DevBlog #24: #TeamFoszor
[h2]dmIV - Programmer[/h2]
I’ve been working on various tasks related to nesting. Hatching works differently for different nests. If the eggs are exposed then you will be able to see your dinosaur hatch from the egg directly, but for other nests the eggs are covered with debris so you will only see the dinosaur climb out from the pile.
I also set up the feeding system for hatchlings. They will not be able to eat directly with the exception of the Deinosuchus, instead they will have to beg for food by holding E. At this time the parents can approach them and press E to regurgitate some of their food to provide the babies with food, water and nutrients.
We want reproduction to require at least some minimal effort from both parents so the number and quality of the eggs will be affected by their diets. You will be able to have an offspring if you have at least one nutrient, but a better diet will let you have more. Your eggs can now also become rotten if you don’t manage the nest temperature properly.
[h2]Amar0k - Programmer[/h2]
Lately I’ve been working on some additional backend for our build/deploy environment and integrating some critical SDKs so we no longer rely on third party frameworks. I have also been slowly getting back into AI development as the Carno has begun testing alongside the new workflow that has been designed for how we develop and release AI. We are expecting some big things to happen in the AI space as more has gone into their interactions and behavior.
[h2]Tapwing - 2D Artist[/h2]

Stout and very grouchy, here we have the isles Diabloceratops.
Some loose mixes of wild bovine and wildebeest served as inspiration for these guys. The idea was they’d travel the island bullying others off of vegetation and almost always in herds. Though it shouldn’t be able to run down most other dinosaurs, it’s still going to need to be able to stand its ground against a variety of predators. You’ll very well want to watch out for those horns.
[h2]Baardo - 3D Artist[/h2]
This month I got to work on the assets for the nesting system. We’ve had nest assets before but the newer and more dynamic system required a rethink of the feature set for how nests were designed and implemented. One of the new features is a series of morph targets that will animate as the nest is built up. These morphs took special consideration so that they played well with the topology and textures of the model but also the animation associated with the nest building.
In addition we have a new kind of nest, the debris nest, which requires its own materials and workflow. You can see some examples of these down below, I am quite pleased with the result and look forward to seeing them functioning in the game!

[h2]VisualTech48 - Environmental Artist [/h2]
This month has been all about the dockyard, and so we are here a few steps closer to gaining more details and buildings to it.
I’ve managed to crack some issues with the Triplanar now being able to project seamlessly almost across the buildings, alongside the interior damage textures. Besides that we have 2 smaller, and one normal hangar ready to ship and be in the game.

Alongside that, I’ve constructed a StepWalkway kit that can be both used both for the interior and the exterior. It's a very versatile kit, having mostly all dimensions and sizes, alongside the damage variants.

Thirdly, the Monorail has begun its humble start, this is heavily WIP and only the main segment is “done”:

Lastly, a lot of minor fixes to the Dockyard tower, which now features a see through texture, so you can see if something awaits you before you go down, and the first type of variant for buildings for the interior. :D

