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A Light in the Dark

Hello Replicants,

We understand your concern on our silence in regards to the current ongoing hacking issue that has plagued the live legacy branch. We want to thank you for your patience, as it was entirely necessary to stay tight-lipped while we gathered as much information as possible before moving forward with a plan of action. Acknowledging it the moment it cropped up as opposed to now was that instead of banning one or two perpetrators, we have allowed numerous individuals and entire communities to step forward and expose their absolute disregard for the community at large.

We understand that for our honest players, there is an undeniable frustration that will come to pass while we endure the activities during the pursuit of a resolution. These individuals and communities that have been identified are now on a limited lifespan in the Isle as a whole. The development team is taking its time to ensure that we do not miss a single entity and permanently expunge their presence, along with that of their servers, services, and those that assisted them. This also includes the communal leadership that suggests former development staff have given them tools which made these exploits possible in the first place.

EVRIMA Patch 0.5.19.28

[h2]Changelog 0.5.19.28[/h2]

Additions
  • Added a minimal time for mud mask, per species (default 90s).
  • Added server name to the character profile location panel.


Enhancements
  • Corrected Dryosaurus scale (thus increasing its speed).
  • Smoothed the remaining crevices on Spiro.
  • Removed prompt when getting up from resting quickly.
  • Added some more effects and sounds for the Tenontosaurus animations.
  • Increased pounce height.
  • Increased how quickly characters become muddy.
  • Client performance improvements to decals to avoid memory leak and overtime frame drops.


Balance
  • Adjusted Dryosaurus and Utahraptor hunger time depletion.


Bug fixes
  • Fixed plants not respawning after being eaten.
  • Fixed Faction List being closed by escape.
  • Fixed a bug where drinking increased hunger instead.
  • Fixed Wallow animation issue when getting up.
  • Fixed Dryosaurus AI not fleeing when seeing a Utahraptor player.
  • Fixed AmbZone not starting properly.
  • Fixed Vocals not being interrupted in certain situations.
  • Fixed pickup when 2 players pick the same actor.
  • Fixed scent issues with edible plants.
  • Fixed Wallow being ended too soon.
  • Fixed Generic vocal not working properly when dragging or carrying a corpse.
  • Fixed Pouncing not cancelling generic vocal.
  • Fixed juvenile Utahraptor rest to stand montage blend times.
  • Fixed camera distance changing unevenly during growth.
  • Fixed being able to cancel Utahraptor alternate bite with corpse grab.
  • Fixed some issues with Pounce replication.
  • Fixed juvenile Utahraptor eating animation not looping properly.
  • Fixed Trillium plant being too small on spawn.
  • Fixed edible plants spawning in rivers.
  • Fixed mud not fading out if it was already fading out.
  • Fixed jittering when attempting to pounce as a juvenile Utahraptor.
  • Fixed an issue where masktime could be below 0.
  • Fixed movement lock caused by opening a menu at the same time as wallowing.
  • Fixed issue with name tags not updating when a player leaves a group.
  • Fixed issue with name tags showing for everyone sometimes.
  • Fixed a crash if the player scented a depleted plant.
  • Fixed being able to briefly activate the Tenontosaurus LMB attack after doing a 180 LMB attack.
  • Changed netcull distance back to 50k.


Known Issues
List of our high priority issues. Report additional bugs here: https://forms.gle/ufXDnxNfhRhZ7CCi8
  • Relogging prevents the player from seeing their group members in the group panel. They will, however, still see their name tags.
  • Name tags will remain above group member's corpses. This can lead to duplicate name tags if the group member respawns.
  • Server bans are still a WIP.
  • AI will sometimes swim facing the wrong direction.
  • AI can sometimes spawn above trees. They do not have fall damage as a countermeasure for now.

