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DevBlog #17

[h2]FTessaro - Lead Programmer[/h2]

Hey everyone, it’s been another month of intense work, design and code changes for the diet system, based upon the enormously helpful community feedback which we’ve highly appreciated.

You’ve likely noticed other additions that are already available in the Mechanic Test branch, such as the new pickup system for herbivores, allowing them to remove pieces of edible plants to carry, eat or swallow. The same mechanic also applies to fruits that are now fully interactable, which are able to be snatched from the actual tree. We’ve also added digging animations for certain creatures, this process destroys the flower but allows the animal to devour the roots that lay beneath. The plant spawners have also had modifications applied to them, making them more efficient and it includes cluster spawns for certain types of plants like the horned melons, as an example. Besides all that, we’ve made some changes to the UI, mostly in the character panel to account for the new needed information related to diet and fracture.

Plus some new animations applied to the fracture system and several bug fixes in general, but mostly everything lately has been related to Diet and Fracture systems.


[h2]dmIV - Programmer[/h2]

I started the month working on tail physics. It’s animation-based which gives us much better performance and reliability in exchange for not supporting collision. We also had to look through basically all the different actions each dinosaur can perform and selectively disable the physics where it didn’t look right. This included the tails clipping into the ground or not showing enough movement in tail-focused actions like the tail slam or the Hypsi jump charge.

I also made changes to how mud works. The first few versions ended up being quite deadly so it had to be toned down a bit. The final version is not much different from walking normally. Heavier dinosaurs can sink down quite deep which results in slower movement and increased stamina drain when moving. I also enabled resting and wallowing in deep mud, it looks like a fun way to chill with your friends!

We wanted to take a look at replacing the scent particles with icons. It went through several iterations so we could get a feel for each one. The most obvious one was just placing the icons on the food/water directly. We also tried a compass style to keep the screen more empty. The current version is a circle around the character in the world that hasn’t made it to your hands yet. We’ve been looking at feedback for the different styles to make sure we end up going with what’s best for the game.


[h2]Amar0k - Programmer[/h2]

More backend work from me over the last month as I have mostly finished the integration of Easy Anti Cheat as those of you who have participated in the mechanic test may have noticed. Linux server testing also seems to be going extraordinarily well and we are looking forward to releasing this to the public soon.

Recently, AI has started to get some much needed attention and has seen some big improvements with a lot of work left to go. The Carno has been introduced to Spiro along with the Compy and various animals.

The boar will put up a fight and the rabbit will now burrow if you can't catch it quick enough. Over time the majority of these animals will have some quirky behaviour to make them more interesting to interact with.


[h2]Seiza - Video Editor[/h2]

Besides the "Field Observation" video (of which you will see more of in the future) and other small projects, I've also focused a lot on the work on the Update 4 release trailer in the last months.

The Diet System and the Fracture System offer potential for two completely different moods in the trailer. While the Diet part can be presented rather calm and slow, the Fracture part has to be fast and dynamic. To achieve this, I mixed two very different soundtracks and created a suitable transition.

The two new mechanics also had to be explained a little closer in the trailer. The Diet System is especially hard to visualize without it having a HUD indication. So you can expect more informative texts to the cinematic shots this time. I already finished the planning and the filming and editing is in a good place too. Currently the Update 4 release trailer is longer than the Update 3 release trailer, I can't wait to show you the result! Here is a little preview:




[h2]VisualTech48 - 3D Environment Artist[/h2]

Since I didn’t cover the previous DevBlog, I’ll be expanding mine a bit in detail.
These past 2 months have been heavily focused on the Dockyard and all its planning and peripherals. Tapwing has made wonderful concepts that you have most likely seen, and with this, we went full ahead with the first initial blockout of the dockyard:



Keep in mind this is extremely early and changes will be made no doubt, but it gives a proper scale on what's to come, and the sheer size of it. We might decrease it by a bit but this is the general idea of the size.

Besides that, Dockyard received its own road system, alongside the corresponding signage, leaks, damages, etc.



With that came a completely new and reworked floor shader to encompass a lot of cool maps which would make it truly shine, such as progressive “random” damages to the road, sidewalks, and the floor in general.

As well a new Decal Trim mesh has been added, to add neat detailing alongside any wall or any part of the mesh we want. A great example is the Dockyard perimeter fence:



With a great addition of new materials and textures:



Lastly I’ve been working on the Dockyard Kit, which is a task that is quite large due to the variation and sheer size of it. That has encompassed pretty much the whole of this month, starting with the models that the kit needs. We have a bunch of sloped items and roofing which is a challenge on its own to fit and make modular without breaking the system at hand. Preview:



Lastly, the shader. The bane of my existence. The shader of the buildings for the Dockyard and the future iterations of any kit from now on will be handled differently.

The shader has been redone, using 4 colors instead of 8-9, with extensive overhaul to simplicity, yet unique for each building. It's partly based on already “known” ideas but implemented in a per building (class) basis, and combined with various technologies.

In simple terms, the way we build buildings now is a bit more performant, and we are able to paint unique damage/leaks/ on each building, at a cost of the material slightly.
This is still in development. but here is a quick glance at it (ignore the missing interior)



The shader features damage/leaks, and a custom color overlay on some parts, which we want (painting lines across the building for instance). And that is where we stand for these 2 months! Cheers!