[h2]Wedge - Sound Designer[/h2]
This month I wrapped up working on the Pterodactylus vocal sounds, as well as the eating vocalizations for the Ceratosaurus heard in Seiza’s trail cam video. I also spent time working on creating all hatchling begging vocalizations for the current roster, working with KissenKitten on reiterating to get an interesting take on these sounds and animations for each animal and focusing on synching together the two components of this mechanic as closely as possible.
On the back end of this month I’ve started designing ambience to fit with changes in the weather, with a focus on achieving a strong survival horror aesthetic to the atmosphere – the current ambiences in EVRIMA work well for clear and sunny weather and will still be used in that circumstance, but these new ambiences will override as the default soundscape. Jumping off from this ambient work I’ve started conceptualizing some exciting unique sound sequences bringing something very different to the ambient audio cycle of The Isle.
[h2]Hypno - QA Lead[/h2]
As some of you may already know, QA has been undergoing a massive restructuring as of late. The main reason for this is that we have now reached a point where the amount of content to test while we develop the game has scaled so much that a small team of volunteer testers is simply not enough to cover every mechanic that needs to be checked before each update. This problem would only become worse with each new feature added, potentially causing older mechanics to break and slip through the cracks.
To rectify this issue, I have decided that alongside running QA, I would bring in a large group of community volunteers (eventually 200+), composed of current and former QA, content creators, and skilled fighters to form a new Stress Testing team. The idea behind this team is to act as a safety net between the QA team and the public branch, to catch any particularly nasty bugs that don’t rear their heads until they reach an abundance of players, such as the group name tag issue we had to deal with recently. Due to the amount of people joining, we will also be able to host full server playtests, which wasn’t possible with the QA team prior.
This team will also be involved in playtesting any new mechanics coming to the game first and giving feedback on character balancing. If the idea of this team interests you, why not consider applying? https://forms.gle/42pHQHVhsL2s2e4Y9
Besides that, the QA team has been hard at work continuing with testing the upcoming Skin Customizer and Nesting Systems:
A 3D Background has been created by our Level Designer Jace to give a better idea of how your skins will look in our environments. This background can be toggled.

Players are also able to toggle the gliding animation for any species that can fly.

We’ve also been testing the refined selection of colors on the new secondary patterns, ensuring that they look just as good as they do on their primary patterns. Here are a few examples, let us know what you think!

[h2]Bryan - Animator[/h2]
It’s been a good month for animation over here, no pun intended but we’ve been getting our ducks in a row creating the 200+ animations needed for Beipiaosaurus. In terms of workload it’s a bit like making another Deinosuchus.
We’ve also been getting Gallimimus prepared for it’s eventual return, but don’t worry, you’re not likely to be spam kicked to death ever again unless you decide to try to AFK grow and a Galli finds your hiding bush. It’s now got a full suite of directional attack animations like the other EVRIMA animals and will have some other quirks to make it far less likely to be seen as a troll Dinosaur like it was in Legacy.
We’ve also been dealing with Hypsilophodon’s juvenile morph, a complicated project because of its eyebrows and tail feathers, which it does not have as a juvenile. There were a lot of morph and skeletal related bugs we had to deal with to get this thing working, I hope it’s well appreciated what dmIV had to go through to get that thing working.
[h2]KissenKitten - Producer[/h2]
As you’ve read above, things are going rather well and we’re moving ever closer towards release. I’m very proud of the work everyone has been doing and look forward to you all experiencing the fresh take on nesting and skins. However, while it’s usually my style to keep things light in these devblogs, circumstances would see that change for this post.
This month on April 2, 2022 at 7:26am we lost our friend and colleague Brandon “Foszor” Gandy to brain cancer. I’ll admit, there’s still a great deal of shock and grief we’re dealing with in varying degrees as a team and as individuals. Some of us knew him better than others but I would be remiss if I didn’t count myself among the profoundly affected. Brandon was kind, creative and funny. Definitely one of the goofiest people I have ever had the pleasure of knowing. With an exceptionally ridiculous sense of humor. He always had a joke in the chamber or something ambitious he wanted to do. I remember the two of us sitting in call together hammering out what would become the infamous burrowing system for the Psittacosaurus just as a personal challenge. We were both curious if we could make it work with what we had. I knocked out some animations and he prototyped the system in what felt like 30 mins. After showing it off to the team, it was too good to be for AI alone and that’s how the Dryosaurus got burrowing. Just like that. Such a talented individual. I know this entry isn’t likely what was expected but neither was how things ended up. We often talked about the things we wanted to accomplish with this project and what we were going to do in the future. But now we’ll have to continue this journey without him. Carrying along his memory with us. Brandon loved his family, his friends, this project and living life to the fullest. We miss him. I miss him. But we’ve all been made better for having known him.
Rest in peace Foszor. We’ll never forget you.
If you would like to support his family, you can do so at the following link
https://www.gofundme.com/f/cvwpu-foszor-fights-brain-cancer
I’ve been working on various tasks related to nesting. Hatching works differently for different nests. If the eggs are exposed then you will be able to see your dinosaur hatch from the egg directly, but for other nests the eggs are covered with debris so you will only see the dinosaur climb out from the pile.
I also set up the feeding system for hatchlings. They will not be able to eat directly with the exception of the Deinosuchus, instead they will have to beg for food by holding E. At this time the parents can approach them and press E to regurgitate some of their food to provide the babies with food, water and nutrients.
We want reproduction to require at least some minimal effort from both parents so the number and quality of the eggs will be affected by their diets. You will be able to have an offspring if you have at least one nutrient, but a better diet will let you have more. Your eggs can now also become rotten if you don’t manage the nest temperature properly.
[h2]Amar0k - Programmer[/h2]
Lately I’ve been working on some additional backend for our build/deploy environment and integrating some critical SDKs so we no longer rely on third party frameworks. I have also been slowly getting back into AI development as the Carno has begun testing alongside the new workflow that has been designed for how we develop and release AI. We are expecting some big things to happen in the AI space as more has gone into their interactions and behavior.
[h2]Tapwing - 2D Artist[/h2]

