weren't removing mud's bleed pause[/p]
  • [p]Fixed deinosuchus looping issues after eating food[/p]
  • [p]Fixed schooling fish not emitting blood effects when swallowed[/p]
  • [p]Fixed pin being able to hit multiple targets on a player's client[/p]
  • [p]Fixed various recovery times from knockdown being too long[/p]
  • [p]Fixed corpses that are carried by psittacosaurus not ragdolling if dropped by them[/p]
  • [p]Fixed an issue where sitting playables would occasionally have collision that go above their character[/p]
  • [p]Fixed carnotaurus charge and maiasaura CC attacks occasionally not dealing damage[/p]
  • [p]Fixed juvenile maiasaura's sprint animation mismatch[/p]
  • [p]Fixed the port tunnel not having proper textures[/p]
  • [p]Fixed corpses emitting their death audio when a player logs in near one[/p]
  • [p]Fixed deinosuchus getting covered in duckweed when lunging underwater[/p]
  • [p]Fixed meat chunks not appearing until the end of an animation[/p]
  • [p]Fixed animal AI not properly bucking when a player latches onto them[/p]
  • [p]Fixed diabloceratops sprinting push not knocking down diabloceratops of the same weight range[/p]
  • [p]Fixed instances of Prolific Reproduction mutation not working[/p]
  • [p]Fixed vocal audio not canceling during attacks[/p]
  • [p]Fixed dilophosaurus being able to see its own clones[/p]
  • [p]Fixed diabloceratops’ face clipping when shoving forward in spar mode[/p]
  • [p]Fixed juvenile omniraptor shaking while dragging a body and turning[/p]
  • [p]Fixed dilophosaurus' arms being incorrectly positioned when sprinting and carrying something, while having another player envenomated[/p]
  • [p]Fixed AI walking on top of foliage that they should not be able to walk on[/p]
  • [p]Fixed meat chunks getting stuck on carnivore's faces when they eat in replays[/p]
  • [p]Fixed falling leaves VFX spawning in areas with no trees[/p]
  • [p]Fixed chickens not being afraid of anything and sometimes wanting to fight everyone forever[/p]
  • [p]Fixed juvenile stegosaurus playing the quick rise animation twice[/p]
  • [p]Fixed diabloceratops remaining idle if their UI menu is open while sparred by another diabloceratops[/p]
  • [p]Fixed players who unpair and pair again being able to build a new nest[/p]
  • [p]Fixed foraging bubbles not properly culling[/p]
  • [p]Fixed dirt VFX playing when a deinosuchus drops a lunged player from on land into water[/p]
  • [p]Fixed maiasaura beg animation not playing audio[/p]
  • [p]Fixed crab rotation and prevented them from making constant sniffing and purring noises[/p]
  • [p]Fixed maiasaura not being able to stance swap when taking damage[/p]
  • [p]Fixed omniraptor sliding if it crouches right after using a directional attack[/p]
  • [p]Fixed pterodactylus traps activating from underwater playables[/p]
  • [p]Fixed juvenile beipiaosaurus receiving the incorrect prompt when it attempts to swallow too much food[/p]
  • [p]Fixed the "Too big to swallow" prompt only showing if the player was standing idle[/p]
  • [p]Fixed the adult beipiaosaurus’ mouth being held open on the customization screen[/p]
  • [p]Fixed the max speed on the character menu not reflecting the speed difference with the maiasaura stance swap[/p]
  • [p]Fixed playables continuously playing a jump animation if they press space while in the falling animation[/p]
  • [p]Fixed maiasaura being unable to move for several seconds after recovering from knockdown[/p]
  • [p]Fixed pteranodon not taking any fall damage when in the flying state[/p]
  • [p]Fixed gallimimus having no scent animation/audio while holding compsognathus AI[/p]
  • [p]Fixed the back of playables becoming instantly dry as soon as the character touches land[/p]
  • [p]Fixed blood masks remaining on the player in the rain[/p]
  • [p]Fixed beipiaosaurus becoming distorted if the player had been dolphin diving too quickly[/p]
  • [p]Fixed the hint prompt not updating when the player moves from gastroliths to grass and vice versa[/p]
  • [p]Fixed omnivores being able to pull meat chunks out of rotten corpses[/p]
