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  3. The first playable Eocarcharia re-made! New Devblog #16 is Out

The first playable Eocarcharia re-made! New Devblog #16 is Out

[h2]Islander[/h2] - Project Lead

Hey Extinctioneers! We’ve had an eventful month tackling everything from biome enhancements to new AI systems, improved crafting, updated animations, and fresh skins. This work builds upon our continued efforts to optimize performance, enrich gameplay, and expand the variety of experiences available in our world.

Alternatively, you can watch our latest devblog video or read the full write-up below. Enjoy!

[previewyoutube][/previewyoutube]

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[h2]Mordy-Pie[/h2] - Concept Artist

This month had its ups and downs but I revised a concept for a potential Arctic/Mountain biome Dryosaurus skin, more on the way since we will be needing many skins!

Halfway done on a skin for the Gallimimus as well, should be done next month for sure.



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[h2]Pneuma[/h2] - Tribal Gameplay Designer

First month on the team, I’ve been working on the crafting system for tribals. Currently focused on getting our first tier, bush-craft, into a fully fleshed out state. This in order to test and experiment with our systems as much as possible before expanding into later tiers. The current tier allows for a fully nomadic crafting progression, giving players the opportunity to improve their survivability before committing to a base location.

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[h2]Robert Frost III[/h2] - Sound Designer

This month I worked on the footstep sounds for Eocharcharia, next month I hope to work on more sounds for the current Dinosaurs!

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[h2]AirSickLowLander[/h2] - Level Designer

Most of my time this month has been dedicated to the redwoods biome, as well as some work with our climate and weather. There have also been some major optimizations done for the jungle biome, with small foliage becoming much more performant than before.

The redwoods biome now stretches across its entire planned area, with well over 1,000,000 trees and plants while performing better than ever at the same time. Every inch of the map now has the correct landscape material for its’ respective biomes as well.

Landscape texture repetition has also been improved, with distant tiling now being hidden. Next up, close tiling!















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[h2]Chikangia[/h2] - Programmer

This month, I focused on several key aspects of Tribal's development and some global systems:

- Third-Person Animations: I adapted our animation system for third-person gameplay, adding features like turn-in-place, aim offsets, and new animations to enhance character fluidity and responsiveness.
- Foliage Harvesting: I refined the foliage harvesting system, improving the mechanics and introducing new items, weapons, and tools to expand gameplay options.
- Corpse Decay System: Corpses now decay over time, visually decomposing. Additionally, players can harvest resources from a corpse using a knife.
- DLSS Widget: I integrated a new DLSS widget, providing better in-game control for fine-tuning DLSS settings.
- Audio System Updates: I improved the audio system, allowing players to adjust music and SFX volumes individually through the settings menu.
- Swimming Overhaul: The swimming mechanics received a complete overhaul. Players can now dive, drown if underwater too long, and experience slower movement in shallow water. This system gives us more control over water-based interactions.
- Grouping System: I also began work on the grouping system, implementing its foundational functionality as a base for further expansion.

Thanks for following along with our development! Stay tuned for more updates next month!











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[h2]Danik[/h2] - Programmer

This month I have done some Tribal AI cleanup related to ranged combat and started implementing a quest system, which is mostly connected with the inventory system at the moment. We have added UI for quest log and quest giver dialogs. A quest giver can provide you a line of quests which will be given one after the other.

Next month I'll be looking into melee combat fixes and will try to find some time to implement more interesting quests.





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[h2]FuriousSmaug[/h2] - Programmer

Hey all! This month has been filled with a variety of new systems and updates.

- Nutrition: Almost fully implemented for its first test. There are still a few buffs/debuffs that need adding. The UI will need to be re-designed properly - However, players will soon have the opportunity to select desired buffs (and associated debuffs) for their species at various times throughout growth. From there, players will either gain nutrients from their prey or from plants on a special list.
- Dryosaurus: The new Dryosaurus has been added with its new model and animations. This included various code updates: crowd management measures, better grouping, optimizations, and more.
- Skin System Rework: Now utilizes not just 5, but 7 color regions. Both AI and playable species can customize each of the 7 regions through either the character creator or randomization.





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[h2]Fireslafi[/h2] - Concept Artist

This month I focused on a redwood skin for both Eocarcharia and Gallimimus, as well as gathering image references for each biome’s style guide for their respective skins. Progress has been made on a jungle Coelophysis skin, but this isn’t ready to be shown yet.





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

Hey y’all,

Coming back in from the Holidays. I have been continuing work on Onychodus. It is entering the final stages and will be sent off to become game ready. I wrapped up sculpting in the scales and fixing any visible seams, as well as adjusting various parts of the interior of the mouth. Believe it or not, the fins were the most challenging aspect of this sculpt. I thoroughly enjoyed sculpting the updated head, which also presented some fun challenges of its own.

Overall, Onychodus was a unique challenge—while in the middle of sculpting, we discovered more about this creature, and it really shook things up. I look forward to seeing this fish come to life in-game!

‘Till next time!





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[h2]Kleiner[/h2] - Animator

Greetings! I am continuing my work on Dryosaurus. Soon flocks of these little chaps will populate the forests and become a good food source for the players.







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[h2]Void[/h2] - Graphic Designer

Hey everyone! This month has been heavily focused on making a crafting UI prototype that’s ready for implementation as soon as we can!



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

This month I have been primarily working on the Eocharcharia model.

I’ve finished the high poly sculpt and prepped it for texturing. I got to work on the first texture based on Fireslafi’s concept.

I’ve also continued to work on the Purussaurus high poly during our weekly live streams on YouTube. Lots of scale details have been added. Last week, we began to focus on the head, mouth, and neck areas. I will continue to work on the model every Saturday.







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

This month I’ve been helping to finalize the textures of the Dryosaurus. It has finally received the full normal map and its first fully functional skin! After the Dryo, I’ve started making progress on the Gallimimus. The base-mesh is coming together great and is based on a 3D skeleton to ensure its accuracy. It will be a great start for the muscles, fat, and skin, especially considering it will have to receive hundreds and hundreds of feathers afterward!



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