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Update #5.5: Night Vision now released!

Hey Islanders,

You won't be stumbling around in the dark anymore. Update 5.5 is now available on the EVRIMA Public Branch, bringing forth our first iteration of the long awaited Night Vision mechanic that was built utilizing feedback from our diligent stress testing team. In a future patch, specifically our upcoming Night Terrors (6.5) update, we will be revisiting & expanding the Night Vision system to provide extra depth and accommodate for the more horrifying inhabitants stalking The Isle.

If the update does not make itself immediately available to download on the EVRIMA Public Branch, you may need to restart your Steam client.

DevBlog #27

[h2]Filipe - Lead Programmer[/h2]
This month I was partially working on the latest improvements for Update 5, which we released on the 7th of July with subsequent hot fixes and server performance tests. Meanwhile, we held a significant number of gore design meetings which have already yielded favourable results, showcasing that we have a good and solid plan to move forward with. Some core work for Update 6 had started a little earlier, but we can now start focusing solely on that.

In other news, QA has received the first iteration of Night Vision, with feedback and adjustments already made, there are still a few technical adjustments to be made (not bugs) before we are able to release it into your hands.

Back onto Update 6, I don't have much that I’m able to share just yet, as the majority of it is code work. In short we have big changes coming to the diet system, which is in the process of being expanded upon, with slot combinations, new negative/positive effects, the new Migration System, adaptive diet list and more. Besides of course, the bloody gore, with organs, a lot of blood, new mechanics specific for gore and new corpse interactions, which will include changes to how scent works based on how old a corpse is, for example, or if it became a carcass or even rotten. Due to performance also being a constant concern, expect changes from what you see till the end, everything is heavily work in progress.

Here is a small example video to showcase some what we've been working on, please keep in mind that everything you see in this video is subject to change.

[previewyoutube][/previewyoutube]


[h2]dmIV - Programmer[/h2]
As we were nearing the release of Update 5 I was making smaller changes and bug fixes, while being careful not to break anything in the last second. These included some improvements to walking in mud, footprint scent, schooling fish ripples and foliage collision issues related to a plugin we’re using. Before the update came out I spent some time playing with our stress testers to get some normal player perspective on the game. I really enjoyed having parents to look after me, bring me food and all that. Unfortunately my parents didn’t usually survive until I entered adulthood, but it was a fun experience nonetheless. I hope you’re also enjoying the update and taking good care of your children.

After that I moved on to something that I’m sure many of you will find exciting, the Beipiaosaurus. There are several new mechanics and movement changes for this dinosaur so I had a lot to do. The creature is very buoyant, so swimming downwards will be a bit difficult, but you can ascend very quickly, which is especially useful when you are running out of air. It can also use its claws to latch to the ground underwater, which leads us to the next feature, foraging. In this state you’ll be able to detect animals living underground in the water, find them and if you’re lucky you can dig up some free food. We still have quite a bit of work to do in both art and programming, but we’ll be able to start testing soon.




[h2]amar0k- Programmer[/h2]
Most of my month was spent working on the new net driver integration with Epic Online Services. This was required for a variety of reasons, specifically Easy Anti Cheat. More recently however, I have been able to shift focus from backend services and devote my attention to upgrading the capabilities of our AI, to which I have been adding the Pterodactylus, a new type of scavenger and getting the Carnotaurus back into the fray. Fish schools have also had a few changes which include fish that now leap out of the water and leave small splashes. Unfortunately this means the end of the flying fish bug. I know how much everyone loves them… Sorry!

Some improvements to dinosaur AI have included the ability for them to seek out food and water, as well as randomize their skins. I have been exploring options for how AI spawning should change to better accommodate the diet system for lower population servers. This means you should always be able to find your perfect diet. I have also improved the rabbit burrowing and ambient animal interaction which will be worked on more over the next month.

Some of you would have seen my recent streams which I just wanted to say I really enjoy doing so thanks everyone for the support and i appreciate all the comments and questions that come in.


[h2]Seiza - Video Editor[/h2]
The update release this month was also exciting for me, because it also meant the release of what I've been working on for the last weeks and months: the trailer "Creation."

As there were, again, many mechanics that should be explained in it, this trailer is the longest so far. Another reason for its unusual length is that it was supposed to be calm and relaxed. After all, it might be the last chance to present such an atmospheric trailer. So let's enjoy every second of peaceful scenes before the world gets darker...

To illustrate the interaction of the different mechanics, my goal was to present each mechanic chronologically: first the skin system, then courting, nesting, hatching, and so on. To avoid it becoming boring however, I have chosen a different species for each mechanic, with smooth transitions between each.

The last scene with the Carnotaurus attack and the hatchling Carnotaurus just seems like a cinematic nice-to-have but actually it has several functions. It closes the parenthesis and opens the chance to show the actual possible in-game impact of the skin system. In addition it demonstrates the ecological cycle that the new nesting mechanic brings.

