For this month, the Hypsilophodon and the Carnotaurus took center stage. The QA team has been hard at work helping us nail down the best way to deliver on the hypsi’s spit mechanic. We’ve tried it a few different ways and have a clear heading of how we want it to be applied to the other inhabitants of the island. Which can be more difficult to nail down than you may expect. In addition to that, the carno has come charging into EVRIMA. I know by now most of you have seen some of its new animations here and there. The carno’s special ability charge has been the priority for the latter portion of the month and per playtests, is feeling pretty good so far. We’ll be doing more rounds of testing and iterating on that per usual and anxiously await getting it into your hands.
Aside from the new additions to the island, you’ll also notice some other roadmap changes. One of the biggest decisions was to pull AI from individual updates. As you may know, we wanted EVRIMA's inhabitants to be smaller in stature (comparatively). With larger, apex animals being AI. However, with all the trouble complex AI has been giving us, we had to make some tough choices. Our original intent with AI was to allow server owners with low playercounts to still be able to have an immersive experience whether they had the player numbers on their side or not. In addition to having some large threats roaming around that you may not be able to get the best of. But unfortunately, AI needs more time in the oven. We considered our options and ultimately decided to let you all have the stegosaurus as a playable due to it already being completely animated for it’s AI introduction. Which would allow us to get you the update much sooner and also get another playable in your hands. The other options would have been to significantly delay the update while we pulled AI up to standard or to significantly delay the update while we replaced the stego with a different playable that would have needed to be animated from scratch. Both only served to cause delays. So we instead opted to get you all another playable and keep the update schedule on track. In addition, we’ve made a bunch of new changes to the roadmap with some valuable input from QA that we feel will help streamline production a little bit more while also steadily providing new playables in a scope that keeps each update feeling unique and adding new mechanics at each interval that corresponds with a playable that can utilize those new features.
Artistically, the concept team has rounded out the bulk of the legacy concept changes and will be shifting into work that supports a major addition to the game. Elders. I know the burning question on everyone’s minds has been, “which creatures will have an elder variant” and I can confirm that all of the playables will have an elder. Considering our massive roster though, you will not see a singular elder update as that would be a staggering amount of models to produce all at once and we doubt you’d want to wait that long to get your elder on. So, the elders, as we complete them, will appear on the roadmap alongside whichever update corresponds to its completion. Working on elders will be an ongoing part of production until each creature has one. So there will not be an elder specific update. We will simply be dropping them as they’re ready. Naturally though, they will be elders that correspond to the current playables in EVRIMA.
Outside of that, there are some new additions to the team and more to come over the coming months. Our team is expanding and with that growth, we will be able to do a little bit more, a little bit faster and a little bit better with each fresh set of hands, eyes and minds. Stay safe and be kind.
Filipe - Lead Programmer
It’s been a busy month for the entire team as we are working hard on new dinosaurs and new mechanics. Not only the mechanics for those dinosaurs, but also the generic ones. I reworked some logic of the swimming system to be more reliable and efficient, our diligent QA team has begun testing it and have found several bugs, but it already feels better. Also worked on getting the Piece of Meat system working. This system is another part of the drag system, which allows removing pieces from a corpse that is too big to be picked up or dragged. This also includes water to help against “water denial”. A detail is that if you drop the meat in water it will be gone. Still on the pickup subject, we are adding a impale system to the game, it is part of the Gore as well that a Stego for example, can impale a “carriable” creature after killing it with his tail spikes. Below is a video to demonstrate it:
Some UI designs are being discussed internally, but for now I'm doing some small changes and updates based on player feedback. Some of those changes involve the HUD and Chat, for example, it is important to know when you are under effects of buffs, debuffs, diseases, etc. Pounce will be much easier to connect to the target in the future, besides improvement to the jump I'm also working on a way to pounce when you are very close to the target, without the need to “jump”, you are close enough to “grab” the target and climb it. But, for now, I'm working on making it more reliable and fixing various bugs.
Another thing I made was a request from server owners, to add a Server Log system, which gives information like: when a player connects or logout, which faction was it playing, when a player dies from what circumstances, admins commands being used, etc. This also can be used to easily track “cheaters” on the server.