  • [p]Fixed 'Having Muscle Spasms' not appearing in the status report of the player if they were not fully grown[/p]
  • [p]Fixed an issue where an omniraptor pounces another omniraptor already pouncing, it will make the pounced omniraptor input locked until knocked off[/p]
  • [p]Fixed patrol zones sometimes only showing for some group members[/p]
  • [p]Fixed an issue where a latching player continues to see an eating/drinking loop of a player they’ve latched onto[/p]
  • [p]Fixed chickens sometimes t-posing while stuck in place[/p]
  • [p]Fixed deer making boar vocals from a far distance[/p]
  • [p]Fixed an issue where if an elite fish is attacked while holding a player, the attacker dies and the swallowed player is sent to fish prison[/p]
  • [p]Fixed pterodactylus AI immediately harassing a player after catching schooling fish[/p]
  • [p]Fixed players escaping weight based grapple to pin by sitting and standing[/p]
  • [p]Fixed grazing prompt vanishing immediately after appearing[/p]
  • [p]Fixed players occasionally becoming permanently input locked while taking chunks from trees[/p]
  • [p]Fixed scavenger AI spawning on ragdolls in water[/p]
  • [p]Fixed debris continuing to spawn after a nest was completely built[/p]
  • [p]Fixed an issue where publicly set eggs would sometimes not show to players waiting in the egg screen[/p]
  • [p]Fixed an issue where scavengers would sometimes leave organs inside of a skeleton[/p]
  • [p]Fixed a visual issue with organs inflating in size when scavengers eat a corpse[/p]
  • [p]Fixed the gastrolith hint not disappearing when another hint appears[/p]
  • [p]Fixed latched players being unable to be knocked off with collision or water[/p]
  • [p]Fixed diabloceratops not entering spar mode when one hits the other to lock together[/p]
  • [p]Fixed deinosuchus having a second speed boost when they lunge onto land[/p]
  • [p]Fixed an issue where the cannibal coloration was not applying after relog[/p]
  • [p]Fixed an issue with stegosaurus sometimes able to cancel power swing animation into a directional attack without spending stamina[/p]
  • [p]Fixed foraged compsognathus spamming audio when they are dug up by the player[/p]
  • [p]Fixed scavenger AI not despawning when they run off[/p]
  • [p]Fixed psittacosaurus being able to carry ragdolls larger than itself[/p]
  • [p]Fixed an issue where compsognathus would sometimes have difficulty dealing damage to the player[/p]
  • [p]Fixed baby AI occasionally applying the same damage as adult AI[/p]
  • [p]Fixed an input lockup for dilophosaurus when a hallucination kills an omniraptor that is latched onto that dilophosaurus[/p]
  • [p]Fixed pouncers dying when they unlatch, if the player they are latched onto falls from a great height[/p]
  • [p]Fixed an issue with carnivores stuttering when they attack while moving and carrying a ragdoll[/p]
  • [p]Fixed maiasaura wallowing snapping into the standing animation[/p]
  • [p]Fixed pterodactylus dealing damage to a player that has picked up a meat chunk that they dropped or was forced to be dropped[/p]
  • [p]Fixed gallimimus corpses floating after death to return to their people[/p]
  • [p]Fixed omniraptor being stuck in a sliding animation when dismounting from grapple[/p]
  • [p]Fixed an issue where a player's status could be set as unknown despite safe logging[/p]
  • [p]Fixed the floating beehive[/p]
  • [p]Fixed waterfall attenuation[/p]
  • [p]Fixed an issue where both parents could permanently lose access to the nest menu if one parent logs out or crashes[/p]
  • [p]Fixed an issue where dying with a menu open prevented a player from being able to close the menu[/p]
  • [p]Fixed an issue where being shoved by diabloceratops would often play the wrong shoved animation client side[/p]
  • [p]Fixed carnivores pickup time sync[/p]
  • [p]Fixed character turning affecting head rotation[/p]
  • [p]Fixed knockdown not working properly from a spar push[/p]
  • [p]Fixed diabloceratops sliding if it starts resting while blocking[/p]
  • [p]Fixed animal AI not playing montages properly[/p]