By the way, I read through a lot of feedback from you guys, and I'm very happy how many liked the depiction of Carnotaurus in this trailer!

After the release of the trailer I immediately started my next project. It's in a new format that many of you have been asking for.




[h2]Wedge - Sound Designer[/h2]
This month has mostly consisted of more work on more Troodon sounds, with the majority of its sounds created and added to the engine, ready for me to spend some time play testing to make sure it sounds fleshed out and balanced. Troodon now only lacks a few sounds for its adult stage which, once complete, will have me moving on to create a juvenile variant for each sound.

I’ve also been working on creating some ‘chorus’ sounds for groups of Pterodactylus in varying group sizes and for different gameplay reasons.


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

Despite the updated appearance adding extra floof, we very much wanted to keep Therizinosaur's murder turkey reputation.

One of the main goals was to see how many different ways we could use Theri’s claws, outside of just grabbing tree branches; cutting obstructive foliage, raking large predators, impaling small ones and exploring the potential for mutilation. Another aspect I’d like to see if we can implement is utilizing our Theri’s famously fluffy tail as a defensive feature. Absorbing a set amount of damage from tail attacks, giving Theri another shot at escaping predators trying to chase it down or offering some protection to its hatchlings from smaller creatures looking to steal one away as an easy snack.



Large and in charge. If there’s one idea we wanted to sell with the Tyrannosaurus Rex, it’s don't let it get its jaws on you! Its bite is a force to be reckoned with. In addition to that, we thought it might be time for an additional attack to help it single out targets; a side-striking head swing to stagger or even knock over prey and bust open bothersome gates. You can bet there will be plenty of opportunities for mutilation with the Rex. This is an animal you won’t want to go one-on-one against.


[h2]Jace - Level Designer[/h2]
After a little over a year of being on the team this is actually my first DevBlog entry. And funny enough it's not even about level design, I'm here to talk about the design of the new night vision. Night vision is actually one of the first things I took a crack at when I joined the team, working on it when I had the time. The night vision coming to EVRIMA is quite different to the night vision of the past. In the past the night vision had a large visual impact on your play experience where under certain lighting it was actually best used flipping it on and off, or just off entirely because you could see better without it. The new night vision system was designed with the intent of being able to leave it on all the time if you wanted to. Meaning that it couldn't negatively hinder your vision or detract from the look of the game. But has to allow players to see in the dark.

To achieve these goals there were a few hurdles to get over. Like designing it in a way to not modify any of the colors or values on the screen so that you could retain full color vision and contrast. But how could I improve your vision in the dark if I couldn't make it any brighter? Outlines, inspired by ENVG-B, a newer night vision technology showed off by the U.S. military. In game this effect is done in a purely additive way to the scene where it will draw outlines around the edges of objects that exceed a certain distance from the object behind it. Then the intensity of those lines get masked to only the areas of the scene that are dark enough that the outlines prove beneficial to your vision. Then with a few extra details like fading it out around the edge of your screen and you get night vision that achieves these goals. This new system provides night vision that both retains all the color of the scene, and allows you to see in the dark, but it will also dynamically change and adjust itself to fit the needs of what you're currently looking at.

[h2]Jake - 3D Artist[/h2]
I’m finally making creatures again! Short lived, as I will be back on miscellaneous environment assets and other goodies in the near future but for now I got to wrap up the technical work needed to make Austroraptor game ready, as well as wrap up the Baryonyx finally.

Austroraptor just needed a nice retopology, for feathered animals this can be a bit of a hassle as we need to account for the alpha cards but thankfully Austroraptor wasn’t too bad on this front, fewer than the Therizinosaurus.



Baryonyx was next up to get his face lift, accommodating new ideas for how the creature will work in gameplay as well as bringing it into the aesthetic of the newer dinosaur assets. I hope you guys like how it turned out!



[h2]KissenKitten - Producer[/h2]
As mentioned above, we’re rounding out some changes for night vision so we can get that in your hands. We hope you like the new functionality and that it provides as many tense moments as the legacy version did. So be expecting that to appear.

Now let's talk about gore. The way gore is planned to function is to introduce horror elements into the game in a “natural'' way. Nature can be incredibly cruel by human standards and we do not plan to shy away from that fact. The Isle has always been declared a survival horror game and we plan to show you exactly why. Things are about to get uncomfortable very fast as we intend to emulate the ferocity and despair inherent in the wild. Some of the inhabitants of the island will have the ability to mutilate other animals in various ways, resulting in death. We want to capture the raw and unsettling experience of predation and combat amongst animals so you feel more urgency when it comes to self preservation. Not only will you be able to see the flesh being removed from a body, but in certain circumstances, you may be eaten alive as this happens. Exercise caution.