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



A contrast to our brawler Utahraptor, Austroraptor is our hydro-savi Dromaeosaurid of The Isle.
Many water birds served as inspiration to its lifestyle. A mix of the black heron's hunting style and supraorbital ridge of hawks lead to the idea of Astro’s prominent brow feathers, shading its eyes, allowing it to detect creatures in the water before retracting those feathers for its osprey-like pounce. In the realm of mobility it’s quite nimble on land and while not spectacularly speedy in water, it is still more mobile than most, being able to dive to escape prying eyes of larger land predators.

As a final feature inspired by swans, it seemed like a suitable idea that Austros might be able to carry its less mobile hatchling on treks down the winding river. Just make sure not to lose track of your baby should a fight break out! (Note: Nature sketches are not always indicative of the final in-game mechanics)


[h2]Jake Baardse - 3D Artist[/h2]

Over the past few months I got to work on one of the more complicated edible plant assets, Sumac, Mountain Ash, Variegated Orange and the Mango tree. Unlike with previous assets this one did not involve a lot of Zbrush work, the only assets that really needed sculpting were the fruits themselves.



The tree branch cards and the trees themselves were constructed with the help of substance and speed tree. Substance for making the trunk texture as well as various leaf textures, and speed tree for the final construction and placement of all the elements. After hours of careful node editing and value tweaks the results speak for themselves.



The way the fruit wound up working ingame turned out pretty cool. All in all this is one of my favorite edible plant assets.


[h2]Hypno - QA Lead[/h2]

This won’t be a long post, as most of you already know the public mechanic testing is underway and is our full focus at the moment; almost everything that myself and the QA team have been working on is already available on the quality assurance branch. Besides that, I’d like to thank everyone for the assistance thus far on the new systems. Without your feedback, we would be finding it much more difficult to determine how the systems should be designed and balanced. We recognise that they are far from perfect, therefore we will continue to monitor your feedback closely as we make further changes to them - keep it coming!

It should also be noted that the team is very much aware of the current performance issues with the game, which we’re thoroughly investigating and working to resolve.

Besides assisting with feedback on the new systems and their balancing, QA has been keeping on top of the community bug reports. These reports are checked daily by the team and are without a doubt the best way to help us out in making gameplay as smooth as possible. If you know of any bugs, please submit them here: Bug Report - Google Form


[h2]KissenKitten - Producer[/h2]

This month has been full of challenges and hurdles that we’ve been tackling and leaping over left and right! Thank you all so much for hopping on for the mechanic test and assisting us with diets, fractures and their satellite systems. We still have more content to accompany diets including about 13 more plant species, changes to carnivore diets and other additions to how diets function overall that we refrained from including in the initial test. As a reminder, the fracture system is going to expand across all land-based locomotion (walk, trot, sprint). With that being a considerable animation undertaking, we will be adding them to the game in batches as we complete them. We still have more work to do now that we have your feedback but are pleased with the reception of the first implementation of these mechanics.

We’re also in the process of making some hard-hitting changes to address the harsh performance issues you may have been experiencing. Which has taken up a fair bit of time. But we’ll provide more information on that at a later date. While those issues are being parsed, several members of the team have since moved on to Update 5. Laying the groundwork for what is to come with the long awaited nesting, skin and night vision features.

Animation wise, there’s more to come for diets. Gotta actually crack those coconuts open in the future after all. Not just for a tasty, thirst-quenching treat, but for other reasons as well. The goal here is to provide more interaction with the environment as we know that has been relatively minimal in the past. As mentioned before, there’s more coming for fractures and some things in the gore pipeline that are being prototyped. We think you gore fans will be pleased at the results should we be able to do it how we’d like. So wish us luck on that front! The Troodon is also well on its way with a plethora of animations already completed which some of you keen-eyed folks have already discovered. We’ll be showcasing some of those animations for you guys soon so you can get an idea of how eerie the serpentine envenomator is. Especially when together and especially at night. See you in October!

DevBlog #16: Field Observations

[h2]Filipe - Lead Programmer[/h2]
This month I worked more on fracture and diets, mainly additional mechanics, effects or behaviors based on feedback, but of course, bug fixes provided by QA tests, since those mechanics, specially diets, has several “roots” to the game core, which forced me to change other mechanics, creating bugs if not being careful. Besides that I also made changes to several other mechanics in game, such as group invite that work only if holding the key, which you have already experienced in the latest hotfix, but also the same principle with pickup, while tap allows to remove a meat chunk from the body and holding will perform the carry/drag (if possible). The Eating mechanic was expanded to provide the herbivores the ability to eat from fruits, being on the tree or on the floor, those are going to be able to be picked up by herbivores. Pickup is now in sync with the eating ability´s distance check, so if you can see the eat hint, you should also be able to use the pickup ability.

More changes to the game core system, which are simpler, cleaner and more reliable now, avoiding unnecessary extra work by the server, increasing it´s stability. More changes to rivers and their sound system, ocean now should have wave sounds and also modified the Ambient zone system, fixing some weird behaviors and done some modifications to distance and landscape check before spawning an ambient sound.

Added the DLSS plugin, as requested by popular demand, with settings that can be changed in the title menu. Also added a “lag compensation” system to pounce, which is still experimental, and under heavy testing as you read this. This system is going to be the basis to help fight bugs and issues with abilities related to high latency.

Besides that, the usual bug fixes and more work on the Pachy’s headbutt attack, which also allows parrying more easily now.