  • [p]Fixed dilophosaurus clone being invisible in certain situations[/p]
  • [p]Fixed carry position for rabbit corpses[/p]
  • [p]Fixed diabloceratops sometimes having its head angle break when locked in spar[/p]
  • [p]Fixed corpse physics being reset when dragged[/p]
  • [p]Fixed being able to turn while thrashing[/p]
  • [p]Fixed consuming spar charges when thrashing in spar mode[/p]
  • [p]Fixed being able to activate thrash during flip[/p]
  • [p]Fixed being able to build nests on top of other nests[/p]
  • [p]Fixed nests persisting after being abandoned by both parents[/p]
  • [p]Fixed night vision exposure blinding players at night[/p]
  • [p]Fixed psittacosaurus burrows spawning in the air[/p]
  • [p]Fixed psittacosaurus burrows not being destroyed automatically[/p]
  • [p]Fixed some foliage causing players to be knocked off during pounce latch[/p]
  • [p]Fixed server list not updating on initial load sometimes[/p]
  • [p]Fixed some issues regarding ESC menu, skin menu and settings menu[/p]
  • [p]Fixed ceratosaurus directional bite applying bacteria even if it hit the target’s tail[/p]
  • [p]Fixed cursor disappearing if closing settings after death[/p]
  • [p]Fixed drink animation sometimes playing incorrectly after moving[/p]
  • [p]Fixed being able to push into blocking dinosaurs when locked together[/p]
  • [p]Fixed pteranodon uncrouching when pressing RMB[/p]
  • [p]Fixed being unable to do certain actions for a short time after drinking[/p]
  • [p]Fixed stegosaurus directional attack rotation[/p]
  • [p]Fixed pounce latch mesh visually not working for the owner client[/p]
  • [p]Fixed body opening animation not being replicated[/p]
  • [p]Fixed stagger not moving the character[/p]
  • [p]Fixed being able to skim while air braking[/p]
  • [p]Fixed camera collision issues with buoys[/p]
  • [p]Fixed an issue with ocean post processing adversely affecting performance near beaches and harbors[/p]
  • [p]Fixed an issue with occlusion adversely affecting performance[/p]
  • [p]Fixed players using vocals during grapple[/p]
  • [p]Fixed animals not drying off from water when flying[/p]
  • [p]Fixed foliage MetaSound array warning[/p]
  • [p]Fixed manual fog overrides forcing fog levels to not properly raise[/p]
  • [p]Fixed thermals and slipstreams not properly activating/deactivating [/p]
  • [p]Fixed sanctuary mushrooms rotating when players removed a chunk[/p]
  • [p]Fixed diabloceratops buck stamina ticking excessively[/p]
  • [p]Fixed deinosuchus lunge preventing exit from water[/p]
  • [p]Fixed lunge failing immediately after grabbing a target[/p]
  • [p]Fixed small cracks in rivers[/p]
  • [p]Fixed infinite fish schools[/p]
  • [p]Fixed ceratosaurus vomit math reducing rotten by smaller amounts than intended[/p]
  • [p]Fixed stamina usage in spar locked state[/p]
  • [p]Fixed thrash being usable while being spar pushed[/p]
  • [p]Fixed dinosaur orientation while spar pushed[/p]
  • [p]Fixed animal corpses not decaying to rot[/p]
  • [p]Fixed foliage audio playing while player is dead[/p]
  • [p]Fixed fish occasionally spawning under landscape[/p]
  • [p]Fixed fish swallow animation occasionally not playing[/p]
  • [p]Fixed duplicate AI world spawner calls[/p]
  • [p]Fixed dinosaur skin reflection issues[/p]
  • [p]Fixed animation not playing correctly when canceling spar pushed state[/p]
  • [p]Fixed ceratosaurus and deinosuchus inheriting cannibal mutation[/p]
  • [p]Fixed anti cheat incorrectly kicking players during diabloceratops slide[/p]
  • [p]Fixed fish school jumpers shifting height with followers[/p]
  • [p]Fixed wrong animation played when spar pushed[/p]
  • [p]Fixed sparring movement while holding objects[/p]
  • [p]Fixed gallimimus graze and pack movement radius; look pose now oscillates[/p]
  • [p]Prevented ceratopsian sprinting flip from being spammable[/p]
  • [p]Fixed maiasaura bipedal 135° & 180° directional attack sound desync[/p]
  • [p]Fixed master foliage volume and attenuation scaling[/p]
  • [p]Fixed headtracking issue during skimming[/p]
  • [p]Fixed pteranodon latching again immediately on takeoff if RMB was held[/p]
[p]
[/p]