A dead body will go through different phases depending on varying circumstances. Fresh, eaten, rotten, bones etc. A fresh body that’s been eaten and a rotting body that hasn’t been will not only look visually different but they will function differently as well. Most fresh kills impact carnivores positively. But rotting flesh may be too septic for some carnivores to eat or for some animals to even be around. Further still, bones would only be consumed by a select few. Gore ties in with diets and will come with scent changes. Fresh meat won’t have the same odorous profile as rotting flesh but can still be tracked by other animals. Dragging bodies to more covered locations will become useful for reducing the amount of scent a body gives off and the time it takes to give it off. Which should provide you with a little more time to eat before your kill is inevitably discovered by other animals. There may be changes to which creatures can smell what, what ranges they can smell them at and with what impact. If you make a kill or find one, get it to cover and eat up as fast as you can before it is found or before the body becomes unpalatable. Time will be of the essence as a kill will not go unnoticed for long. Compies and Pteros will rat you out, attracting other predators.

The freshness of a body will matter as well as the contents of that body. If you’re playing as a creature that doesn’t favor certain organs, you may need to remove them to avoid snacking on something that may harm you. Some carnivores may get greater gains from eating certain organs. Others may not. This can help to expand the usefulness of the dead on the island as a single corpse can provide food for a myriad of different creatures at different stages of decomposition.

Stepping into work on playables, troodon will be entering testing to make sure its venom isn’t too strong or too weak and that it feels fluid. The venom does not currently rely on application alone or dosage alone. It is not a set it and forget it venom. It’s based on exposure. The longer the venom is in the bloodstream the worse the effects become. Building to a crescendo that would allow a murder of troodon to quickly drop the health of larger prey. But coordination is key for specifically bringing down larger animals as they only produce so much venom individually. However, a solo troodon is more than capable of killing creatures within its own size range. But together is where their real power lies.

The Beipiaosaurus, although not intended for Update 6, is getting deeper into production. Several animations were created previously alongside older updates but they’re now starting to see the light of day. We’ll showcase some of its current functionality so you’ll have an idea of how it works. Despite being ungainly on land, it is very proficient in the water. But no matter where they’re found, underestimating them is foolish. They have very long, sharp claws and know how to use them. So approach with caution. In water, the Deinosuchus can be found anywhere beneath the surface but the Beipiaosaurus will mostly exist in transit between the surface and the sediment floor. Constantly going back and forth between those two locations for food and air. Occasionally leaving the water to supplement the rest of its diet on land. More information to come. Additionally, we have some other creatures in various states of production like the Cerato, Galli, Herrera etc that we’ll start showing some production on soon.

Another note for Update 6 is our intent to bring the Gen 2s to the live branch so those of you that want to view the game through the eyes of a human won’t have to swap to lonely servers just to get the first-person perspective of the game. Which also serves to provide us with important information on how to make their gameplay visceral.

I think for fear of making this a novel, I’ll stop here. Check out this Austroraptor!



Update #5 Now Released!

Hey Islanders,

Time to harness your creativity & shepherd unruly broods, for the long-awaited Update 5 is finally here. Leave your mark by personalizing your dinosaur with an assortment of new patterns and colors. The improved Skin System significantly builds upon its Legacy counterpart by providing more nuance, clarity, control and sharing options that will ensure you stand out from the rest of the herd. Keeping with the trend, the new Nesting System is also a marked improvement over its former version featuring courting, nest creation, nest management, hatchling interactions, nesting grounds and more. So invite your friends to your nest and see if you can help the next generation survive The Isle.

[previewyoutube][/previewyoutube]


Changelog 0.9.85.83


[h2]Additions[/h2]
  • Added Skin System.
  • Added Nesting Mechanic.
  • Added Nest Widgets.
  • Added Courting/Begging/Nesting Abilities.
  • Added VFX and SFX for Courting/Begging/Nesting/Hatchlings.
  • Added hatchling support to admin growth and character profiles.
  • Added damage to Pachycephalosaurus Ram even if they are too big to stagger.
  • Added salt licks which removes vomit debuffs.
  • Added new nesting grounds to Spiro.
  • Added Debris for nest building.
  • Added new Pounce Miss animation.
  • Added nearby client side Dynamic environment sounds. (Foliage, Wood and Metal)
  • Added Message for when trying to swallow a corpse that is too big
  • Added new Hypsilophodon VFX for its blinding spit ability.
  • Added support for Pounce/Ram/Lunge to work when close to its target.
  • Added buck cooldown
  • Added new textures for Boar, Deer, rabbit and sea turtle
  • Setup Swimming for AI animals
  • Added solution to AI not being interacted when ragdoll is thrown away
  • Added moving buck animation for Tenontosaurus
  • Added Compy carcass decay and despawn
  • Added RCON with documentation