Devblog #5: Production Insights


[h2]Filipe - Lead Programmer[/h2]
The battle for performance continues in both client and server fronts, it is not over yet, but we are definitely winning! Several bug fixes this time, with some related to old friends of ours, especially Pounce and Drag. Pounce is still WIP after this update, we are also reworking several things with the mechanic, including new animations. Also, as we’re talking about reworking stuff. We’ve decided to rework our Ability system to prevent any Animation from ever running on the server side, which has resulted in significant performance improvements. Some people may wonder how it's going to work for replication. But that’s just part of the magic, we won't say anything :P

Besides all that and bug fixing, I’ve lost count of how many bugs we’ve already fixed. I also worked
on fixing and improving upon a variety of UI elements and additional mechanics that will be added to the game soon, such as chunks of meat from corpses that you can't carry or drag. Fancy audio mixers per species and size differences affecting how sound should be perceived. Buffs, Debuffs and other things that are still being discussed internally, but we’ll talk about those later on. See you all next time!


[h2]dmIV - Programmer[/h2]
First of all I finished the post process volumes for the rivers. It took several tries to get right and we had to adjust some rivers to fix some graphical artifacts, but in the end they now act like you’d expect them to.

You might remember me writing about how I improved the performance of footprint scent clouds. I decided to rework it once again and this time it performs even better. The engine has a feature that lets you render identical meshes for very little cost, which I put into use. It requires a more complex management of the footprints, but it was definitely worth it.

My main addition this time is the new utah attack that we teased previously. It works similarly to the Tenonto’s claw attack in the sense that it turns you towards the camera direction whilst adding some movement. The big difference between them is that the Utah moves significantly faster. In the Tenonto’s case I was able to get away with using the standard movement logic, but now I’ve had to add a new state to support this kind of behaviour, which also benefits the claw attack you’re already familiar with. The control scheme went through some iterations, the winner being to press your left mouse button whilst holding the alt key. This ties nicely into the free look mode, you can aim your attack efficiently without changing your movement direction and then execute it. I also made the Tenonto claw attack deal damage during the turning sweep if you aim behind yourself, giving you a better fighting chance against nimble predators.

Other than various bug fixes I spent much of my time looking into our performance issues and remedying them. We made many improvements on the whole so the game will be much more stable and enjoyable.


[h2]VisualTech48 - Environment Modeler[/h2]
Glorious fences are taking a bit longer this month, I’m close to perfecting them so you might see some new perimeters soon put up, but it’s TBD (To be decided) where and when.

Besides that I’ve been managing to pull new assets for some undisclosed locations like barrels, pallets, crates, new trim textures for the *!”$!”$)!”)=%=%#”!% REDACTED, fencing and the kit for the *!”$!”$)!”)=%=%#”!% REDACTED as well with all new walls and a different style than the Utility stuff to breathe a little more life into the humans of course.

All this is tested to fit the modular style so it’s taking some time to get it proper and right rather than rushing it, which would result in a lot of clipping and margin issues, so I’m mostly handling a lot of models right now, which you can see here:







Alongside the modular trim and some new textures for the ranger which are more robust and solid.


[h2]Tapwing - Concept Artist[/h2]
Minmi nature sketches-



Minmi was one of the easier creatures to brainstorm mechanic ideas for. From the design stage we used a lot of semi-aquatic life for the basis of the design, (pygmy hippo, snapping turtle) so some water-leaning gameplay felt like a natural direction to go.

Underwater walking capability and burrowing were the first ideas (though originally I imagined Minmi to be more buoyant than other dinosaurs, but later I realized that it wasn’t going to help it much against Deinosuchus)

Now in the case of land threats, Minmi simply running away didn’t feel plausible, it was going to need a little more. With that in mind I toyed with a ‘duck & cover’ type of mechanic, considering how many people I’ve seen lose track of targets simply because their prey stopped and sat in a bush. An ability that levels you with the ground should work a treat.

The idea goes a bit like this: If you catch sight of or think someone might be around, you can quickly kick up dirt and level yourself with the ground, obscured but not entirely invisible. However if you’re still spotted, you’ve got one last shot to flee by quickly hopping out of the hole and attempting to juke or make a break for a body of water to escape your pursuer. Mind you this idea is still in it’s conceptual stage.

[h2]Jake Baardse - 3D Artist[/h2]
It's been a little bit since my last dev-log update, but don't let that fool you, I've been working on plenty of juicy projects. For now, we'll delve into one that we promised to share a little bit of the process for, the Therizinosaurus.