DevBlog #59

[h2]Filipe - Lead Programmer[/h2]
This month I’ve primarily been focused on the Elder system, which the current roster is having their curves put in for players who meet the requirements once they become adult. We had to replace the growth curve system to allow more entries, which will help us to easily edit and balance normal and prime elders, but also allow even more expansions in the future if we want that. All the curves have been set up and the Elders morph targets are also functional. We will be setting up some UI systems and specific animations to use in the elder stage and after that it can go to QA for some balance testing.

Rex crush still had bug work to do but it seems to have run out of edge cases that we can find so it seems this will be ready almost directly after trike’s release.

Besides those bugs, I also worked on the human locomotion and traversal systems. The focus was to establish a base locomotion system to use, but in a way that we can easily maintain and continue to develop. Most importantly we wanted to include features from Epic and support modding in the future.

That's it for now. See you soon.


[h2]Ariel - Programmer[/h2]
I started the month with a bit more work on the climbing features of herrera and hypsi, which now also made it to QA testing and will be released alongside the triceratops. I’ve also altered the ceratopsians’ thrash attack to make its activation much more strict on quick double clicks, so there should be far less accidental activations, while still being able to quickly use it whenever desired.

Afterwards I continued work on the pteranodon’s new takeoff and fixed some issues related to thermals and slipstreams. The end of my month has me starting on a feature that will provide a pteranodon (and other animals) with a new and more interactive way to hunt small animals and fish, but it’s still in early stages as of now.


[h2]Tapwing - 2D Artist[/h2]
I’ve had more plants on my plate for this week as well as some edit concepts for the Giga elder model. It’s got some fan favorite elements from the older giga model that’s making a comeback in its more wizened age.

On the plants side, I've been working on what’s essentially ‘living barbed wire’, the very angry looking Razorbark plant. It needs to attach itself just about anywhere (within reason) which is why I gave it little graspers that the plant could use to adhere to walls or other not-so-upright surfaces. The other idea it needed to get across was “try to pass through me and you’re in for a bad time” It needed to be thick and absolutely covered in spikes, even the bark of the stem I wanted to look jagged and unpleasant to touch.


Some of you might remember the other one on this list. An old concept that’s been floating around is getting its name and home, the Arborburst Redwood. I’ve always pictured the plant having some influence from the type-H strain which is where the extreme growth and armoured appearance would come from, also why the tree bares some resemblance to the Metallivore plant.








[h2]Wedge - Sound Designer[/h2]
This month I have been rounding out Triceratops’ suite of sounds. The remaining adult sounds have been created, including sparring which has been implemented, horns and all; just wrapping up some attenuation and volume so these big brutes can be heard from afar when shoving one another around. I have made my way through the majority of the juvenile Triceratops sounds as well with only its sparring and a few other erroneous sounds remaining. It's been quite the undertaking but the Triceratops is very soon to be audio complete after some testing and quality of life passes over its sound suite.

I have also added sounds to Hypsilophodon’s new latched animations and made some improvements to the setup of the new foliage audio system, making more adjustments to the behaviour that dictates how volume, the mix of layers and attenuations scale with the speed and size of your dinosaur.


[h2]hypno - QA Lead[/h2]
Originally, our plan for the horde test was to evaluate the Triceratops on its own, then the Tyrannosaurus, and finally both together. However, we’ve decided to skip directly to testing them both together following the release of the Triceratops to the evrima branch. This adjustment is essential, as the additional stage was determined to be counterproductive given how long the initial testing has taken. While we'll continue to refine them after their release, they need to be in a solid state at launch.