[h2]Enhancements[/h2]
  • Stopped pounce cancelling attacks on dismount.
  • Improved headbutt hit detection, made leg fractures more accurate.
  • Made ragdolls less stiff when not dragged/carried.
  • Avoided cancelling some abilities if hit by a Pachycephalosaurus that's too small.
  • Updated title screen disclaimer.
  • Updated Fan Palm textures.
  • Updated Stegosaurus mesh with new female morph.
  • Forced pounce to cancel headbutt if the pouncer latched right before.
  • Improved Compsognathus ragdoll.
  • Improved some old Cascade effects performance.
  • Improved audio (fixed harsh cut offs.)
  • Improved scent icons.
  • Setup Cycad collision.
  • Updated Music Manager and added songs.
  • Increased amount of Mushrooms to spawn.
  • Improved footprint decal performance.
  • Reduced volume of idle dinosaur sounds and river ambient loops.
  • Adjusted food value calculation for schooling fish and fruits.
  • Made players return to the faction select menu if no spawn was found.
  • Prevented chat entry if dead and during resting animation transitions.
  • Clientside performance improvements.
  • Split horizontal and vertical mouse sensitivity.
  • Made pounce cancel Scenting.
  • Prevented chat and profile UI to be opened at the same time, causing input issues.
  • Changed vocals to avoid playing animation if stunned.
  • Made ambient fauna one shots sound further away.
  • Removed Beach2 and 3 from admin teleport.
  • Changes to Pounce/Ram latency compensation.
  • Prevented bird flocks triggering too often.
  • Increased Crab weight slightly.
  • Increased piece of plant size a little
  • Made fast flight cancel skimming
  • Small changes to spectator mode
  • Improved ragdoll stability
  • Adjustments to resting and idle sounds
  • Made low stamina dinosaurs only get stuck in mud if more submerged
  • Reduced crab weight
  • Small changes to gore and fruits for more server performance
  • Updated Tenontosaurus jump animations
  • Adjusted Fluid simulation
  • Reduced boar attack hitbox
  • Decreased Pachycephalosaurus ram raw damage
  • Reduced Deinosuchus pain sounds volume
  • Decreased Pteranodon broadcast volume
  • Adjusted coconut tree foliage collision
  • Threaten vocals modulation adjustments
  • Removed Dryosaurus evade stamina cost
  • Made Dryosaurus use A/D for dodge direction
  • Made juvies have increased acceleration/deceleration rate
  • Boar is now able to be latched by two pouncers
  • Made mud slow you down faster
  • Small changes to pounce vs ram
  • Made Coconuts, Orange and Mango to spawn more often
  • Increased slide speed limit
  • Compies now despawn when no players are around
  • Adjusted goat pounce points



[h2]Balance[/h2]

[h3]Global Mechanics[/h3]

Diets
  • Carnivore diets adjusted from 50% to 25% growth to alleviate free growth time.
Tracking
  • Decreased the amount of scentable footprints overall.
  • Increase the space between tracked footprints appearing.
  • Increased the time between Blood drops onto the ground.
Hunger Intake
  • Global food intake increased to make megapacks more difficult to maintain.
Fractures
  • Global fracture heal modifier decreased slightly.
Locational Damage
  • Global tail base multiplier reduced
Juvenile Mobility
  • Juvenile acceleration time globally decreased, hit top speed faster.
  • Juvenile deceleration time globally decreased, slow to a stop faster.
  • All juveniles that skid have maximum skid distance reduced.
Crowd Control
  • Global knockdown time reduced.


[h3]Boar AI[/h3]

Max Health:
  • Max Health reduced.
Blood Pool:
  • Blood Pool reduced.
Mass:
  • Mass reduced.
Corpse food value:
  • Food value reduced.
Spawn Rate:
  • Overall spawn amount reduced.

[h3]Carnotaurus[/h3]

Diets
  • Boar added to Three dots nutrient.
Movement Modifiers
  • Standing Bleed Multiplier increased.
  • Walking Bleed Multiplier increased.
  • Trotting Bleed Multiplier increased.
Hunger Intake
  • Mass removed per tick increased.
Fracture HP
  • Body Fracture health reduced.
Primary Attack: Bite
  • Attack hitbox lowered slightly.

[h3]Deinosuchus[/h3]

Diets
  • Deinosuchus swapped to S nutrient.
  • Stegosaurus swapped to Lines nutrient.
Oxygen
  • Regen rate decreased.
  • Regen rate doubled if resting or scenting.
Hunger Intake
  • Mass removed per tick increased.
Attack Power
  • Starting juvenile attack power increased.
Oxygen
  • Oxygen now lasts two times longer.
Special Ability: Water sense
  • Passive range decreased.
  • Active range remains unchanged.

[h3]Dryosaurus[/h3]

Primary Attack: Peck
  • Damage increased.
Special Ability: Dodge
  • Stamina cost removed.
  • Remove camera-based aim. Tap A/D for dodge direction.
Hunger Intake
  • Mass removed per tick increased.

[h3]Pteranodon[/h3]

Diets
  • Hypsilophodon moved to S nutrient.
Primary Attack: Peck
  • Damage increased.
Hunger Intake
  • Mass removed per tick increased.