Animals with really dynamic surface textures like this are the hardest, a lot of the time is spent planning to make sure it is executed in a way that is both technically sound as well as aesthetically pleasing. I've had to do feathered dinosaurs for a number of different projects and each time I walk away with a slightly altered workflow. This design was one of the most involved projects I've had to do so far for this game.



The workflow always starts with a good base sculpt. Even though feathers will dramatically alter the visibility of nearly all of these forms, I find it good to sculpt in the rough anatomy of the creature. Feathers should flow with the natural forms of the animal, with this base I was able to plot out the volumes the concept calls for, but still define it reasonably in a 3D space.



Next I have to make decisions about how much of the feather volume is going to be the main body geometry and how much of it is going to be alpha cards. The balance is crucial as the cards help break up the shapes and add more detail, but they can also become very hard to manage. Unfortunately for me, with the design being so shaggy, there was no way I was going to be able to employ a minimalist approach. Here you can see where the final high poly sculpt wound up at. It's important that as I place these supplemental meshes I am being cognizant of the planes that will take their place. It's really easy to go crazy and drop in a million different submeshes, but this is where all the planning comes in.



After the high poly comes retopology and baking. I made sure to spend some time on this stage so the textures accurately reflected the sculpt. The final result is something I am quite proud of, I'm excited to see this creature eventually make its way ingame!


[h2]KissenKitten - Producer[/h2]
This month has literally blazed right on by. Which I’ll consider a good thing. There’s so many checkboxes being marked that it’s hard to keep up. This month, even more than last, has been devoted to bug fixing, testing and optimization. We’re so close to finding that sweet spot of optimization and output that we can taste it. So wish us well in that area. As I’m sure you all have noticed, we had to make some swaps in Update 1 and Update 2 due to AI giving us some difficulty. In place of pushing the release of Update 1 back until AI was where we wanted it, we decided to bring the playable Dryosaurus from Update 2, to Update 1 and push the combative AI (Tenonto & Utah) to Update 2. That gives us more time to work on their logic and interactions and gets you a new playable for your patience.

The Hypsilophodon is well on it’s way to completion. We’ve got a handful of animations left for it and then the importing begins, followed by the challenging yet fun task of solidifying its mechanics. Be on the lookout for it’s gorgeous material in the weeks to come. It’s quite a vibrant creature. Do note that it will be playable but will not feature a juvie version until a later update as it is already so small and we have other obstacles related to small size and survival that we want to address before the truly tiny make their way in. Be on the lookout for more on this creature in the coming days and weeks.

Additionally, I’ve had the art team working hard on bringing our dustier dinosaurs up to our current standards of polish design wise. Thus far you’ve seen new concepts for the H. Rex, Anky, Giga and Theri, with Acro, Alberto and more on the way. We’ll post some of those for you guys in the very near future so stay tuned. There are also some interesting new interactive zones that will be coming into the game so you can really live the mud wallow fantasy and take your vitamins as we intend.

I also wanted to give some production insight for you guys. I occasionally see messages from the community wondering why we’re working on ABC instead of XYZ or why we’re doing one thing while another thing is broken. Simply put, like any collaborative effort, there are different departments within our team and they do not always overlap. In fact, they seldom do. So, a delay in one department does not mean a delay for the others. Production moves forward. While we all work together on a shared goal, which is the game itself, it is not sound practice to have an interior decorator help a carpenter build a house or a chef help a maitre d’ seat customers. They all work towards similar goals but their skill sets, while related, are completely different. Naturally that does not apply in every instance but is more often than not the case. I hope that provides some clarity for those types of situations though.

Piggybacking on the previous note, be prepared to see some new people joining our team over the coming months. We are once again looking to grow and expand our team even more! Be safe, be good to each other and to yourself.