QA has been busy this month focusing primarily on the Triceratops, ensuring that all of its mechanics are functioning correctly with the existing systems. While it does share the same ability as the Diabloceratops (sparring), it weighs a heck of a lot more once it goes beyond its subadult phase, meaning that we had to check that its interactions past this point made sense for an animal of that size. We’re comfortable that the Triceratops is working as intended in our latest QA build and will be prepping it for its official evrima release, which we are aiming to have released sometime next week.

In other news, we’re going to be sending this update with some other new features and quality of life changes, including the long-awaited Hypsilophodon Climbing feature.

[previewyoutube][/previewyoutube]
Acting almost like a hybrid between the Pteranodon latching and Herrerasaurus climbing systems, the Hypsilophodon is now capable of latching onto objects, but with the difference that it cannot move as freely as the Herrerasaurus can. This requires the hyspi to have some consideration on where it’s latching on to. Once latched, the player can jump and re-latch to another point; this utilizes its charged jump ability and launching itself to even greater heights. Taking your time between jumps will preserve your stamina and knowing which paths to take during a vertical ascent are key. This feature is the foundation for us to expand on its other potential systems, such as being able to create nests within trees.


[h2]KissenKitten - Producer[/h2]
We’ve been toiling pretty hard getting things properly in order with hordetesting. Which has been challenging and taken longer than we’d have liked unfortunately. Classic case of surprise bugginess. But we grabbed a shoe and went to work.

The team has expanded, so there’re new faces, internal shifts, various system/mechanic/interaction tweaks/overhauls etc so it has been quite busy. Many of those changes should roll out with the release of triceratops. Who’s getting its missing sounds plugged in so we can get that umph in there. It’s a big animal with big bellows. There’s still more to do yet but now we’ve got more hands…errr EARS!

We’ve been making some combat changes here and there. A few are changes to recovery times on abilities that should allow you to respond in combat in ways more appropriate to the animal so you won’t feel as “stuck” in certain instances. Those alterations will be doled out over time since we’ll be going on a case by case basis but we won’t change all of those instances should they be placed there deliberately. But for the instances we agree are unintended and break the intended flow, we’ll be looking to take those shackles off, free up your movement a bit and make some abilities/interactions more responsive.

The animation team has been crushing it. They’re tearing through avaceratops animations in record time. Really goes a long way when the dinosaurs behave and the avaceratops has been a gem to work with but it won’t have anything to do with their demeanor on the island. I’d be careful tangling with one. The animation team has also largely completed the non-unique animations for the baryonyx, so it will be entering its holding pen awaiting its introduction onto the island alongside the austroraptor, allosaurus and kentrosaurus. I’m exceptionally proud of and impressed by their efforts and they should be as well. I’ll scrounge up some clips for you guys and give you a peek at the process of rig checking for the oviraptor and a test animation for the ovlet. Be good to each other. Toodles!













DevBlog #58

[h2]Ariel - Programmer[/h2]
This month I mainly worked on the climbing features for the hypsilophodon and herrerasaurus. The former will be able to latch on to walls and jump around, but not climb around freely like the herrerasaurus. It will also be able to use the spit ability while latched and use it to knock down other climbing dinosaurs. I also had to make some changes in the background for the charged jump to work together with the aimed jump using RMB. As for the herrerasaurus it's getting some visual flair, latching on to walls on its side will first put it into a horizontal orientation, from where it can transition into the normal climbing mode. This should help make it not suddenly snap into the latched pose after some jumps.

As usual there were also various bug fixes and improvements too. I fixed some issues related to the ceratopsians' thrash changes and also made some changes to the stagger mechanic because the triceratops was taking very long to recover. I've also seen some photos of very impressive construction work involving hypsilophodon nests, but I'm sorry to say that they will no longer be possible. We also have some balance changes in progress for the ceratosaurus's bacteria that I should get to the end of soon.