[h2]Amar0k - Programmer[/h2]
It’ll be brief post from me this month as the majority of my work during August has been developing various backend stuff that I can't really talk about just yet, as well as setting up the new ambient AI animals that will be coming as part of the Diet System in Update #4. They’ve already gone through a variety of balance changes via playtesting with our dedicated Quality Assurance team.

Besides that I have been working on getting Linux support for our servers which is going extraordinarily well and is currently under heavy testing.


[h2]dmIV - Programmer[/h2]
This month I continued development on an upcoming Pteranodon mechanic. It is now more reliable, works and looks better as well. I’m sure you’ll enjoy it once you get your hands on it. I’m not saying more for now, but it’s looking real good in Seiza’s upcoming Update #4 trailer!

I’ve also made improvements to the movement, specifically trying to turn while sprinting. The animals now have a bit more weight behind them, meaning that it will take them a little bit longer to change directions at full speed. This actually made it into the patch that went out recently, so you should be able to experience it already. I made some further improvements since then and I feel it’s become one of those small things that you might not even notice but it really helps with providing a realistic movement for our animals.

Additionally I took a picture of something that you will see in a future update. Here’s a little preview:



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



Outside of finalizing plans for the dockyard, and drafting any remaining concepts for this, I’ve been experimenting with a little side project to brainstorm building ideas. My goal is to use our work-in-progress map and think about the scenery from a first-person point of view. For instance, what would it be like to come into a clearing? Then I’d develop some concept art depicting what I might expect to see there.

I would take screenshots and create a rough paint-over to see how the structures might look integrated into the environment. In addition to these building concept studies, I’ll also be developing more nature sketches. So stay tuned.


[h2]Wedge - Sound Designer[/h2]
This month I have mostly completed the vocal sounds for both Pachycephalosaurus (including juvenile vocals) and Compsognathus. The Compy’s vocals consist of a variety of chirping, croaking and squeaking sounds to achieve a diverse vocal range and now just need to be critically tested until satisfied. The Pachy has the majority of its vocals bar some breathy grunting, bellowing and chuffing, to fill in the gaps between actions to make it really come to life.

Improvements have been made to the ambiences that are currently in Spiro, birds and fauna heard at night are more spaced out, tree creaks have been added into the jungle, wind is louder at night and the volume and tonality (especially at night) of loops have been balanced some more.

To accompany the weight of the blunt force impact sounds, I recreated the body fall sounds to give a satisfying thump as victims of blunt force trauma tumble to the ground, just need a system set up to switch between surface variants.

As well as the above, I have made some progress on ambient animal audio, however there is plenty more to edit and set up. On the side I also added or replaced some supplementary vocals for both the Dryosaurus and Tenontosaurus as I felt these two were lacking any extra vocals compared to the rest of the roster however there is always room for more. Additionally I ensured every playable has a more noticeably different vocal for 1 and 3 call when the key is held with the exception of the Pachy which is in progress currently.


[h2]Hypno - QA Lead[/h2]
Recently, a lot of the quality assurance team’s time has been invested in tightening up on the game’s balance. The goal with our balance is to move away from the feeling of being a large deathmatch and lean more into the survival game it’s supposed to be. This means that when you go into a fight with a juvenile, you know that it’s just that, a juvenile. It means that when you kill and bring down a large animal, you know that it’s going to feed your pack for days to come. It is very important for us to prepare the balance of the game this way now, rather than later, as character stats would have become increasingly artificially inflated and the previous balance wouldn’t have fared well with future mechanics. It’s important to keep in mind that everything is always subject to change.

Fractures are proving to be a game changer in combat. Character’s heads, bodies, and legs can be specifically targeted in order to impose various negative effects. Get a head fracture? Your character doesn’t deal as much damage from their head related attacks (bites, headbutts, etc) and your screen becomes clouded to simulate a concussion. I don’t want to spoil the effects of the other types of fractures, so you’ll just have to learn those the hard way. :)

Progress on the Diet System is coming along really well, despite not many testing disciplines being ticked on the public roadmap. This system intertwines with almost all mechanics that came before it, so it’s definitely taking a bit longer than other mechanics to test for bugs. That being said though, I’m happy to say that the system is almost in a position to be tested publicly. Not long now!

The public testing of the Diet System will be paramount in ensuring that the mechanic works as we have intended. While the QA team has been able to find a vast number of bugs related to the system, the balance of the system has gone mostly unaltered. Due to the lack of QA testers we have, we simply wouldn’t have the data required to properly set up the values for the system. That’s where you, the players, come in to help us!

During the public test we will be closely monitoring player feedback - we will need to know absolutely everything about it. Growth for a certain species is too easy/difficult? Buffs/debuffs are too strong/weak? Preferred diet doesn’t make sense for the character? The system just isn’t fun and it’s tedious? This is your time to shine and assist us in creating the foundations for a gameplay loop that is fun, engaging and rewarding.


[h2]KissenKitten - Producer[/h2]
Lots and lots of animating this month in preparation for diets and fractures. Some new content to the game will include new eating animations for herbivores that will be eating from various heights. Since eating is such a large part of a creature’s day, we want to ensure it’s a visual treat as well as a sustaining one. Something tasty out of reach? Just rear up and grab it if your creature has that capability. Something underground? Dig it up! Depending on your species and your diet, you may have several ways to dine.