Stout and very grouchy, here we have the isles Diabloceratops.
Some loose mixes of wild bovine and wildebeest served as inspiration for these guys. The idea was they’d travel the island bullying others off of vegetation and almost always in herds. Though it shouldn’t be able to run down most other dinosaurs, it’s still going to need to be able to stand its ground against a variety of predators. You’ll very well want to watch out for those horns.
[h2]Baardo - 3D Artist[/h2]
This month I got to work on the assets for the nesting system. We’ve had nest assets before but the newer and more dynamic system required a rethink of the feature set for how nests were designed and implemented. One of the new features is a series of morph targets that will animate as the nest is built up. These morphs took special consideration so that they played well with the topology and textures of the model but also the animation associated with the nest building.
In addition we have a new kind of nest, the debris nest, which requires its own materials and workflow. You can see some examples of these down below, I am quite pleased with the result and look forward to seeing them functioning in the game!




[h2]VisualTech48 - Environmental Artist [/h2]
This month has been all about the dockyard, and so we are here a few steps closer to gaining more details and buildings to it.
I’ve managed to crack some issues with the Triplanar now being able to project seamlessly almost across the buildings, alongside the interior damage textures. Besides that we have 2 smaller, and one normal hangar ready to ship and be in the game.




Alongside that, I’ve constructed a StepWalkway kit that can be both used both for the interior and the exterior. It's a very versatile kit, having mostly all dimensions and sizes, alongside the damage variants.

Thirdly, the Monorail has begun its humble start, this is heavily WIP and only the main segment is “done”:

Lastly, a lot of minor fixes to the Dockyard tower, which now features a see through texture, so you can see if something awaits you before you go down, and the first type of variant for buildings for the interior. :D