Anyway, performance is still a “WIP” for both client and server, sometimes those performance enhancements can take some time, but just be sure we didn't forget. Stay safe everyone. See you!
dmIV - Programmer
Developing games for multiplayer is painful. A particularly annoying part is synchronizing movement across clients because you are only allowed to use a very minimal amount of data. In the past I added some magic to make better use of it but looking at all the upcoming mechanics there was a need to further decrease our limitations. I refactored one more part of the movement replication logic that now gives us more freedom when dealing with different movement modes. As a side effect at one point we had AI dinosaurs running around at ridiculously high speeds but they are back to normal now.
New dinosaurs are always fun to work with and I especially like the annoying little critters like the Hypsilophodon. First I worked on its spit ability that went through a few different iterations. At the time of writing we’re testing both a trace and a projectile based solution that blinds you if it hits you in the head. We are considering different things to see what works best for gameplay and balance.
Another interesting mechanic is a chargeable jump. Holding the space bar for an extended time allows you to jump higher to reach better spots or lose your pursuers. It consumes a significant portion of your stamina but that amount regenerates quickly after landing. This was added to prevent using it too frequently without making the Hypsi lose too much stamina. Charging the jump is visualized by the tail sticking up in the air, using an animation that I posed myself. No one is particularly amused by it, but I’m proud of my artistic addition to the game.
I also worked on the Carnotaurus charge ability and the knockdown mechanic. I’m mentioning those separately because the knockdown itself is reusable as well. You will see it on the Tenonto’s secondary attack and potentially new dinos’ abilities as well. The charge is still missing some of the functionality, but here’s a preview for what to expect:
Additionally I worked on the basics of the stego’s tail attack. I had to make some changes to our existing directional attack ability logic to support some of its unique characteristics, but most of it is using the framework that was already in place.
Other than the exciting stuff I also made some in-engine image generators that we can use to create silhouette images for the UI using the actual meshes and animations.
amar0k - Programmer
Hey! So some of you may have caught the recent streams where i have been working on UI elements and adding some additional functionality to the server browser such as Queueing to join a full server. Although this is not quite needed just yet … in the future it will be important. Along with that i have added the ability for server owners to add a discord link so potential players can join the discord first to learn the rules etc.
I have also added some additional information that is shown to you when you click a server in the browser. Such as Server uptime (This will be converted to the Day number when Day/Night cycle is added along with the Time Of Day) and your character stats on the server if you have 1. Example below.
You can also filter by favourites and your history, I have also added sorting buttons at the top of the browser so you can sort servers Alphabetically by Name, Count of Players or Ping.
I have also been working on adding more functionality to grouping such as the ability to Kick/Promote members and added an online indicator (Green face)
Obviously the UI is not final and will be changed.
I have also been working on a Player Ban system which is mostly complete now this allows server admins to manage bans entirely from outside the game but also in-game.
Another thing that I added is an API for server information that will be useful when modding is implemented. Details on this will be revealed at a later date.
I am also beginning to focus on AI again. I will be looking into improving AI for Utah, Tenoto and Dryo over the next few weeks. The main focus for me will be movement during combat and fleeing along with everyone's favourite AI fish.
Finally I have been working on fixing legacy and removing exploits that have been publicized lately. Currently we are waiting for a 3rd party to get back to us and it's just a matter of hurry up and wait before we can push any updates.
Gabriel - VisualTech48 - 3D Environmental artist
This months been a bit crazy with the *REDACTED* especially with the a lot of variants to the modular kit, which needed more refinement and a lot more models to support the new *REDACTED* which features a lot of cool and modular inclined shapes, huge constructions like the mentioned garage, a large helipad, and the glorious *REDACTED* HQ of a sorts.
Far from that, the whole progress so far all is going according to plan, alongside a few small models (props), and a few big ones (dressings), which will be semi animated, for the *REDACTED* to interact with, and possible use in the near future.
This alongside the new Trim Mesh Decals, and a lot of new implemented textures which will be soon used in more detail, and the whole new fencing kit, which you’ve might've seen in its previous glory have been updated to be fully and properly implemented in the game, alongside a lot of variants from new, to damaged, will slowly and hopefully be bringing new life into the *REDACTED* life, and game overall.