Bryan and I have also been toiling away on fracture animations. As I have mentioned previously, the fracture system is intended to right some of the frustrating wrongs of bonebreak from Legacy and stepping the general idea into modernity. No longer a death sentence, when fractured you’ll still be able to get around at varying speeds and also defend yourself. The system aims to give you the player, more visual feedback of cause and effect interactions. The fracture system is but one of many ways we intend on making combat more dynamic and readable. We want to slowly do away with guessing games of how hurt your opponent actually is. In the not so distant future, you’ll be able to tell at a glance. Moreover, if you are on the receiving end, your opponent would be wise not to underestimate the amount of fight you have left in you.

The Pachycephalosaurus is in the locker room getting ready to come out swinging in Update 4.5. One of EVRIMA's first creatures to go through a dramatic transformation as it ages. The Pachy is a robust powerhouse that no longer feels stale and generic but stands on its own two feet, primed to lift you off of yours.

This month has been particularly weighted since the diets are so very important to the foundations of the dinosaur gameplay loop. There’s a lot of new plants coming into the game and more to come even after we release Update 4. In addition to the teams working directly on Update 4, the rest of the team has been revving their engines in preparation for Update 5 and on working on some perennial tasks. We’re getting the hatchlings ready to face the world! Yes, that will include Hypsi. Lots of work on human areas that we haven’t quite revealed just yet and some explorations on how we want our soldiers vivisected. Poor guys. All in all, despite this update being production heavy and very foundational, it has been a relatively clear path considering the amount of work that has gone into it. Some artists have been preparing for months for you to finally see what they’ve been working on all put together and in-game. Some will have to wait longer still but we’re all primed and ready to get your feedback on the systems we are dropping with Update 4 so we can really deliver on some interesting gameplay!


[h2]Closing Remarks[/h2]
And finally, I'll leave you all with a little teaser of things to come...

[previewyoutube][/previewyoutube]

EVRIMA Patch 0.7.111.31

Hey Islanders,

In preparation for Update #4, we're deploying a smaller patch ahead of the main update to combat a variety of issues that were present in the previous version of EVRIMA. This patch also includes a plethora of quality of life & balance changes that we'd love to gather community feedback on, that way the upcoming stress test for Update #4 can be predominantly focused on testing the new systems like Diets & Fractures.

More information regarding the upcoming stress test for Update #4 will be announced in the near future, so make sure to keep an eye out!

Here's a brief overview of the main balance changes:
  • Global health/blood rework. Health now matches character weight, which will hopefully make character stats feel less artificially inflated.
  • Global damage changes. Damage was adjusted to better match the health changes. We've also put a large focus on making the smaller dinosaurs/juveniles feel much more fragile compared to their adult counter parts. Special attacks have been made much more crucial in combat, as basic attacks such as bites have been nerfed across the board.
  • Global speed nerf. Most characters have been slowed down by 10% of their previous speed to mitigate speed creep. Some animals were being pushed to their absolute limit with their speeds, resulting in animations looking bad visually and forcing smaller characters to be increased in speed unnecessarily as well. This was also done to encourage the use of special abilities, rather than just running and biting wildly.
  • Locational damage adjustments to prevent people from being bitten on the head through their entire body.
  • Corpses now give an amount of food more accurate to the size of the creature. They do, however, take longer to eat. This change was made to encourage more contesting over bodies rather than just being able to eat them quickly and leave with no real sense of danger. Drinking time remains the same but if you want to see this change for water too then be sure to let us know!
  • Pounce rework. Mechanic has been further adjusted to be utilised as an attritional tool, rather than a killing tool. Dismount now launches the player further to somewhat prevent pouncers from instantly being hit after releasing.


Changelog 0.7.111.31


[h2]Additions[/h2]

  • New Ambient sounds.
  • Global dev ban list for servers and players.
  • Added ragdoll to knockdowns.
  • Added turning inertia.


[h2]Enhancements[/h2]

  • Improved ragdoll performance.
  • Group Changes: Need to hold friendly call for a few seconds to invite players or to accept a group invite.
  • New Scent particles.
  • Several sound updates.
  • General Water improvements.
  • Improvements to character save system.
  • Improvements to spectator mode.
  • Improved power parameter for vocals.
  • Made Stegosaurus secondary only deal damage if target is on the same side as the swing.
  • Fixes to corpse disable and UI hints.
  • Corrected dinosaur colors.
  • Changed pounce to pin only same or smaller weight targets besides Utahraptor and Hypsilophodon.
  • Increased Carnotaurus alt attack speed, matches normal turn rate.
  • Made Deinosuchus alt attacks spend stamina.
  • Doubled Hypsilophodon spit distance.
  • Improved some sliding transitions.
  • Improved animation and movement smoothness.
  • AI improvements and new behaviors.


[h2]Balance[/h2]

[h3]Global Mechanics[/h3]

Bucking
  • Stamina regeneration is now disabled while pouncing or being pounced.
Body dragging
  • Sprint stamina decay while dragging increased slightly.
Eating
  • Hunger intake values decreased across the board. It now takes longer to consume corpses to encourage contesting over food.
Locational Damage
  • Head, Neck, Arm, Body, and Leg locational hit zones now stop hit traces. You can no longer hit a head through a body, or a body through a leg.

[h3]Carnotaurus[/h3]

Max Health
  • Starting Health decreased.
  • Max Health reduced slightly.
Blood Pool
  • Starting Blood Pool reduced.
  • Max Blood Pool reduced.
AttackPower
  • Starting AttackPower reduced.
Movement speeds
  • Sprint speed reduced.
Stamina decay rates
  • Sprinting decay rate increased.
Primary Attack: Bite
  • Damage reduced.
Alternate Primary Attack: 360 Bite
  • Damage reduced.
  • Stamina cost added.
  • Animation rate scale increased.
Sprinting Secondary Attack: Charge
  • Speed modifier increased.
  • Knockdown damage increased.
  • Stagger damage increased.
  • Cooldown removed.