EVRIMA Patch 0.5.12.08

[h2]Changelog 0.5.12.08[/h2]

Additions
  • Added Faction list after joining a server and when respawning.
  • Added new Utahraptor bite attack ALT + LMB.
  • Added the Dryosaurus class as a playable.
  • Added Dryosaurus Special Ability (Dodge using RMB).
  • Added Dryosaurus AI. Runs from players bigger than itself, will fight back against juvenile creatures. Still WIP - see our roadmap for the current progress.
  • Added grouping system (Use 2 call to group with other players. The groups are persistent and each species has a different limit to the amount of players in one group - please let us know feedback on them!)
  • Added group members damage reduction (10%).
  • Added group chat for the new system.
  • Added moving graze mechanic.
  • Added fall damage.
  • Added river PP volume
  • Added 5 second cooldown to close settings when applying changes (to prevent players exploiting the few seconds that foliage is invisible.)
  • Added loading screens in various places.
  • Added prediction to AI targeting.
  • Added a hint for eating, drinking and interacting.
  • Added a solution for Listener Location be set to Camera when overlapping water bodies.
  • Added "Hide Full" and "Hide Empty" server filter options.
  • Added a small camera shake when damaged.
  • Added more spawn points to Spiro.
  • Added ????? ????? (Transmission Received: Exploration Recommended).


Enhancements
  • Server and client performance improvements. (WIP)
  • Improvements to footprint scent performance.
  • Improvements to pack scent performance.
  • Updated max zoom distance.
  • Reduced decal render distance.
  • Made rest ability cancel safe logout properly.
  • Corrections to environment resources.
  • Refined AI movement around players to be more stable.
  • Pounce improvements and initial new mechanics. (WIP)
  • Made scars more visible.
  • Improved ragdolls when carried.
  • Improved corpse dragging (WIP)
  • Made Utahraptor alt bite damage multiple targets.
  • Made post process volumes deactivate when leaving water.
  • Made falling deal damage to the pouncer.
  • Adjusted water sound for the ocean.
  • Made sprint stay enabled if shift is tapped for a short time, to disable press again or come to a stop.
  • Made puke decal visible above footprints.
  • Corrections to character materials.
  • Adjusted pounce to avoid going too high.
  • Made grazing only give food to 20% max hunger.
  • Mouth blood decal saves when relogging.


Balance
  • Adjusted all dinosaur speeds to be slower.
  • Lowered Tenontosaurus juvenile max health.
  • Added stamina cost to new Utahraptor alt bite (4%).
  • Made Tenontosaurus claw deal damage while turning.
  • Updated hunger and thirst decays so that players can't reach adult without eating or drinking.


Bug fixes
  • Fixed chat showing the incorrect mode if typing in another channel.
  • Fixed water PP persisiting after respawn.
  • Fixed Tenontosaurus claw attack being blocked from turning.
  • Fixed footprint scent cloud instances not disappearing if the footprint actor is destroyed by fading out.
  • Fixed footprint scent cloud deforming away from origin.
  • Fixed issue with activating scent while footprints are fading out.
  • Fixed aerial collision not working.
  • Fixed saves not being loaded sometimes.
  • Fixed not repossessing unsafely logged out characters.
  • Fixed scented footprint decals disappearing after the highlight effect fades.
  • Fixed eating causing an input lockup while corpse dragging.
  • Fixed extra animation after drinking.
  • Fixed piece of meat from eating not replicating.
  • Fixed swallow animation not working sometimes.
  • Fixed player entry duplication when pressing tab/end many times.
  • Fixed eating plants not ending correctly.
  • Fixed an issue where the title menu wouldn't appear for the client.
  • Fixed river scent particles coming from the wrong place.
  • Fixed several UI elements.
  • Fixed being able to eat corpses that were dragged away.
  • Fixed collision of some plants.
  • Fixed abilities being activated with admin panel opened.
  • Fixed server name filter not showing any servers sometimes.
  • Fixed player search on player list being misaligned on widescreen monitors.
  • Fixed "Scanning All Frequencies" disappearing if refresh was clicked while it was present.
  • Fixed admin panel not auto updating when a player was kicked.
  • Fixed players becoming stuck in the "V-tree of doom".
  • Fixed issue where holding Shift in mid-air would cause stamina to drain.
  • Fixed dragged corpses sometimes disappearing.


It is important to note that the bugs encountered by QA whilst testing the new mechanics have not been listed here. These issues mostly pertained to the new grouping system, AI, Performance, fall damage and the Dryosaurus playable.