Of course I’m not leaving you with nothing so here are a few images of the currents month work:
Jacob Baardse - 3D artist
Continuing to work on the series of redesigns and touch ups, we decided to upgrade the old Giganotosaurus, a dinosaur that certainly needs to look good. Compared to recent works, there isn’t a ton of juicy workflow stuff to go over here so this wasn’t nearly as technically involved as the Theri. It’s a pretty straightforward sculpt and retopology, but who doesn’t like a big toothy carnivore?
Hopefully the new design lives up to the prestige, but I’ll let the renders speak for themselves!
Closing Remarks
That wraps it up for this DevBlog folks! It's certainly been a busy month and we look forward to seeing you all next time. Be sure to check out the additions to the Public Roadmap using the Trello link below!
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.
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!
dmIV - Programmer
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.
VisualTech48 - Environment Modeler
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.
Tapwing - Concept Artist
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.
Jake Baardse - 3D Artist
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!
KissenKitten - Producer
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.
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.
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.
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!
dmIV - Programmer
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.
Amar0k - Programmer
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!
VisualTech48 - Environment Modeller
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.
dinosauriac - Sound Design
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.
Tapwing - Concept Artist
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.
KissenKitten - Producer
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!
Closing Remarks
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.
Hey Islanders, a couple months ago we released our initial roadmap via the form of the Dinosaur Batch System, which we received a significant amount of feedback for which we've digested and used to help shape the new and improved roadmap that we're now excited to share! We've opted to go with a public trello board for ease of use and accessibility. Therein, you'll find cards that outline our intentions for each update push we have planned. Which include but are not limited to playable characters and their features, AI, new mechanics, new locations, story elements etc. Below I'll outline some features of the new roadmap and how to utilize them:
We'll use the Utahraptor AI card for our example. - Above the name of each card you'll see a selection of colour-coded flairs, which you can expand by left clicking on. These flairs are a quick way to indicate the progress of a specific item without having to click on the card itself and upon doing so will also expand the flairs underneath every card.
- Left click on the image or text of a card to open it, from there you can see a description of the feature which describes our design intentions. Scrolling down you can see that each card comes with a checklist indicating where that feature is in our pipeline, allowing everyone to follow along with development as things progress. Now you'll know where and what we're working on, hopefully serving as a useful indicator as to when an update may be nearing release. Do note that some of the items in the checklist involve multiple elements. Due to that, it will only be checked off if all of those elements are complete.
I'd also like to mention that our Phase 2 posts will continue, besides our social media channels it's the perfect place to showcase gifs, images and other tidbits that otherwise wouldn't fit on our roadmap. Thank you all for your patience and we look forward to your feedback!
Hey Islanders! It's been a little while since our last update and we would like to thank you all for your patience and continued feedback.
A lot of this past month for QA has been testing the new AI in development by amarok. Unfortunately, however, the AI has to be delayed for this patch whilst we work to resolve some significant issues. The main reason for this is because the spawning system they currently use seems to have a huge performance hit on servers, resulting in players being unable to interact with each other (pounce stops working entirely, for example) and characters teleporting around. As well as this, we have run into a few issues which include, but aren't limited to, the AI occasionally being invisible in various circumstances, the AI losing aggro very quickly if it cannot reach a player, and the AI becoming stuck in water sources, making for easy and unrewarding kills.
Whilst we know that AI is a long awaited addition, we believe that performance should always come first in these scenarios, especially given the time it has taken for the update to be prepared for release. We'll do our best to keep you all updated on the status of those issues as we diligently work to resolve them. Thank you for your understanding.
Additions
Added new Tenontosaurus claw attack when stationary.
Added fast get up feature. Press any movement key while resting to stand up quickly at the cost of a portion of your stamina.
Added sleeping safelog mechanic. Hold H while resting to begin sleeping, which will initiate a logout timer. When the timer reaches 0, the player will automatically be logged out. This is the only way to initiate your safelog now - using Escape menu to logout will only result in a quick log and leave your character in the server for 5 minutes.
Added local and global chat options for servers. More will come with future additions, such as grouping. (press tab to toggle modes while chat is open)
Added pack scent mechanic. When many dinosaurs gather in an area they start emitting scent, which gives away their position.