[h3]Deinosuchus[/h3]

Max Health
  • Starting Health reduced.
  • Max Health increased.
Blood Pool
  • Starting Blood Pool reduced.
  • Max Blood Pool increased.
AttackPower
  • Starting AttackPower reduced.
Movement speed
  • Adult sprint speed reduced.
Alternate Primary Attack: 360 Bite
  • Stamina cost added.
Secondary Attack: Lunge
  • Damage now scales with AttackPower.

[h3]Dryosaurus[/h3]

Max Health
  • Starting Health reduced.
  • Max Health reduced.
Blood Pool
  • Starting Blood Pool reduced.
  • Max Blood Pool reduced.
AttackPower
  • Starting AttackPower reduced.
Stamina decay rates
  • Sprinting decay rate increased.
Movement speeds
  • Sprint speed reduced.
Primary Attack: Peck
  • Damage reduced.

[h3]Hypsilophodon[/h3]

Max Health
  • Max Health reduced.
Blood Pool
  • Max Blood Pool reduced.
Jump
  • Jump Velocity increased.
Primary Attack: Peck
  • Damage reduced.
Secondary Attack: Spit
  • Hunger consumption reduced.
  • Max range increased.
Charged Jump
  • Stamina cost reduced.

[h3]Pteranodon[/h3]

Max Health
  • Starting Health reduced.
  • Max Health reduced.
Blood Pool
  • Starting Blood Pool reduced.
  • Max Blood Pool reduced.
AttackPower
  • Starting AttackPower reduced.
Movement speeds
  • Sprint speed reduced.
Primary Attack: Peck
  • Damage reduced.
Alternate Primary Attack: 360 Peck
  • Damage reduced.
Launch
  • Standing Launch stamina cost decreased.

[h3]Stegosaurus[/h3]

Max Health
  • Starting Health reduced.
  • Max Health increased.
Blood Pool
  • Starting Blood Pool reduced.
  • Max Blood Pool increased.
AttackPower
  • Starting AttackPower reduced.
Turning rate
  • Turning rate increased.
Primary Attack: Bite
  • Damage reduced.
Secondary Attack: Tail Jab
  • Damage adjusted at all growth stages. Adult damage remains the same.

[h3]Tenontosaurus[/h3]

Max Health
  • Starting Health reduced.
  • Max Health reduced.
Blood Pool
  • Starting Blood Pool reduced.
  • Max Blood Pool reduced.
Stamina Regen rates
  • Trotting regen rate reduced.
AttackPower
  • Starting AttackPower reduced.
Stamina decay rates
  • Sprinting decay rate increased.
  • Slow swim decay rate increased.
Movement speeds
  • Sprint speed reduced.
Primary Attack: Bite
  • Damage reduced.
Alternate Primary Attack: 360 Claw
  • Damage reduced.
  • Stamina adjusted.
Secondary Attack: Rear Kick
  • Stamina cost increased.

[h3]Utahraptor[/h3]

Growth time
  • Growth time reduced.
Mass
  • Adult Mass reduced.
Max Health
  • Starting Health reduced.
  • Max Health reduced.
Blood Pool
  • Starting Blood Pool reduced.
  • Max Blood Pool reduced.
Corpse food value
  • Corpse food value reduced.
AttackPower
  • Starting AttackPower reduced.
Movement speeds
  • Sprint speed reduced.
Stamina decay rates
  • Sprinting decay rate increased.
Primary Attack: Bite
  • Damage reduced.
Alternate Primary Attack: 360 Bite
  • Damage reduced.
Large Pounce
  • Initial Damage reduced.
  • Initial Stamina reduced.
  • Damage per tick reduced.
  • Stamina per tick increased.
Small Pounce
  • Initial Damage reduced.
  • Initial Stamina reduced.
  • Damage per tick reduced.
  • Stamina per tick increased.
  • 0.5s delay for targets to attack back after releasing the pin.


[h2]Bug fixes[/h2]

  • Fixed Stegosaurus not being able to vocalize or bite if carrying impaled body.
  • Fixed Utahraptor calls playing at incorrect pitch.
  • Fixed some inconsistent hint messages.
  • Fixed lunge applying incorrect bleeding values.
  • Fixed pouncing rocks, trees or walls to cause pouncer knockdown.
  • Fixed sometimes not staying on the water surface as Deinosuchus.
  • Fixed abilities draining stamina while swimming.
  • Fixed being unable to take off while bleeding as Pteranodon.
  • Fixed stamina drain after stationary takeoff as Pteranodon.
  • Fixed Hypsilophodon stamina recharge after charge jump.
  • Fixed footprint/blood clouds sometimes not showing up properly.
  • Fixed blood level affecting charge.
  • Fixed bug and optimised the Ambient AI spawner.
  • Fixed spec names not working with Chinese characters.
  • Fixed locked damage decay not updating with blood level and resting state.
  • Fixed footprint rotation issue.
  • Fixed pounce and lunge causing get up animation to trigger.
  • Fixed speed issue when swimming up/down.
  • Fixed flying Pteranodon colliding with a pouncing Utahraptor not working properly.
  • Fixed locational hitboxes being misaligned slightly.
  • Fixed swallowing corpse not working properly when swimming on surface as a Deinosuchus.
  • Fixed some abilities canceling sprint.
  • Fixed various issues with turning.
  • Fixed an issue that caused a server crash.