[h3]Hypsilophodon[/h3]

Hunger Intake
  • Mass removed per tick increased.

[h3]Pachycephalosaurus[/h3]

Diets
  • Horned Melons swapped for Oranges.
Hunger Intake
  • Mass removed per tick increased.

Primary Attack: Bite
  • Damage increased slightly.
Special Ability: Ram
  • Speed influencing damage removed.
  • Tap ram damage reduced.
  • Held ram damage reduced.
  • Blunt damage modifier increased.
  • Turns faster when holding a charge.
  • Self stagger threshold for tap ram increased.
  • Self stagger threshold for downwards ram increased.
  • Tap and Downwards ram costs reduced slightly.
  • Hold ram stamina cost reduced slightly.
Bucking
  • Stamina damage per tick increased to pouncers increased.
Movement Speed
  • Will now use the juvenile locomotion until half way to full adult.

[h3]Stegosaurus[/h3]

Hunger Intake
  • Mass removed per tick increased.

[h3]Tenontosaurus[/h3]

Hunger Intake
  • Mass removed per tick increased.

Primary Attack: Bite
  • Damage increased slightly.
Secondary Attack: Rear Kick
  • Hitbox adjusted to better match the animation.
  • Increase knockback distance.
  • Stamina cost reduced slightly.
Alternate Secondary Attack: Tail Slam
  • Stamina cost was reduced.

[h3]Utahraptor[/h3]

Diets
  • Stegosaurus swapped to Lines Nutrient.
  • Hypsilophodon swapped to S nutrient.
Hunger Intake
  • Mass removed per tick increased.
Primary Attack: Bite
  • Damage increased.
Special Ability: Pounce
  • Removed initial damage and bleed to encourage holding the pounce instead of spamming it.


[h2]Bug fixes[/h2]

  • Fixed UI bite force showing incorrect value when head fractured.
  • Fixed pounce not working if target is holding a corpse, blocking it.
  • Fixed a few issues with fracture values from save and fracture threshold.
  • Fixed issue with Deinosuchus FOV.
  • Fixed food amount for meat chunks being wrong sometimes.
  • Fixed pickup issue with spamming G for meat, while floating as a Deinosuchus.
  • Fixed Stegosaurus Juvenile threaten animation.
  • Fixed pounce issue when falling on water, causing the player to not be able to leave. (Pteranodon)
  • Fixed corpse scent icon rotation.
  • Fixed juvenile Hypsilophodon jump height.
  • Fixed headbutt causing big targets to stand up suddenly.
  • Fixed river audio popping in at a short distance.
  • Fixed Stagger cancelling headbutt too early.
  • Fixed Character Panel allowing players to perform abilities if open from Esc Menu.
  • Fixed Edible Plant Spawner issues.
  • Fixed Dryosaurus evade distance.
  • Fixed juvenile Deinosuchus swimming eating loop.
  • Fixed AI swimming above water.
  • Fixed eating not playing when player was in water, but not swimming.
  • Fixed eating animation playing when the ability was interrupted, latency issue.
  • Fixed pounce latch rotation issues.
  • Fixed AI speeds.
  • Fixed camera zoom being wrong sometimes when spawning.
  • Fixed fall damage applying on jump sometimes.
  • Fixed audio resetting above 0.
  • Fixed mouse inverting when adjusting sensitivity and better aligned the sliders.
  • Fixed some buttons not having sounds.
  • Fixed Stegosaurus' mouth opening as if it was carrying food when it had impaled another character.
  • Fixed fracture sounds playing when people connect near to someone that was fractured.
  • Fixed pinned recovery animation transition.
  • Fixed Dryosaurus footprints placement and rotation.
  • Fixed main menu URL's not working.
  • Fixed carried objects scaling with the carrier as they grew.
  • Fixed lunge on land spawning water splash particles.
  • Fixed Stegosaurus alternate bite dealing bleed.
  • Fixed Carnotaurus not being able to walk onto the dam at swamp.
  • Fixed unintended drinkable water in various locations.
  • Fixed Carnotaurus fractured head animation.
  • Fixed footsteps SFX and VFX being activated if attacking while crouching.
  • Fixed Pteranodon being forced to stop flying after a pouncer dismounted from them.
  • Fixed Faction Selection using the old Utahraptor outline.
  • Fixed Leg fracture sounds playing twice.
  • Fixed fish sliding back into water when released from Deinosuchus lunge.
  • Fixed footsteps being spawned if performing vocals or montages while resting.
  • Fixed issue with auto ungrouping when dead.
  • Fixed preferred food on profile panel.
  • Fixed not being able to lunge while pounced.
  • Fixed not spending stamina if sprinting while pounced.
  • Fixed pounce causing resting/sleeping animation to stop.
  • Fixed flocks trace causing client hitch.
  • Fixed meat chunks not being destroyed if they were static early
  • Fixed meat chunk sizes
  • Fixed hovering issues with f10
  • Fixed tree creak ambience
  • Fixed edible fruits not respawning
  • Fixed grass blending with ground
  • Fixed low resolution shadows
  • Fixed meat chunks not being swallowable
  • Fixed some tree collisions
  • Fixed issue with picking up chunks while swimming
  • Fixed some drinking spots
  • Fixed replication issue when plants have roots
  • Fixed Radish piece being too small
  • Fixed Deer and Frogs carry offsets
  • Fixed Crab location
  • Fixed Eat/Drink end conditions if tapping too fast
  • Fixed headbutt impact audio not always playing
  • Fixed a few UI and sound issues
  • Fixed Marigold Spawns
  • Fixed Compy eat montage
  • Fixed Boar hit montage from sliding
  • Fixed Boar not running when attacking
  • Fixed wrong growth boost value in profile panel
  • Fixed pounce latch issue
  • Fixed eating issue with AI
  • Fixed growth issue with safelog
  • Fixed issue with pounce and Mud pools
  • Fixed Dryosaurus walk footsteps sound
  • Fixed Deinosuchus rest sound
  • Fixed footprint scent radius not resetting
  • Fixed mud pool being below water surface in swamp
  • Fixed client side gravity simulation in Fruits
  • Various fixes to the buildings
  • Fixed an abundance of issues pertaining to the nesting and skin systems.