Added locked health system. After taking damage, a portion of that damage becomes locked from your maximum health, causing scars that take significantly more time to heal. (Sleep, wallow and rest are going to affect this in the future)
Added underwater post process to ocean. (Rivers coming soon)
Added tooltips when hovering over stats whilst the chat is open.
Added tooltips when hovering over the growth bar in the dino profile.
Added distinct sounds for small dino movement on sand.
New server configurations
bEnableGlobalChat=true
bGlobalIsSpeciesOnly=false
bLocalIsSpeciesOnly=true
LocalChatRange=20000.f
Enhancements
Adjusted ingame screenshot key to F6 from F9 so that the hide chat input didn't overlap.
Adjusted mud parameter time to be the same length as masked footprints.
Adjusted camera distance to scale with dinosaur growth.
Adjusted scent range to go further.
Adjusted ragdolls, making them more stable when dragging and better animation blending.
Adjusted footprint scent effects to look and perform better.
Adjusted ambience sounds.
Adjusted Spiro landscape features.
Various performance improvements
Bug fixes
Fixed players being unable to join servers on a port that wasn't set to 7777.
Fixed being unable to eat corpses that were in water.
Fixed pressing E on the ocean causing an input lockup.
Fixed an uncommon crash that would occur if the player stayed on the main menu for a long duration then pressing the quit button.
Fixed the player input locking up when attempting to eat while in the corpse pickup animation.
Fixed players being able to logout midair and log back in midair.
Fixed Tenontosaurus input being locked up if attacking while wallowing.
Fixed safelogging sometimes not removing the player's character from the server.
Fixed eating animation continuing briefly when moving immediately after the player stopped eating.
Fixed the Utahraptor pounce becoming stuck on a Tenontosaurus if the pounce key was tapped, rather than held.
Fixed a rare occurrence where relogging would create a duplicate character.
Fixed Tenontosaurus eating animation sometimes not looping correctly.
Fixed the player being able to swim in various locations where water was not present.
Fixed Utahraptor not producing walking sounds during a specific growth stage.
Fixed scent compass not appearing if the player was not in range of scentable assets.
Fixed an issue where pouncing a Utahraptor head on would cause the player to lockup and become stuck to the other player.
Fixed the player's own footprints showing after masking their scent with wallowing when they shouldn't have been.
Fixed Tenontosaurus being able to graze on corpses.
Fixed Tenontosaurus being able to graze off living players.
Fixed consuming a hatchling Utahraptor causing the player's stats to plummet until they died.
Fixed crouching while walking making less noise than crouching while trotting, even though crouching was the same speed.
Fixed Utahraptor not holding dead juveniles in their mouth properly if they pounced them to death.
Fixed Utahraptor juvenile basic attack being delayed if the player pressed the pounce button first.
Fixed Tenontosaurus vocals "stopping in place" from where they were played.
Fixed Utahraptor grabbing affecting corpses that were behind the character.
Fixed corpses dropping automatically when they collided with another asset.
Fixed footprint plumes from scent appearing even after your scent animation had finished.
Fixed the skid when landing a pounce as a Utahraptor only showing clientside.
Fixed players being able to use scent and drink water at the same time. Cheaters.
Fixed being able to drag a corpse at the same time as another player.
Fixed an issue where logged out players would sometimes appear on the admin scoreboard without names.
Fixed Tenontosaurus sometimes being able to drink from mud instead of wallowing.
Fixed Tenontosaurus occasionally becoming stuck when eating from a plant.
Fixed Utahraptor locking up other players by swallowing them before they respawned.
Fixed the heal admin command not preventing starvation/dehydration if the player was resting.
Fixed the hunger UI flickering from red to green when starving.
Fixed Tenontosaurus sliding forward at sprint speed after landing a jump while sprinting.
Fixed players not being able to hear others out of render distance when they should have been. All sounds will travel much further now.
Fixed footprints not being highlighted by scent but the "plumes" still appearing.
Fixed tapping the wallow key playing the quick get up animation instead of the regular stand animation.
Fixed logged dead players' corpses disappearing if teleported to immediately after they died.