[h2]Wedge - Sound Designer[/h2]
This month I’ve been getting through a lot of triceratops’ vocal sounds and have completed the design for a majority of the adult sounds. Ranging from basic idle and generic vocal sounds used for mechanics such as the sniff and resting. From completing the pain sounds, making subtler vocalisations like eating and drinking, to longer and more complex designs such as its courting vocalisations (among many others). The designs are focused on conveying the size and mass of this creature whilst expanding on the sound palette established from the calls and attacks designed previously. With just a couple of the base mechanics left to design for, as well as any bespoke sounds needed for Triceratops’ sparring, the adult vocalisations are nearly rounded out.

I also had another look at the setup for the foliage sounds, making improvements to scaling between both size ranges and the varying speeds, adjusting volume and pitch modulation, the sounds used and the attenuation ranges that dynamically change based on those parameters to have a more audibly distinct differentiation.


[h2]VisualTech48 - Environmental Artist[/h2]
This month has primarily revolved around building the labs, which will soon be featured in the game. It contains a wide variety of areas to explore, from the armory, to various offices, testing rooms and much more. I won’t go too much into detail, instead I’ll show you.


This is just a small glimpse as the area is fully finished and ready to be implemented once the time comes. Here you can see an image of a top down layout showing the highest floor, but it also gives you an idea about the size of the facility.



Alongside the labs I’ve also been working on some other additions to the tunnels, a bunch of minor fixes and the infirmary section which will be revealed in due time.

That’s pretty much it, see you next month!


[h2]Tapwing - 2D Artist [/h2]

Watching grass grow is boring, but you might find it a tad unnerving when watching these plants grow.

This month I’ve been very focused on drawing up the concepts for strain plants. So far there’s the Metallivore. Conceptualized to break down (As the name suggests) the less organic things you’d find around the island. I played with a few different styles of branch and grippers for the plant, some skeletal-like with filaments that corrode what they’re attached to, some a little more subtly armoured with adhesive grips

The one we wound up going with was a segmented ‘Strangler fig’ inspired “ivy”. Something that could crawl along the ground, burrow and reemerge to wrap around metallic objects, break them down and leave a frame of what once there. Creating a kind of plant ghost of modern structures or objects.

The other plant is a little more devious. This is the Mendys. A sneaky carnivorous thing that’s helpful one moment and dangerous the next if you’re not careful. With that in mind the design needed to be somewhat inconspicuous. The leaves were to be reminiscent of our ivy that’s going to be used on buildings and such in the future, but the flowers and the grippers are where the strangeness begins. ‘Cat's claw creeper’ was used as inspiration for the hunting mechanism of the plant. Little claws that would run along the nodes of the Mendy's vine turning it into living barbed wire ready to wrap around any animals that’s gotten too comfortable around it. The only indicator of the plant’s intentions is the strange flower that changes colour when it’s about to strike.


[h2]Fred - 2D Artist[/h2]
Marty and I have been quietly cranking out skin patterns for many of our playable animals for the last few months. Many hours going into rigorous details in order to get them to feel real and believable while looking interesting and fun. From old faces to brand new ones, we’re hard at work bringing them that much closer to you to be able to tinker and create interesting skins.

For now I’ll only show a few, and I’ll let you all have fun figuring out what the sneak peeks are of:




[h2]Bryan - Animator[/h2]
For me, most of this month has been lots of little things going on. I’ve been working with the Austroraptor, getting it sorted out for implementation and doing some Kentrosaurus locomotion.

We want Kentrosaurus to be in a good spot speed-wise, so it’s a little bit faster than the Stegosaurus because we know how you Stegosaurus players are.

I’ve also been working on Elder morphs for all our current roster as well as all the upcoming beasties who have been rigged.

That and crab walkies.


[h2]hypno - QA Lead[/h2]
We’re now on the verge of releasing our latest build to the hordetest for the Triceratops – this will be the last patch for Triceratops before we move onto the Tyrannosaurus testing, which I know you are all eagerly waiting for.

Over the past month QA has been finding all manner of bugs within the hordetest, from simple issues such as finding holes in the map that players have been getting stuck in, people being knocked off by bushes when latching with a pounce, fish not spawning in certain areas of the map, to some attacks dealing knockdowns but no damage at all! Rest assured, the patch we will be releasing within the next few days will be rectifying a lot of those issues and bringing some much-needed performance improvements.