DevBlog #26

[h2]FTessaro - Lead Programmer[/h2]
It’s been very a busy month overseeing the stress test and fixing bugs. We also upgraded our security and added a variety of quality of life features for the skin system, which were built upon feedback provided by our very helpful stress testers, such as being able to rename the skin preset slots, save and share patterns as well as some improvements for the camera.

In addition, we’ve also continued to make headway on the development of Update 6, such as participating in design meetings and the planning for the expanded diet system, which should also bring forth the new Migration system, as well as the Gore system. So despite Update 5 not having been released yet, the game production continues, such as the development of the Troodon for Update 6.5. We can confirm that the Troodon is feature complete now, while balance and QA testing are still pending since QA is currently focused on helping with the stress testing.

Besides that, there are some cool systems that I have been working on in the background, such as prototype concepts for the burrowing mechanic and a fully dynamic scar system, that doesn't have a release update yet, but should be able to give players the desired “permanent scars” feature.

For now that is all I can talk about, see you next month!


[h2]dmIV - Programmer[/h2]
Most of the month was spent fixing bugs and adding some finishing touches before the update goes out. We have gotten a lot of useful feedback from our stress test which you may have seen some videos from already. Some of the more important changes include making the nest widget less obtrusive, it now scales down with distance and fades out when there’s nothing important going on like bad temperature or invites. Nest placement has also been improved to work on steeper surfaces. Hatchlings now automatically join the parents’ group, but they will also be removed automatically if the group is over the standard limit when they hit juvenile.

Originally all of the nesting system required both parents to be alive. During actual gameplay however this turned out to be quite limiting due to one of the parents often dying or having to log out. So I ended up making some changes to make single parents a possibility.

I also had time to work on something that will be coming after this update. I don’t want to spoil it too much, but it has to do with the movement of a dinosaur you might have seen some teasers for on our Discord server.


[h2]VisualTech48 - 3D Environment Artist[/h2]
There is a reason I’ve missed the last months DevBlog is that I’ve been working on items such as rocks, which have been ported to the game to be fully usable and customizable to our needs. This means pretty much last month I’ve been making those rocks proper and optimized.

We now have heavily detailed cliffs, large rock formations and proper detailing kit with them for the environment. I won’t go into more detail with them, but hopefully you will see them soon enough.


Besides that, I’ve been working heavily on set dressing for the flooring, aka. Base plan foundations, of various locations which Jace has been crafting.


As well, I’ve made a few large prop set pieces for the Dockyard, such as two variations of silos and one fuel silo:


In addition I’ve worked on the monorail base, so we can incorporate it in the map, which features more detail and changes to the mesh itself:


And lastly, I want to showcase, the Aviary. Which will be soon featured in the game.


[h2]Tapwing - 2D Artist[/h2]
Shantungosaurus
Return of a titan. I didn’t get to see it much in it’s heyday, but whenever I did see them they always looked like a force to be reckoned with. Which made me eager to put it’s full size to work.

A major source of inspiration were moose and other sizeable ungulates. With the idea of it being a fickle animal, ranging from benign to knocking your lights out without a moment’s notice. We were leaning toward abilities where it could throw it’s weight around, from knocking others down, crushing the air out of them and of course it’s notable stomp. While you may think they’re relatively safe to be around, you’d be taking a big risk getting too comfortable with this hadrosaur.

Ankylosaurus
Normally you’re always going to have to worry about the bigger creatures on the isle, ankylosaurus might be the opposite of that.