[h3]Known Issues[/h3]

List of our high priority issues. Report additional bugs here: https://forms.gle/ufXDnxNfhRhZ7CCi8

  • Server bans still a WIP.
  • If server FPS drops too low, players will drop suddenly while swimming.
  • AI will sometimes swim facing the wrong direction.
  • AI can sometimes spawn above trees. They do not have fall damage as a countermeasure for now.

Devblog #4: Back on the Road!

[h2]Filipe - Lead Programmer[/h2]
It has been a while since our last devblog, but that doesn't mean we were any less busy. In the last week we’ve been occupied with bug fixes and performance improvements. Servers in general were having CPU performance hits to process all the game logic and replications, creating lag that isn't related to bandwidth, but simply the time the server takes to process what is needed. Besides that, clients were encountering several performance problems, which the most common is an over time one, that some people refer to as “Memory Leak”, but in fact, it was a combination of problems in the rendering process and collisions.

For both the Server and Client we managed to make improvements such as increased server stability and processing, significantly reducing the “lag”, client rendering improvements and much more stable over time performance. During this time we also managed to introduce some new mechanics, which the other programmers are going to talk about, as well as additional dinosaurs that are coming soon and faster.

We’re aware that we still have some issues to resolve, especially related to UI and pounce for example. Some of the problems with pounce were related to actors teleporting, which we’ve managed to reduce with the performance improvements, but pounce is a work in progress mechanic and will be changed heavily in future updates. Remember we will continue to optimise performance throughout the development process to allow for even more players and mechanics. For those asking about those new things, check out our realtime roadmap!


[h2]dmIV - Programmer[/h2]
After releasing the safe log mechanic I continued with tying it to a sleeping state. It’s an extension to the rest ability we already had in place, so adding it was relatively simple. The original fade out I made was pretty basic and we wanted to improve it. The team looked at several different visuals and we went with a UI-based approach. I feel satisfied about how the whole thing looks.

Not a month can go by without improvements to the scent mechanic. This time I made footprints be managed separately from other scentable objects. This allowed for increasing the scent range significantly, while reducing it for just footprints. Thus you can smell food and water from much further away without footprint detection reducing the performance. I also finally got around to optimizing the way footprint effects appear. Originally there was a noticeable FPS drop when the effects fade in and out, now that’s a thing of the past. Newly scented footprints will still fade in gradually. Each character has a number of footprints they can leave, so when that number is reached we remove the oldest footprints. I made that fade out smoothly as well. We had various other issues with footprint scent as well that I finally got around to fixing, so it’s a huge relief to finally put those behind me.

I also implemented a pack scent mechanic, that you might have already seen in game in the form of orange clouds. It’s our way of combating large or mixed packs. When too many dinosaurs gather in an area they become detectable from far away. Different species have different pack ranges and dinosaur counts, with young dinos contributing less to the pack size. The system can be configured separately for dinosaurs of different species, so a mixed pack can show up with much less members than same-species groups.

I worked on the programming side of making water post processing functional. The ocean and swamps were fairly straightforward and came together in a short time, but rivers were more challenging. They needed a different implementation both in terms of just making the effects work and programming logic to support it. We are close to the finish, though, so expect pretty rivers in the near future!

We know you were disappointed about AI not making it to the last patch, so we worked hard on improving performance to support it. Most of the network usage comes from movement. Faster characters also need to use more data to avoid jittering/teleportation. I made the server dynamically change the individual characters’ update rates depending on their velocity. This results in significantly reduced bandwidth being spent on slow/idle characters and that bandwidth can be spent on something more important.

We also had huge FPS drops when a large crowd of dinosaurs gathered tightly. I looked into why that was happening and fixed it. All the changes we made add up to provide you a smooth gameplay experience.


[h2]Amar0k - Programmer[/h2]
Heyo, I feel like these dev blogs are every week not every month... Time flies. Not a lot to talk about this time around. Although it's been a busy month fixing issues with AI and looking heavily into performance for server and client, Lots of really good improvements are being pushed into QA at the moment. AI was delayed due to some issues with performance and optimization. I won't bore you with the details but when AI is not rendered by any character it goes into a sort of sleep mode which was having unexpected results however all of which seem to be resolved. I'm hoping by the time this goes out AI is either with you or coming very soon.