Tyrannosaurus is coming along very well now and will be ready for testing publicly very soon. It has an ambush speed mechanic, similar to the one present in legacy, without the need to crouch first. It gives the character increased sprint speed at the cost of a higher stamina drain, perfect for catching those that you have been able to sneak up on. Coupling this with its crush ability makes for a deadly combination.

The Tyrannosaurs’ crush ability responds differently to its target, depending on their weight. If a creature is small enough, such as a Dryosaurus, the ability will grab and pick them up, allowing the Tyrannosaurus to thrash them against the ground, instantly killing the target. Those that are killed this way will see their bodies being slammed into the ground, which makes for a brutal display of the character’s strength. These execution-style kills are something that we’ve talked about potentially extending to other species as well.

When knocking down a medium-sized creature, such as the Ceratosaurus, the crush will knock them down to the ground, allowing the Tyrannosaurus to maul them. This does a tremendous amount of damage and more often than not, will kill the target or leave it with critically low health.
Hitting a larger creature will result in the crush ability either staggering the target or, if too large simply, dealing damage.

Those that have been setup to interact with sparring will instead enter that state with the Tyrannosaurus, such as a Triceratops locking its horns within its jaws, making the players enter push/pull interaction. As you’ll see in the following video… It might need some more time in the oven.

[previewyoutube][/previewyoutube]


[h2]KissenKitten - Producer[/h2]
Gonna keep this one kinda short as there’s much to do. This month has been a lot of tweaks made all around. We’re still hammering away on the issues presented on the hordetest. Animation changes, map changes, balance changes, optimization changes, AI changes and many others. So, while that’s being a lengthy cook, we’re working on other things which, is customary.

The austroraptor is looking pretty sleek. Definitely has a different look and feel to it compared to the others on the roster in my opinion. We did have to correct a hierarchy issue that was fairly annoying but we knocked it out pretty quickly when it came into focus. Mostly just reexporting and reimporting. But tedium consumes time all the same. Anyway, it’s a very lithe animal so I’m curious to see how it measures up. Especially in your hands.

I was able to get some more work in on the hypsilophodon. Not only can it climb but it can also spit while latched. Which makes them even more annoying than they already are. But more than that, it assists the hypsilophodon in defense of its treetop nests. Which may be of interest to other island inhabitants.

The pteranodon is still in the works. Additional aerial animations to help gameplay feel more alive when you’re flying as well as terrestrial characterization, movement and attacks, to help players feel more comfortable and capable on the ground.

Kentrosaurus is wandering around in its holding pen awaiting release on the island. That will transpire once some of the other new additions have a firm footing. Herrera is getting some latch adjustments to make place to place traversal more dynamic when on the go. To make leaping from tree to tree a swifter experience if your timing and aim are good.

Baryonyx is well on its way to being animation complete. Just another set or two and we’ll be in a nice position. Of the 3 spinosaurids we have, it’s the most agile and flexible. Able to do things the others may not excel at in the same fashion. Each should feel unique to one another despite overlapping territories.

Also more work on humans. Really looking forward to giving them the full focus they need as I’ve mentioned before. Pleased with the results thus far though. There’s also more work on elders, skins, environment models and more. Till next time, take care.

















DevBlog #57

[h2]Filipe - Lead Programmer[/h2]
I completed the main setup for Rex montages. The Deinosuchus needs some special treatment due to its morph target setup and animations. The core systems for Rex and Trike are now mostly finished, with the Crush ability undergoing some bug-fixing, leaving sparring as the final step for full release.

I have been working on a variety of systems. There are now interactive foliage sounds which trigger when animals move through larger vegetation. This really helps communicate dinosaur activity to players that they were missing before just because they couldn’t see one another.

Besides that, I also have been working on the Allosaurus, primarily it´s special ability that allows them to pull a victim down or pull themselves on top of it, depending on victim size. The main setup for this is done, allowing for balance to be set up before we move into bugfixes and visuals.