Borrowing inspiration from armadillos and some lizards, we very much wanted to keep the ‘anky doesn’t care’ tone with this animal. Hunkering down and shrugging off attacks from larger predators, but needing to exercise a little more strategy against smaller foe, leaning towards attackers to hide the sides of its underbelly from smaller predators that can nip away at it’s soft spots. Some other idea’s we’re playing with are: it’s heaviness, allowing it to walk under water rather than swim to cross rivers, along with the ability to use it’s tail to get at foods some other animals might not be able to reach. And of course it wouldn’t be anky if it couldn’t crack some bones.


[h2]Hypno - QA Lead[/h2]

QA has been busy this month validating/invalidating all of the bug reports submitted by our new Stress Testing team. With these two teams working in conjunction, you should expect the playing experience for future updates to be a lot smoother than previous iterations, as performance and mechanics working currently under higher load is of utmost importance during these sessions. In the month of June alone we've validated a whopping 300 unique issues since stress testing began, so hopefully we'll have caught any glaring issues from the last update that were causing you headaches! You'll be happy to know that the areas you can drink through the ground are now a thing of the past. No more escaping the wrath of the Deinosuchus!

Besides bug validating, I've been keeping a close eye on feedback during this time and looking for trends amongst the stress testers. They've been very useful in pinpointing areas where balance has been suffering or where new mechanics aren't living up to expectations. To give a few examples without spoiling everything:

  • Nesting grounds give nests increased incubation speed, reduced temperature decay, increased nest health and a growth speed boost to hatchlings.
  • Knockdowns do not last as long as they did before, making them less of a death sentence across the board.
  • Juvenile mobility has been improved. They accelerate faster than their adult counterparts, gradually slowing down to their regular acceleration rates.
  • Tails now receive less damage when hit.
  • Carnotaurus is now more susceptible to bleed.
  • Deinosuchus receives the "S" nutrient from cannibalizing, instead of sharing the same nutrient with fish. (More incentive to cannibalize)
  • Deinosuchus can regenerate its oxygen faster by resting/scenting.
  • Dryosaurus dodge had its cost removed and controls reworked. Just tap A/D to determine dodge direction.
  • Various other diet changes.
  • Utahraptor bite damage buff.

And much, much more!


[h2]Jake - 3D Artist[/h2]
These last few months I’ve been doing a lot of vegetation overhauls, we won’t be going over that today. (but they look dope and should be revealed soon) Instead we’ll go over another collection of assets I made that will serve a gameplay purpose for the juveniles. These ones take the form of various shapes of cycads. The asset was actually prototyped a few months ago but now I’ve gone and refined its visual appearance. Pretty straight forward on a technical level, just lots of texture work to make sure it looks its best.




[h2]Wedge - Sound Designer[/h2]
I’ve been gradually making progress on sounds for Troodon. With each new mechanic added more sounds are necessary to be made, so the list of supplementary sounds needed for each creature is now pretty extensive. Troodons attack vocals will contrast its colourful signature sounds that will be used throughout the rest of the vocals for the troodon, using gnarly aggressive sounds starting with a sharp attack to give it that fearsome snap that will alarm the unsuspecting. The sound for Troodon’s unique ability will be a mixture of these two sound styles.

I’ve also created a vocal sound for each playable when feeding their hatchlings, and a wet squishy foley sounds to accompany the regurgitation visual. Some final additions this month are missing foley and dinosaur specific sounds on all nesting animations and adjusting the tap-hold modulation on the threaten vocals so that the difference is more apparent.


[h2]KissenKitten - Producer[/h2]
A big thank you to all of those that diligently participated in the Stress Test. The feedback was quite valuable and put to good use. It has been an uphill battle getting the creature foundations into a mechanically comfortable state but we’re finally almost there. With the general framework and foundations set for the animals once the gore update launches, we can move production away from such heavy-hitting mechanics for the animals and focus on bringing in new playables. Which may have unique features and abilities but not much that would cause roster-wide changes which is very good. Some of the new editions will include Beipiaosaurus, Ceratosaurus, Gallimimus and Herrerasaurus. As well as a few we’ll be getting to after those like Diabloceratops, Dilophosaurus, Baryonyx, Oviraptor, Austroraptor and more. Not necessarily in that order and perhaps with a surprise twist here or there.

On the human front, the framework for our Gen 2s has been established and will be making its way to the design team for fleshing out. We’ll finally start showing a little bit more of the development the Gen2s have been undergoing. But I digress. Update 6 will be introducing gore as mentioned before. We have some prototypes we’ll start showing off here within the next few weeks pending some art so you’ll get a rough idea of what to expect. Filipe has been hard at work on various prototypes actually.

Additionally, alongside Update 6 we’ll be including the features omitted from the initial implementation of diets as well as the accompanying migration system. If all goes well, we may also include a previously unannounced feature intended to make juvenile gameplay more fun and engaging. Be good to each other!

