1. Echoes of Extinction
  2. News
  3. New Devblog #11 is Out!

New Devblog #11 is Out!

[h2]Islander[/h2] - Project Lead

Hey Extinctioneers!

This month has been a very busy one. While our level designer has been working on the foliage and new biomes, I’ve been focused on building the first major village. This village will serve as a safe zone where players can trade, socialize, and, most importantly, embark on quests to enhance their skills or gain a head start before venturing out into the unforgiving world. This location is set to be one of the major villages in the lore, owned by one of the tribes we’ll be introducing soon. These tribes will play a crucial role in the island's story. I’ll share more details about the buildings and their purposes soon, so stay tuned!











[h2]Danik[/h2] - Programmer

Hello Everyone,

This month, I've been primarily focused on enhancing the melee combat mechanics for the tribals. We've implemented a series of melee actions, using temporary animations and VFX to test and refine the system. Alongside this, I conducted a general cleanup of tribal functionality to ensure smoother gameplay.

Key updates include the addition of a shared damage pipeline for both tribals and dinosaurs, as well as integrating stamina costs for most tribal actions. Hit reactions and death states were also introduced to bring more depth to combat. Improvements have been made to the bow mechanics, enhancing its overall functionality.

I've attached a video showcasing the current state of the tribals.



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

Hey everyone! Wow, it's been quite a busy month around here! We've been making some fun tweaks to our existing tools, and we've got some awesome new weapons to add to the inventory. You'll have some fantastic options to defend yourself in the game!

I'm also working on designing the inventory icons for each item, which has been a fun little challenge for me. While I'm still in the process of creating them, I’ve shared a few that are ready for you to check out!

I can’t wait to see what we’ll be able to show you next!











[h2]FuriousSmaug[/h2] - Programmer

Hey all!

This month, most of my time was spent optimizing dinosaur and AI code. We've converted much of the heavy math to C++ for improved performance, with only a few remaining tasks. Other functions were optimized to work with the gameplay ability system, ensuring cleaner replication and tidier blueprints. We've already seen a 50% reduction in editor compile times, significantly speeding up our workflow.

In terms of new features, I've been working on turn-in-place and turn-and-slide mechanics. We’re on the second iteration, which is decent but still needs some refinement. Additionally, the code and animations for the horseshoe crab AI have been completed and are ready for testing.

Behind the scenes, Islander and I have been discussing upcoming content, including the introduction of Tropeognathus and Purussaurus. These additions will cover all major playstyles—carnivore, herbivore, flyer, and aquatic—bringing even more diversity to our game. We’ve also been busy balancing stats, crafting recipes, and gathering mechanics for tribal players.

[h2]Vittoria[/h2] - Concept Artist

Hi everyone!

This month, I finished the concept for the Europasaurus. It’s been exciting to bring this unique dinosaur to life!



[h2]Chikangia[/h2] - Programmer

Hi everyone,

This month, there’s not much to show visually, as most of my work has been on the code side. I started converting the framework to C++ and continued to refine the inventory system. I also introduced a "Radial" Action Menu for quick access to items.

Players can now loot the inventory of sleeping players and collect vegetation and other items in the world.



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

This month, I continued to assist with feedback on concepts for Europasaurus, Coelophysis, and the Dryosaurus sculpt. HematoSalpinx passed the Dryosaurus to me for final adjustments before retopo and texturing. I've also made significant progress on the Ouranosaurus sculpt, focusing on developing the skin texture, wrinkle passes, and making anatomical changes to the sail, stance, and hand structure.





[h2]AirSickLowLander[/h2] - Level Designer

This month, I’ve been expanding the map further, focusing on new biomes and adding more detail to existing areas. I’ve placed tens of thousands of meshes, including large cliff faces, dense forests, and ravines.

As always, I’m keeping a close eye on performance to ensure the environment is both stunning and smooth to navigate.







[h2]HematoSalpinx (Fortress)[/h2] - 3D Artist

This month, I wrapped up the Dryosaurus sculpt and handed it over to RAR for final adjustments. I then began work on Coelophysis, a small theropod dinosaur. The sculpt is currently undergoing a muscle pass before moving to the next stage.



[h2]johnolofz[/h2] - Sound Designer

Hi!

This month, I worked on integrating sound assets for tribal weapons and basic movements. I’ve set up various sound effects for the stone axe, bow, and torch, including attack sounds, block impacts, and more. Footstep sounds are also in place, currently working with a single surface type but prepared for multiple in the future.

[h2]SadEch[/h2] - Animator

The turn-in-place animations have been completed but will need some tweaks for a smoother experience. I’ve also started working on tripping and falling animations when running, both in normal and injured states. Below is a work-in-progress of the stumble when running injured.