DevBlog #15

[h2]Filipe - Lead Programmer[/h2]
It’s been an absolutely great month with plenty of awesome new things coming down the pipeline. This month I worked on the Pachycephelosaurus Headbutt ability. This ability will arrive with two variations, a tap and a hold. We are still designing the main differences between those variations, besides animations. Balancing it is also a work in progress and fracture will also play a role in these abilities.

The Utahraptor Pounce has also received some attention, besides the usual bug fixes it got some new flashy animations and small changes to its momentum when performing the ability while standing. One complaint we kept hearing was the dismount after pouncing big targets, like Stegosaurus, so besides the animation it now falls further away from the target and is faster to land as well. This ability will continue to be updated with new animations and improvements to the mechanic and overall look, so it isn´t finished yet. Expect more improvements in general in the future.

The Diet System is under vigorous testing from our Quality Assurance team, with the majority of the bugs eliminated we are ready to organize a more robust and populated test environment to see how it performs, which will require assistance from our awesome community, like a stress test, but far more limited and focused in scope. Additional details will follow in future.

Another important feature being worked on in conjunction with dmIV is the fracture system, the design is simple, but allows a lot of variation in gameplay, not only different effects applied to your character during fights, but there will be another important factor to surviving in general.

I also updated Knockdown with ragdoll because having it be animation only doesn't look as great as we would like, so the ragdoll adds some realism to the fall, it works well when hit by the Headbutt ability, however this is still work in progress and will be extended to many other mechanics and systems in the future. Besides all that I’ve been occupied with the usual bug fixes, performance improvements and some stuff I can't comment on yet. So, see you soon!


[h2]Amar0k - Programmer[/h2]
As you’d expect, I’ve devoted much of this month to developing additional AI variants, including the new Ambient AI which will make its debut as part of the upcoming Diet System, breathing new life into the island’s ecosystem through a variety of extant creatures ranging from chickens, sea turtles, goats and much more that I’ll leave for you all to discover in-game.

Besides that, I’ve recently completed some extensive work on our backend. However I can’t share the details of that just yet.


[h2]Wedge - Sound Designer[/h2]
I finished off designing the fracture sounds early this month. I've taken a modular approach to how these sounds will be implemented, creating a collection of different elements [breaks, cracks, pop, crunches and splinters]. I’ve created variants for a range of sizes/severity, which will provide control over the fracture sounds make-up as I can vary the combination of these components. Continuing on from fractures I’ve also finalised some blunt force impact sounds, with the majority of focus aimed at getting the Pachy vs Pachy headbutt sound to hit just right.

I have returned back to ambient audio to create the cave ambient audio. I’ve designed some bedding loops as well as bat and water drip one shots, once I’ve finished designing the sounds for this (currently) final biome, the audio currently not set up, will need to be as well as refined properly in Spiro, aiming to achieve a dynamic and tasteful soundscape with a balance of both diversity and sparsity.

I have also been focusing on experimenting with the design of a selection of creature’s vocals for some new additions that will be coming soonest, including Compsognathus and Pachycephalosaurus, in addition to editing [and designing, for the more unique species] sounds to accompany the ambient animals arriving with the Diet System, all of which I will be carrying over into the next month.

Additionally to the above I have also made some general adjustments to audio; the Utahraptor adult broadcast has been improved as well as the attenuation set up being fixed. Further work has been done in general on the vocals' pitch and volume; the adult Stegosaurus vocals in particular have been improved with some level balancing between layers. I’ve also added some improvements to the environment audio such as randomly triggered stick snap sounds to the jungle floor surface footsteps and light wind and foliage rustle loops to some of the new ambient zones.


[h2]Baardo - 3D Artist[/h2]
In the last few months I’ve been continuing work on the large amount of edible plants we want for the diet system. In addition to the Tagetes, Sunchoke and Agave plants I showed last time, I’ve also wrapped up work on a Horned Melon, Wild Potato Vine and Chanterelle Mushroom.



What I didn’t get a chance to show last time was the assets in the engine, so enjoy some nice eye candy. I’m looking forward to seeing these assets scattered throughout the game world for players to spot and eat.




[h2]Bryan - Animator[/h2]
A devblog from me? First time for everything I guess. Been working on improving our animation workflow, centered mainly around the addition of Pachycephalosaurus and its ability to knock things into next week. One of the hurdles we’ve had with animation is with the left and right turning, used to be those were in separate files so if we wanted to make changes to the base animation, it required us to then have to remake the left and right versions of that locomotion cycle.

Recently however I’ve found a workaround to a bug in 3D Max that allows us to use Layers, which is both significantly more convenient to work with and faster to do. The major upside to using layers is we can readily make changes to the base animation and not have to remake the left/right versions of that locomotion cycle. As an added bonus, limping and other injuries that are visible during locomotion can be done as layers as well, which makes the whole process of adding injury animations to all the current roster faster and more productive.


[h2]Fred - 2D Artist[/h2]
I've been helping out with how our natural environment will be handled. Overall the island is to be a tropical environment. As you've seen from some of Jace’s stunning work, there will be coasts and jungles, but there’s more to that when it comes to the tropics. We’ll have visually distinct habitats so the island has points of interest and uniqueness without losing cohesion.