DevBlog #25

[h2]FTessaro - Lead Programmer[/h2]
Hey everyone, this month I’ve been primarily focused on enhancements, improvements to existing systems and bug fixes as we wrap up the final piece of Update 5 and all of its new systems. The Skin System is complete and ready to go, we’re all very eager to get it into your hands as soon as possible, but we will see if any issues crop up during the stress test.

Now that Update 5 is on the cusp of completion, all of my tasks are finished so I’ve shifted attention to the development of Update 6 (Gore) and beyond. So far it’s been going extremely well, to the point that the special ability for the Troodon is functional and nearly complete, however it will be subject to vigorous testing to ensure that it’s neither weak or overpowered. That’s it for me this month, as May has primarily revolved around making various fixes/adjustments. See ya next time everyone!


[h2]dmIV - Programmer[/h2]
As you’d likely expect, I continued working on the Nesting System for Update #5. We now have support for setting your eggs to private or public. This allows players to join you either from a list of available nests via the spawn menu or through a nest code you can share among yourselves. The parents then receive a notification and have the option to accept, decline or block the player. Accepting it spawns the player inside one of the eggs. The rest of the process was implemented earlier so now the whole process is functional from start to finish.

I also added a system for damaging and potentially destroying nests, so you will need to be careful with where you place them and keep an eye open afterwards. Finally I set up nests to support different egg clutch sizes, anywhere between two and eight depending on the species. We’ve been using a fixed number of four for testing, so there will now be a greater variety between the different dinosaurs.


[h2]Wedge - Sound Designer[/h2]
This month I’ve redesigned the Herrera calls, using some of the source from the Legacy calls in order to preserve its signature sound such as the low bellows used for its broadcast, but adding more character and movement to the original concepts. Something I had to consider when working on these calls is to ensure they are distinct enough so there is no overlap or opportunities for confusion with Deinosuchus’ calls, since a main element of both their vocals are alligator bellows.

I’ve also been working further on the ambient sequence mentioned in last month’s blog post which has gone through multiple iterations and is near completion. You will have to wait to hear what’s in store for this one!

Finally I’ve started to tackle some of the supplementary vocal sounds for the Troodon, which will be a good opportunity to expand upon its existing vocals and create something distinct for each mechanic that needs it. This will be one of my main focuses as we head into June.


[h2]Seiza - Video Editor[/h2]
Besides some phase two clips, I worked on internal projects in the last weeks and prepared everything for working on the Update 5 release trailer. This includes a lot of disk space management (all unnecessary files of the last project are removed or compressed to make room for the upcoming material, we are talking about 480GB uncompressed data per release trailer).

Documents have to be prepared and I have to test the options and possibilities because one of the documents is the "first scene collection" where I enter all the ideas about scenes I had in the last months and which have potential to be visualized in the trailer. Another document is the storyboard, which I was able to finish in the last weeks.

Since the content of the update came along very far in the meantime, I also have started filming it. Unlike the other trailers, this time I will decide on the final soundtracks during the filming as opposed to post production, since several of those are possible and viable.

My goal is again to create a clearly understandable and coherent progression; the trailer should be cinematic but also informative. And of course you can expect sweet hatchling scenes as well.



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

Time for our sail-back fiend.

For me this was a tricky one to draw. With our Spinosaurus’s skull proportioned differently from the more familiar Spinosaurus depictions. Ours being straighter, wider and softer S curve of the jaw. I found myself unwittingly adding facial characteristics of our older Spinosaurus model.

For animal inspirations, a fusion of bear and crocodile comes to mind. making full use of its claws, ripping, swiping and when the opportunity arises, overturning its more naive prey. Being an underwater walker, it won't swim like its more buoyant water-dwellers, but you’d be a fool to think it still can’t surprise you.


[h2]KissenKitten - Producer[/h2]
Not much to say that hasn’t been mentioned about Update 5. We are tying up some loose ends before putting it out for stress testing. We hope you all enjoy it!

Shifting away from the topic of Update 5, this month has also consisted of preparation for Update 6. With gore entering the prototyping phase and Troodon functionality getting some love. Do be aware with the introduction of gore, the game is going to fundamentally take on a more grisly tone. While we have always planned it and been vocal about it throughout the years, we understand many of you may have forgotten or newcomers may never have known. But The Isle is a survival horror game. So prepare yourselves to get really uncomfortable really fast. In the best way possible of course. Wish us luck because we really want to nail it.

We are quite excited to be closing the gap on foundational mechanics for the dinosaurs at last. With these foundations set, we can focus more energy into improvements and polish rather than the arduous task of establishing the main framework for the animals. Which has indeed been a challenge. Discovering what works, what doesn’t, what we can do and what we can’t. It’s been a wild ride for sure.

Aside from that, the animation team has been hammering away at some new playables which include the quizzical semi-aquatic Beipiaosaurus, the gluttonous Ceratosaurus, the fleet-footed Gallimimus and the semi-arboreal Herrerasaurus. We look forward to talking more about their development as time goes on so stay tuned! Bye for now!