I have also been busy working on grouping over the last few days so you can enjoy playing with friends in a team again. Original concept was to use a multi-wheel however we felt adding it for a single feature didn’t feel right. So the initial implementation is 2-calling(Friendly Call) near other players and they will receive a group invitation they can accept or decline. You have to be next to each other and you can block further requests to avoid spam. I know a lot of people have been requesting this so hopefully it gets through QA in a timely manner.

I know some people have been asking why I haven't been streaming. I think most of that is pretty self explanatory. I do plan to start again in the coming weeks though. So hopefully I can help keep everyone up to date on what’s being worked on. We have a nice new realtime roadmap where you can also check out what's to come!


[h2]VisualTech48 - Environment Modeller[/h2]
Hope you all are doing well, had a pleasant chat recently with the community, and as I said something might come up of mine this patch, it most likely will.

This month I’ve been focusing on props and the Modular system for the Utility /Ranger buildings, and doing a lot of prop work, starting with the possible “big prop” you’ll be seeing soon, a radio tower. Pushing mostly prop by prop to be properly done and to look pretty great, like the AC Unit you might have seen while doing the high poly, and the Vent System which we streamed not so while ago.

The Modular system as well is going on its course, with an addition of some textures we might bet soon to testing it out how it stacks and if all of the modules are properly working for a construction of semi small/middle sized buildings which would be found in the wilderness. But all models parts of the kit except the windows are done.

Along with this there has been a lot of work on my texture game, as in, there are a lot of tweaks and additions for the new Utility/Ranger outpost, and I’ll be doing a new trim for the kit as it’s very specific.

Thirdly, I’m slowly importing my stuff in game which, as I said, means that we are 1 step closer to getting something in, most likely starting with the Radio Tower. This along with the Utility/Ranger buildings would bring another cool dimension of mystery for both the humans (at some point) and dinos so I can’t wait to put this stuff into the game.


[h2]dinosauriac - Sound Design[/h2]
With a new playable dinosaur coming in the near future, the past couple of weeks have been a lot of mixing and experimentation to find the voice for Oviraptor. An excitable little thing, their speech is mostly made of short bird-like chirps and trills, which they produce in melodic sequences. Animation and I decided to give it a musical personality to set it apart from a lot of the other dinosaurs in-game...

Some of you will have no doubt seen that some old friends are returning to the game if you've looked at our roadmap, so I have also started touching up the Carno, Dryo and Stego vocal sets in preparation for their reintroduction. Their entire range of calls were remade last year, and are now higher quality with greater variation. Now comes the final task of implementing them into the game along with their new animations.

One thing I've been working to make sure of during "Evrima" is that everything is set up in such a way that it would be relatively easy for others to make their own dinosaur vocal sets further down the line. There are soundcue templates and attenuation presets I've created for the different "weight classes" of creatures, for the sake of consistency among the game's species and to reduce iteration time when making new content. These are more rough guidelines than strict rules, something Utahraptor-sized or below is usually considered "Small" whilst the average hadrosaur such as Maisaura would fall into the "Medium" bracket.

Since there are creatures in this game that go from the size of a mouse to the size of a house, we've had to work out a lot of fairly complicated transitions to have dinosaurs swap out Small effects sets as they grow big enough to require Medium and Large effects over time (e.g. Tyrannosaurus juveniles have completely different requirements than their adult forms). This is still being perfected, but most areas from vocalizations to footsteps are accounted for and easy enough to make variations of when using the core presets as a starting point.


[h2]Tapwing - Concept Artist[/h2]

At the time I was nose deep in a number of sketches and cleanups, it was a welcome opportunity to tackle a painting again. Art for a wallpaper was called for and I was given free reign on what the subject could be (though still limited to our revealed creatures at the time). At first I wasn’t sure which dinosaur to feature, but after some thought, an old unfinished painting crept into mind. Something that was inspired a while ago by videos of Jaguars hunting crocodiles and originally featured an old fan-made strain of mine.

