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A 2024 Recap of the development of Echoes of Extinction! New Devblog #15 is Out

[h2]Islander[/h2] - Project Lead

Hello Extinctioneers!

We hope everyone had a wonderful holiday season. As we wrap up the year, the Echoes of Extinction team has plenty of exciting updates to share. Below, you’ll find each developer’s contributions and progress for this month. Let’s dive in!

Alternatively you can watch the video showcase on our YouTube channel!
[previewyoutube]https://youtu.be/gj-jB9cRxmw[/previewyoutube]

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[h2]Chikangia[/h2] - Programmer

Merry Christmas everybody!
This month, I’ve been focusing on optimizing inventory and items on the server side. These changes reduce bandwidth usage and server stress, especially when dropping large quantities of items. Additionally, I overhauled the Inventory UI based on new concept art from Void, and implemented a base crafting system with a queue so players can craft simple items in their inventory.



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[h2]AirSickLowLander[/h2] - Level Designer

Hey everyone!

My primary focus this month was on the redwoods biome, which required heavy optimization due to its massive trees and dense foliage. After reworking the models and making performance tweaks, the biome now runs at roughly double the previous frame rate. I also updated the visual aspects of the redwoods with new paths, rivers, ravines, mountains, and a giant sequoia trunk bridge.

Other improvements include replacing the ocean with a better-performing water system, implementing the same system for streams, and significantly reducing disk usage by trimming redundant tree models. Finally, VRAM usage is way down thanks to switching to virtual textures, channel-packing textures where possible, and standardizing materials. These changes strike a balance between visuals and performance.



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[h2]Void[/h2] - Graphic Designer

Hey everyone! This month, I’ve been heavily focused on Inventory and Looting UI work. The goal was to create a clean, easy-to-understand interface without overwhelming the screen. We chose orange as the primary colour, with slight texturing to maintain a cohesive style. Below is the prototype we’re using to update the current in-game UI!

I’ve also finished the Blood UI animations for idle, walk, trot, and run states when your creature is bleeding. They look fantastic in our playtests, adding a heightened sense of realism to damage feedback.



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[h2]FuriousSmaug[/h2] - Programmer

Hey all!

I’ve been revamping several of our current systems, squashing bugs, and optimizing memory usage for both clients and servers. A significant update involves refocusing our species roster. We’ve pared down from 75+ to 60 total (35 playable, 25 AI) to ensure each species feels unique and impactful within our ecosystem.

Below is our final roster—Islander and I are excited to confirm these as the core species moving forward:

Playable (35):
Tapejara, Zhenyuanlong, Tropeognathus, Citipati, Arambourgiania, Dracovenator, Minmi, Pachycephalosaurus, Achillobator, Kaprosuchus, Telmatosaurus, Genyodectes, Enigmosaurus, Mussaurus, Irritator, Skorpiovenator, Titanoboa, Chasmosaurus, Eocharcharia, Megalania, Mastodonsaurus, Allosaurus, Tuojiangosaurus, Ouranosaurus, Bajadasaurus, Maip, Stegosaurus, Ankylosaurus, Deinocheirus, Purussaurus, Spinosaurus, Triceratops, Tyrannosaurus, Magnapaulia, Diplodocus

AI (25):
Nemicolopterus, Semionotus, Dimorphodon (Tame), Horseshoe Crab, Beelzebufo, Scutellosaurus (Tame), Coelophysis, Bagaceratops (Tame), Liaoningosaurus, Arthropleura, Axelrodichthys, Moros Intrepidus (Tame), Dryosaurus, Onychodus, Cryodraken (Tame), Gallimimus (Tame), Europasaurus, Gigantoraptor (Tame), Kundurosaurus (Tame), Archelon (Tame), Thyreosaurus (Tame), Lokiceratops (Tame), Carcharodontosaurus (Tame), Apatosaurus (Tame), Megalodon

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[h2]Danik[/h2] - Programmer

Happy New Year everyone!

I’ve been busy implementing hostile tribal NPCs this month. We can now spawn hostile camps and roaming groups of tribals who hunt dinosaurs and other tribes using bows. There’s still optimization and bug-fixing ahead, but the core logic is in place and looking promising. (Check out the YouTube video for a showcase)

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[h2]HERNI[/h2] - 3D Artist

Hello everyone, I’m Hernán (but you can call me Herni)!

I recently joined the team as a 3D artist and have been creating props and objects to enrich the world of Echoes of Extinction. My first project was designing a hut for the jungle biome, ensuring it seamlessly fits the environment. I’m really proud of how it turned out! Towards the end of the month, I started experimenting with prehistoric boat models, aiming to capture a blend of authenticity and functionality that aligns with the era and game style.

Thank you for the warm welcome—I’m excited for what’s ahead!



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[h2]Kleiner[/h2] - Animator

Greetings!

December was very productive on the animation front. Dryosaurus can now graze, drink, rest, and sleep, making it feel much more alive and engaging in-game.



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[h2]RAR[/h2] - 3D Artist

This month, I’ve continued progressing on Purussaurus during our weekly live streams. I’ve also been working on the Eocharcharia sculpture, and I’ll soon be preparing it for scale detailing. Stay tuned—your feedback keeps me motivated!



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[h2]SadEch[/h2] - 3D Artist

This month, the Dryosaurus received complete texture work, including normal, roughness, and specular maps, as well as other detailed texture passes. The skin is still a work in progress, but we have a WIP shot showing the mapping and colour layout.



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[h2]Fireslafi[/h2] - Concept Artist

Hello everyone! This month, I’ve completed the male Dryosaurus skin concept—it was exciting to explore distinct patterns and colour palettes for this design. I’ve also begun work on the Eocarcharia skin for the new model, though it’s not quite ready to share just yet. Stay tuned for more updates soon!



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We can’t wait for you to experience all these updates firsthand. Thank you for your continued support, and we’ll see you next time with even more news from the Echoes of Extinction team!