Recently I've been working on underwater habitats. There will be 4 different habitats; Swamp, Lake, River, and the Coast. The most important thing for me right now is to make sure each habitat has a clear visual distinction to one another. So for example, the color of the water for each will be different, as well as the plants and floor. The real challenge, after finding some visually interesting plants, is finding their names. Googling plants isn't fun. Next I’ll be working on the Rivers, then the Coast. The concepts take a while to be completed but they’ll make their way into the phase-two channel, then eventually into the game for you to explore.








[h2]Tapwing - 2D Artist[/h2]
A lot of my recent work has entailed me revisiting the old dockyard and working with VisualTech, Jace and Dondi to tackle the layout and aesthetic. I gathered the old dockyard concepts, reimagined some structures and worked to create a rough concept and overall layout blueprint of the dockyard.

Additionally since we’ve been brainstorming other buildings and facilities to flesh out the landscape, research and write-ups have been the other half of my workload. I’ve been creating pitch lists of human structures and what potential mechanics or lore they could be tied to. With humans on the horizon, we’ll want some of their environments to be ready.








[h2]KissenKitten - Producer[/h2]
Well this month I hit the ground running upon returning from vacation. Bringing with me swaths of on-location redwood reference images that Jace and the rest of the team have been putting to good use. It really feels like another world!

The majority of this month has been diet focused as that will be the meat and potatoes of Update 4 (sorry Punch). I’m sure many of you have caught Amar0k’s ambient AI streams and seen some of those placeholder critters running around. The plan here is to get a relatively solid foundation of diet items in the game for adequate gameplay and testing. Diets as a whole are intended to hit a few marks which include but are not limited to, bolstering your creature’s growth, increasing your stats and moving players as a whole around the map to attain the numerous benefits of following an appropriate diet. That being said, as with most features we have planned, there are no requirements to following the guidelines of the mechanic but you may find yourself woefully debilitated in strength, speed, growth, wellness etc. Be aware that many of the ambient creatures you have seen thus far are placeholders and are subject to change in model, texture, animation and even species. So don’t get too attached. Alongside the animals will be our diet plants which span quite a few species for which we’ll likely drop more images of in the not so distant future. However, the initial release of Update 4 will not include the entire plant roster as that will take far more time to produce than is necessary to release Update 4 effectively. So you will continually be seeing new diet plants added to the game over the course of 2021.

We’ve also been toiling away with fractures. There are currently 3 types of fractures you can sustain from a fracture-causing attack. Each fracture type has its own debilitating effects. Our primary goal with the fracture system was to reimagine the archaic “bonebreak” into something that feels hard-hitting and impactful without being overpowered and an instant death sentence. Alongside this will come many animation changes. As you may know, The Isle has always favored a minimalistic HUD that aims to keep you in the moment when traversing the island. In order to keep with that theme, we needed to be able to convey player vs player impact in a way that remains consistent with our vision but also gives you, the player, visual clarity as to what is happening when you are engaged in combat with another player. So our fractures will be ushering in new animations that will denote what type of fracture you or your target has sustained. So, at a glance, you will know exactly which players are suffering from which fractures (or combination of fractures), giving you more opportunities to coordinate your next attack or make a speedy retreat.

The Pachycephalosaurus has been getting lots of love this month due to it being the poster child of fracturing. We've been spending a lot of time injecting more personality and combat prowess into it so when you are finally behind its eyes, you will be able to fully feel the fantasy of being a no-nonsense, heavy-hitting herbivore that demands respect and its space. In addition to that, we have been reworking some of its older animations to bring them more inline with the quality EVRIMA dinosaurs demand. So be on the lookout for those changes as time goes on.

We’re also continuously working on improving performance across the board. Which is a never ending cycle. Aside from that, there are a few extra flavor adjustments to some of the other inhabitants. The Utahraptor pounce (which isn’t quite complete just yet) has gotten some love and there’s a new ability for the Pteranodon as well as some work for the scavenging Compsognathus and its governing AI. Humans are also well underway and are on track to make their initial appearance this year. More on them at a later date.

That pretty much sums up the month thus far. We hope you guys are as excited to experience these new systems as we are to present them to you. As always, when the time comes, we’ll want to hear your valuable feedback on what the systems are and are not giving so they can be improved upon. We are also welcoming a new member to the team in August. So if you see them around (if they wish to be seen), say hello.

That’s all folks! Be kind to each other and to yourself.

DevBlog #14: Building Up

[h2]FTessaro - Lead Programmer[/h2]
Much of this past month I’ve been working on the new diet system, setting up the latest design decisions during the several meetings we've already had. I’m very happy with the system we are developing, it seems robust, very flexible and easy to set up after the main programming core is complete, it will bring forth a completely new playstyle, but be aware that this can make the game far more difficult than what it is now, having a good or a bad diet during your life cycle will make an enormous difference when it comes to survival.

We need a lot of balance changes to get this right and even more adaptations as we introduce additional playables. There are also a number of other things that I've been working on but cannot share the specifics of just yet, as we need to be sure that those systems have the necessary quality and performance, otherwise we’d have to go back to the design board, so no point talking about those right now.

Lastly it’s been the usual pending fixes and performance improvements for both server and clients, this is a constant process that we will work on throughout the game’s development, as new content can also affect performance in one way or another.


[h2]dmIV - Programmer[/h2]
Firstly I completed the class setup for the Pachycephalosaurus so we could begin testing the animations. This is a quick and straightforward process on the programming side, but significantly helps the animation team.