Well I saw no reason why the half made painting couldn’t be repurposed. The fan-strain was replaced by a Utahraptor and the originally full grown Deino was shrunk down to a juvenile. This still left the piece a bit awkward looking, particularly with the original composition being as close up to the two subjects as it was. Both either looked smaller or larger than they were supposed to, so the piece was going to need more context. To that end, we decided to blow it up and fill it out, fleshing out the forest, populating it with more Utah’s and adding the angry mother Deino for a proper size comparison.



We all knew the ankylosaurus was going to be a challenge. It’s an infamous tank of a dinosaur - sturdy and solid - the only problem was the silly thing had the mobility of a brick with legs. For the animal I’m sure it worked a treat, but for our game - with the map as large as we plan to make it and with the other animals as speedy as they are - Anky was going to need to evolve the ability to run a little. Fred led the charge with the designs, coming up with really nice concepts for armour plating and what would be the final concept for the face. I experimented with the tail and toyed with ways I could lightly break the ankylosaurus’s anatomy into doing things it probably couldn’t do. (Mostly running and being able to bend and twist it’s back some) One of the main references I used were rhinos. As they filled a few categories I was looking for, they had a wide ribcage, armoured looking skin and could run.


[h2]KissenKitten - Producer[/h2]
Heyo everyone! This time around the team has been concentrating very hard on bug fixing and stability. But in addition to that ongoing process, I have shifted everyone’s focus to the roadmap. There you will find a comprehensive guide to what we’re working on (that we want you to know about) at any given moment. The dryo has at last gotten it’s special ability which we’re excited to send to testing. For the moment, it will not be burrowing as we’re going to revamp how that ability works in general. But as I stick to my word where I can, we will still allow the dryo to enter burrows and potentially refurbish them. Think warthog. We still may not allow you to create one from scratch. That is to be determined. With the addition of the dryo’s new special ability, creating burrows may overload it’s kit. Time and playtesting will tell. So we’ll look forward to your feedback on that as time goes on.

Stegosaurus has been rounded out and will be making its way to QA as AI for testing. I may want to add another attack for it but that will come later. With each update we’re trying to insert more and more life onto the island without creating a massive power imbalance amongst players. That being said, we’re gearing up to add new playables to the roster. The Hypsilophodon and the Carnotaurus. The hypsi is well on it’s way animation wise and since it’s a little guy, it’s a lot faster and easier to animate than the larger dinos. Smaller creature, smaller frame range to complete an action. WooHoo! I’m rounding out it’s vocal animations as of this blogpost and will then move into some more exciting animations. So be on the lookout in the Phase Two channel on discord for clips of it’s progress. We’re currently looking into dynamic solutions for it’s brow feathers etc in-engine so Bryan and I do not have to hand animate those things in max. Not the most difficult thing in the world if we have to do it by hand. But definitely more tedious. While we can do a dynamic simulation in max, I want it to have more complex motion than being a limp string in the wind. I want it to more dynamically react to the motion driven from the base. Similar to ribbon twirling. So during all of it’s vocals and actions, the creature is as expressive as can be. Cross your fingers.

The Carnotaurus is earlier in development than the hypsi as it is going to be reanimated from scratch for the most part. The carno, as well as a few of the other older dinosaurs have/had extraordinarily outdated rigs that do not allow for the kinds of actions we need our animals to perform in this new iteration of the game. So unfortunately for the nostalgic, we have to reanimate them. We may keep the same flavor of the older animations though. We’ll see. But fortunately, for the forward thinking, we’re going to be able to do a lot more with these animals than we ever could before. Things we wish we could have done years ago with the animations that we can finally do now. The carno will make it’s return in a big way. Careful this speedy hunter doesn’t sweep you off your feet!

I also have the concept team working on a few things that we’ll reveal to you all at a later date so stay tuned, be kind and be safe! Toodles!

[h2]Closing Remarks[/h2]
That wraps up the August Devblog, we hope that you enjoyed the insight into our development process and look forward to all of your thoughts & feedback! Speaking of feedback… A few days ago we released our new and improved development roadmap, built using significant community input, if you haven’t already I’d suggest giving it a look, it’s another step forward in our mission to increase both transparency and community interaction.

Check it out here: https://trello.com/b/G5tsb4XI/public-roadmap
See you all next month for September’s Devblog! - Punchpacket