[h2]Wedge - Sound Designer[/h2]
This month I wrapped up working on the Pterodactylus vocal sounds, as well as the eating vocalizations for the Ceratosaurus heard in Seiza’s trail cam video. I also spent time working on creating all hatchling begging vocalizations for the current roster, working with KissenKitten on reiterating to get an interesting take on these sounds and animations for each animal and focusing on synching together the two components of this mechanic as closely as possible.
On the back end of this month I’ve started designing ambience to fit with changes in the weather, with a focus on achieving a strong survival horror aesthetic to the atmosphere – the current ambiences in EVRIMA work well for clear and sunny weather and will still be used in that circumstance, but these new ambiences will override as the default soundscape. Jumping off from this ambient work I’ve started conceptualizing some exciting unique sound sequences bringing something very different to the ambient audio cycle of The Isle.
[h2]Hypno - QA Lead[/h2]
As some of you may already know, QA has been undergoing a massive restructuring as of late. The main reason for this is that we have now reached a point where the amount of content to test while we develop the game has scaled so much that a small team of volunteer testers is simply not enough to cover every mechanic that needs to be checked before each update. This problem would only become worse with each new feature added, potentially causing older mechanics to break and slip through the cracks.
To rectify this issue, I have decided that alongside running QA, I would bring in a large group of community volunteers (eventually 200+), composed of current and former QA, content creators, and skilled fighters to form a new Stress Testing team. The idea behind this team is to act as a safety net between the QA team and the public branch, to catch any particularly nasty bugs that don’t rear their heads until they reach an abundance of players, such as the group name tag issue we had to deal with recently. Due to the amount of people joining, we will also be able to host full server playtests, which wasn’t possible with the QA team prior.
This team will also be involved in playtesting any new mechanics coming to the game first and giving feedback on character balancing. If the idea of this team interests you, why not consider applying? https://forms.gle/42pHQHVhsL2s2e4Y9
Besides that, the QA team has been hard at work continuing with testing the upcoming Skin Customizer and Nesting Systems:
A 3D Background has been created by our Level Designer Jace to give a better idea of how your skins will look in our environments. This background can be toggled.

Players are also able to toggle the gliding animation for any species that can fly.

We’ve also been testing the refined selection of colors on the new secondary patterns, ensuring that they look just as good as they do on their primary patterns. Here are a few examples, let us know what you think!







[h2]Bryan - Animator[/h2]
It’s been a good month for animation over here, no pun intended but we’ve been getting our ducks in a row creating the 200+ animations needed for Beipiaosaurus. In terms of workload it’s a bit like making another Deinosuchus.
We’ve also been getting Gallimimus prepared for it’s eventual return, but don’t worry, you’re not likely to be spam kicked to death ever again unless you decide to try to AFK grow and a Galli finds your hiding bush. It’s now got a full suite of directional attack animations like the other EVRIMA animals and will have some other quirks to make it far less likely to be seen as a troll Dinosaur like it was in Legacy.
We’ve also been dealing with Hypsilophodon’s juvenile morph, a complicated project because of its eyebrows and tail feathers, which it does not have as a juvenile. There were a lot of morph and skeletal related bugs we had to deal with to get this thing working, I hope it’s well appreciated what dmIV had to go through to get that thing working.
[h2]KissenKitten - Producer[/h2]
As you’ve read above, things are going rather well and we’re moving ever closer towards release. I’m very proud of the work everyone has been doing and look forward to you all experiencing the fresh take on nesting and skins. However, while it’s usually my style to keep things light in these devblogs, circumstances would see that change for this post.
This month on April 2, 2022 at 7:26am we lost our friend and colleague Brandon “Foszor” Gandy to brain cancer. I’ll admit, there’s still a great deal of shock and grief we’re dealing with in varying degrees as a team and as individuals. Some of us knew him better than others but I would be remiss if I didn’t count myself among the profoundly affected. Brandon was kind, creative and funny. Definitely one of the goofiest people I have ever had the pleasure of knowing. With an exceptionally ridiculous sense of humor. He always had a joke in the chamber or something ambitious he wanted to do. I remember the two of us sitting in call together hammering out what would become the infamous burrowing system for the Psittacosaurus just as a personal challenge. We were both curious if we could make it work with what we had. I knocked out some animations and he prototyped the system in what felt like 30 mins. After showing it off to the team, it was too good to be for AI alone and that’s how the Dryosaurus got burrowing. Just like that. Such a talented individual. I know this entry isn’t likely what was expected but neither was how things ended up. We often talked about the things we wanted to accomplish with this project and what we were going to do in the future. But now we’ll have to continue this journey without him. Carrying along his memory with us. Brandon loved his family, his friends, this project and living life to the fullest. We miss him. I miss him. But we’ve all been made better for having known him.
Rest in peace Foszor. We’ll never forget you.
If you would like to support his family, you can do so at the following link
https://www.gofundme.com/f/cvwpu-foszor-fights-brain-cancer