Afterwards I moved onto updating the scent effect. You might have experienced strange behaviour when the framerate dropped, or certain particles not being very smooth or pleasant to look at. The style of the plant and water scent didn’t really work out as well as I’d originally hoped with the leaf and bubble shaped particles, so this time around I chose something that resembles the corpse effect more. I think you will enjoy seeing it in the game.



I also added a new mechanic, fractures. Even though fractures will be more heavily utilized by the Pachycephalosaurus, we’re bringing the feature itself to update 4. There are three different parts that can be affected: the legs, the body and the head. Fractured legs decrease your movement speed, but still leave you enough mobility to get around. In the case of the head your vision becomes blurry and you deal less damage due to the concussion messing with your concentration. Getting your body fractured makes you take a bit of damage each time you perform an attack.

Other than that there’s the usual bug fixes. A particularly annoying one that keeps coming back is surfacing as a Deinosuchus and just having it stay there. No accidental submerging, no hopping out of the water a little, no flying up into the sky, just staying on the surface. I went through this several times already and I think I finally reached a point where it reliably behaves how you’d expect it to.


[h2]amar0k - Programmer[/h2]
This year is flying by! I have been more focused on AI lately to try to get some more species out in the world. We should be seeing the Utahraptor and Tenontosaurus AI make an appearance soon with full use of all their playable abilities. You may also be able to catch AI off guard as they are eating or drinking with some added dynamic behaviour.

I have also been working on a new method for spawning AI as the diet system will require the right balance of creatures in the world to function correctly. You should always be able to find the right nutrients, you just have to know where to look.

Lastly the usual performance improvements to AI logic is an on-going battle as everything runs server-side and needs to be handled appropriately. This will only get more complex as we add more creatures and more AI. I am constantly looking for more creative ways to do certain tasks and handle AI behaviours.


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


How to design a terror of the skies without going overboard?

Well to start I wanted to branch off from the original design, borrowing and accentuating the forward leaning crest and the sharp yet sturdy beak with some facial features inspired by the great ground hornbill.

While we played with the idea of giving the quetzalcoatlus a fibrous coat. We went with skin this time around. At least for now. We’d like to get our hands on a technical artist who would create a proper shader that could do pycnofibres justice.



Well I’d say Deinocheirus was a mix of fun and frustration.

On one hand there was a fair amount of potential to work with in the way of feathers, different types of skin or scales and other potential soft tissue. On the other hand, Deinocheirus is a rather silly looking animal based on the skeletal. So how to balance staying true enough to the bones while still coming up with something that fits our aesthetic. Ultimately we stayed pretty close to the skeleton for this one, only lengthening the neck and tail a tad and bulking up the hands.

For covering we went with a half and half of textured hide and feathers. Aiming for something somewhat hydrodynamic for the large wader. A mix of hornbill and ducks were used for facial details, giant armadillo claws for the hands, both for offence and to dig up plants and perhaps water sources. Lastly coot-like pads were added on the feet as a little detail suggesting the mud dwelling life.

We had some additional features in mind for the neck and even the nose, but decided to hold off on those for now, saving them for the future elder stage and potential cosmetics.


[h2]Wedge - Sound Designer[/h2]
The first half of this month saw me finish up designing the remaining sounds for the Ocean biome, I spent a decent amount of time creating all the one-shots needed. Now all sound sets are completed for the Coastal biome, a bespoke ambient zone will need to be created, as two of the four one-shot sound sets will need to emit exclusively from the ocean and one exclusively from land. Afterwards I focused on mixing the four existing biomes together, maintaining an appropriate dynamic range as the player crosses from one ambient zone to the next, so there is less work needed to complete the mix later on. In doing so I found that I had only fully developed the idea of creating Fauna one shots for all times when working on the Jungle biome. Consequently, these sounds were missing from the Swamp biome so I set aside some time to create these. Currently all 4 of the biomes I have worked on so far have all audio needed designed and set-up in the engine, leaving just the cave biome audio left to create.

For the second half of the month, I shifted from working on the ambient audio in order to make progress on both Fractures and the Pachycephalosaurus vocal audio. I have started designing a collection of cracking, splintering and popping bone sounds with varying degrees of intensity to audibly indicate how severe the fracture based on size and how it was applied. For the Pachy I have updated the existing calls, adding more layers to give depth and weight to them, whilst conforming aesthetically both to the original calls and to new vocals that I create. The calls were further improved by introducing additions such as the 1 and 3 calls power layer that are audible upon holding the key. I have also created a large majority of the supplementary vocal sounds for the adult Pachy.


[h2]VisualTech48 - Environmental Artist[/h2]
Majority of the month has been spent upping the prop count, with cool new additions that make it more “homey” for our humans, starting by adding a semi-modular television so they can sit back and watch the dinosaurs eat, featuring a lot of variants so we don’t look at the same one each time.





Within the same package we also have the broken mirror variants, with pieces of glass missing or broken, the holy toilet itself, and the sink as well.









Other than that, I’ve been hard at work with the new buildings and interiors, some of which you'll see very soon, as well as one that is still being constructed, but with added stuff as well. This has been a good challenge to make, as some changes have been made to the system, and with the addition of a lot of decals I’ve pushed it to look as “used” as I can with the current propwork we have.












[h2]Closing Remarks[/h2]
That's a wrap for June! We hope that you've all enjoyed this insight into some of what we've been up to the past month. As a parting gift I was able to secure Fred's latest map concept, feast your eyes upon our plans for the Underwater Swamp Environments! - Punchpacket.