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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!