New Tech Demo Update on the Horizon! New Devblog #17 is Out

[h2]Islander[/h2] - Project Lead
This month, our team focused on super-charging our games performance by optimizing and fixing bugs, rather than adding new features. Our main goal was to prepare a rock-solid build for our upcoming Tech Demo update—set to be played and enjoyed by our Patreon community very soon.
While my team was busy with these improvements, I developed new areas, including a bustling fishing village and a high level hostile campsite, to enrich our game world. The Tech Demo is on the horizon, and every fix and enhancement is a step toward delivering an exceptional experience.
There is no video this month as we ready for the Tech Demo Update!
High Level Hostile Camp:


Fishing Village:


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[h2]Chikangia[/h2] - Programmer
This month, my focus was on optimizing existing systems and fixing bugs to improve overall gameplay stability and performance.
System Optimizations and Bug Fixes: I spent a significant amount of time optimizing various systems and addressing bugs, ensuring a smoother and more reliable experience for players.
Interaction System Improvements: I expanded the interaction system and made it more efficient, enhancing how players engage with the game world.
New Crafting Menu: I implemented the new crafting menu along with all its functionalities, providing a more intuitive and streamlined crafting experience.
That's it for this month! Stay tuned for more updates in the next devblog!
New Crafting UI:

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[h2]RAR[/h2] - 3D Artist
This month I've been working on the growth shape keys and sexual dimorphism changes for the Eocharcharia. Sadech has been helping me familiarize myself with the process so that I can apply it to the other models I have on my schedule.
As per usual I have also continued working on the Purusaurus during our weekly live streams. Last stream we completed most of the details on the forearms and I'm looking forward to working on it more this weekend.
Eocarcharia Growth Stages:

Hatchling Stage:

Purussaurus WIP:

Purussaurs Arm:

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[h2]Fireslafi[/h2] - Concept Artist
This month didn't have as much going on for me as the last, but ouranosaurus now has its first skin, this one is once again for our redwood biome. I should have more to show next month!
Ouranosaurus Redwood Pattern:

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[h2]Vittoria[/h2] - Concept Artist
Hello everyone, this month I started working on some tribal concept art, such as the workbench and the mortar. I've really enjoyed it and I'm looking forward to working on the other props next month.
Mortar & Pestal:

Workbench:

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[h2]SadEch[/h2] - 3D Artist
This month, I've spent on retopology. Onychodus is finally in a game-ready format, and ready for animation! It just needs a skin, and then it's ready to attack the unfortunate swimming tribal and Juveniles! I created some simple animations for it, such as Grab, let go, bite, swallow, thrash and swim.
The details have been baked down from the sculpt done by HematoSalpinx.
Onychodus:

Swimming:

Swallow:

Bite:

Throw Out:

Grab:

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[h2]FuriousSmaug[/h2] - Programmer
This month I have been very focused on other commitments, however the time I put towards EoE has involved mostly stat system changes and additions as it pertains to the nutritional system, as well as the ability for expansion for other systems that are added that may affect various core stats. While from a game/player standpoint nothing has changed, it has changed quite a bit from the coding one.
I’ve also decided to take a look at our roster and first iteration stats again, things that didn’t require me at a PC to do. I made a few changes to various species, especially our smaller ones to help give them just a little more health or fighting power. Abilities for a few species also got looked at to make them a bit more appealing. For example, telmatosaurus only had a few standard attacks like a back kick, front kick, and tail attack. We’ve since expanded it by giving it a small addition to its physical abilities: porcupine-like quills on the end of the tail. These quills have a venom within them that telmatosaurus will eventually be using in its new attack and defense kit. Small changes like these to enhance a playable's appeal are crucial in making every one of our species stand out.
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[h2]AirSickLowLander[/h2] - Level Designer
This month I have been focused on expanding foliage to cover all areas of the map, which we are now very close to! There have also been large efforts towards more performance improvements and a significant reduction in video memory usage. Materials have become more unified, with many meshes now sharing the same material using slight variations to improve instancing performance with Nanite. More small plants have been converted to double sided geometry to even further improve performance with Nanite. There are more points of interest now being added to the map as well, with ravines and ruins becoming a more common sight. The landscape material has received some upgrades as well, with more variation to break up tiling textures. Some foliage models have been replaced with higher quality models that fit the environment better than before. The disk space requirement of the game has also been further reduced and will continue to improve.
Jungle Rainforest:




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[h2]Mordy-Pie[/h2] - Concept Artist
February has been chilly and busy! Managed to finish a concept I had, or in this case two technically, —of a gallimimus skin that would change from spring/summer to fall/winter, taking inspiration from creatures like snowy owls and other arctic animals to make it feel as lifelike as possible.
Snow Gallimimus Pattern:

Mountainous Gallimimus Pattern:


































