And, some more changes have been done server side to improve its stability and performance with good results so far. Plus several bug fixes in general. See you!


[h2]Ariel - Programmer[/h2]
I spent much of the month working on the triceratops, fixing various issues that came up and also making some improvements to sparring in general. The sidestep in particular is more responsive and it is now easier to follow up with other abilities or to disengage. The thrash attack is now activated by double-clicking LMB and can be done from all forms of locomotion. It might take some getting used to at first, but it provides far better control.

I also made various improvements and fixes here and there. Many of the dinosaurs are getting fixed to feel more responsive from how quickly they can move out of their resting states to movements after using certain attacks. I also made the camera movement smoother when sitting down or standing up. Finally I also worked a bit on the hypsilophodon’s climbing feature.


[h2]VisualTech48 - Environmental Artist[/h2]
This month has been all about the tunnels, aka GUTS. Who would’ve guessed? This month I’ve built the whole construction to be able to be used mostly with simplicity, while keeping the amount of pieces as low as it can get, to not introduce any unnecessary complexity where we in fact don’t need any.

This does not mean that the tunnels are simple in nature, but rather than its assembly has been brought down to be as simple as it could to assemble, giving Jace, our level designer, a lot of room and freedom to maneuver, while giving him ample time to decorate the actual interior of the GUTS connections.

These models are for now called “corrective pieces” as they make sure that we allow full scale of verticality and horizontality during building, such as various pieces of staircase, diagonal rooms, ramps, etc.

Alongside those, I’ve made short pieces of the tunnels to allow very interesting mixing such as 2 tunnels or even X tunnels side by side, without breaking the grid.



Very simple tunnel layout made in less that 20 min with our pieces:


Some Diagonal Pieces:


New Elevator lobby piece for the tunnels:


And finally I’ve begun work on a massive new HUB which isn’t the industrial one, who, I won’t for now disclose much, and will sadly have to wait for the next dev blog.
I will leave with this though:


That is it for me this month!


[h2]Wedge - Sound Designer[/h2]
This month I have been finishing off Triceratops vocal call sounds, firstly working on final adjustments to the design of the adult vocal sounds and then working on the mixdown for each and ensuring that each call sounds weighty and powerful at both full and out of breath stages.

I have completed both the subadult and juvenile vocals as well, making sure each vocal was both a similar length to match the new animations and the adult vocal as well as carrying the aesthetic design of the adult vocals but reflecting the growth stage for each.

I also finalised the implementation of the vocals, making sure that the vocals both crossfade cleanly across all the growth stages and that pitch modulation for each vocal of the individual growth stages is manipulated so that the transition at each individual growth value is clean, clear and sounds appropriate.

Finally I have now moved on to working on the rest of Trike’s vocal suite starting with its directional attack sounds.Looking forward to working on the rest of its suite and bringing the Trike to life.


[h2]KissenKitten - Producer[/h2]
This will be short and sweet since the hordetest has been dominating our focus largely. Thanks again for those of you that have participated. We’ve been spending time bug fixing and keeping a watchful eye on how the triceratops is performing. There needs to be some adjustments here and there, like with nightvision but largely with triceratops we are pretty satisfied with how the creature landed. However there is still more work to be done to ensure the triceratops and tyrannosaurus are able to have their epic showdown in a fashion befitting two of the most popular dinosaurs of all time.

So, while all that bug smashing stuff is happening, the rest of the team is working on other things. From knocking out skins for Acrocanthosaurus and Suchomimus, to elder related work on Spinosaurus, Quetzalcoatlus and Parasaurolophus. I have been doing some animation prep work for things like baryonyx’s defensive stance, avaceratops attacks, hypsilophodon climb finalization, dryosaurus springboarding, kentrosaurus defensive stance, parasaurolophus revisiting, omniraptor crouch pursuit, charge jump and more. Austroraptor is rebelling a little bit but nothing we can’t handle. All in all we’re going to be touching up a fair amount of the current roster so they can all nestle into their niches and mechanics for the foreseeable future.

That’s pretty much it for this month. Bugs, changes, tweaks and the steady standard. I’ll drop some pics and clips though. See ya!