Fixed an issue where pressing the grab button as a Utahraptor while sprinting would slow the player down.
Fixed corpse physics breaking if the player pressed the grab button while jumping.
Fixed being able to instantly clear mud from wallowing if the player wallowed twice.
Fixed characters becoming invulnerable if the player quick logs whilst swimming.
Fixed Utahraptor rarely becoming locked up when wallowing.
Fixed Admin Panel not showing Server Name and Max Players.
Fixed unsafe logout players not disappearing from the world.
Fixed Mask boolean being overwritten by owning client.
Known issues
Here is a list of some of our known high priority issues, not including the other 100+ bugs on our internal tracker. If you have anything else to add, please use the following form: https://forms.gle/ufXDnxNfhRhZ7CCi8
Huge GPU performance impact caused by footprints decal material.
Wallowing does not mask clientside footprint tracks when scenting, however, it does still mask your tracks for other players.
Global chat will show as LocalSpecies if you are using the LocalSpecies channel. This is a visual issue but shouldn't have any effect on the functionality of the channels.
Two or more players pouncing a single target can sometimes cause one of the Utahraptors to "break" - vocals and attacks do not seem to function after this occurs. Relogging fixes the issue.
Occasionally using the admin command to slay yourself results in your character being completely invisible clientside. Relogging fixes the issue.
Swimming is working a bit wonky at the moment. Players may bounce vertically occasionally.
Hey Islanders, It's been a little while since our last update and our team has been working hard to resolve the various issues reported in EVRIMA version 0.4.3.13. Below you'll find an informative changelog, listing everything we've added/fixed/optimised for this patch. If you encounter any issues or have any feedback you'd like to provide please let us know across our various platforms! We value your input and eagerly look forward to it.
AI is still undergoing vigorous testing from our dedicated QA team and I'll be sure to keep you all updated on it's progress!
Additions
Updated game project version to 4.25.1
Added a new Steam communication system, to allow more options, faster and more reliable processes, fixing some bugs like needing to restart steam and the game to find servers after being kicked or failing to join.
Added an enhanced logout system that requires the player to rest for 60 seconds before leaving the server, to prevent combat logging. Players that do not wait for 60s will leave their character ingame for 5 minutes. Sleeping animations planned for this for the future.
Added a mud effect when wallowing. Fades over time or when swimming.
Added vocal power to the HUD. Shows how out of breath the player is, etc.
Added a knockback effect when the Utahraptor pounces into objects, instead of going through them.
Added Spiro map improvements - more river foliage and additional rock formations.
Adjusted server list menu to only show servers on the same game version as the player's client (this will be toggleable in future with server filters.)
Adjusted the "hide chat" key to F6 from F9, as F9 is used to take screenshots.
Adjusted "tip of the tail" modifier to deal negligible damage.
Bug fixes
Fixed footsteps not causing splashes in ocean water.
Fixed an issue where game would lockup if pressing Enter while chat was hidden.
Fixed character's eyes not being visible if on low view distance.
Fixed pouncing a Tenonto causing jittery sprinting (pausing every few seconds.)
Fixed admin announcements overlapping.
Fixed being able to walk underwater beneath a certain rock bridge in one of the Spiro swamps.
Fixed being able to drag corpses faster while crouching instead of standing.
Fixed adult Utahraptor being able to eat hatchling Utahraptor corpses indefinitely.
Fixed being able to drag bodies larger than the player by setting growth with the admin panel.
Fixed admin panel targeting other players if it had not fully loaded.
Fixed duplicates of servers in the server listing menu when changing the filter.
Fixed Tenontosaurus bucking from affecting a third party's stamina if they had bitten the Tenontosaurus before it began bucking.
Fixed not being able to use vocals while resting.
Fixed Utahraptor being able to eat infinite hatchling bodies without vomiting.
Fixed being able to pounce a single Utahraptor with multiple Utahraptors.
Fixed Utahraptor floating in mid-air if pounced mid-jump.
Fixed Tenontosaurus being able to eat other characters after eating from a bush first.
Fixed an input lockup that occurred from spamming the scent key immediately after wallowing.
Fixed an issue where the camera would stop moving if the player pressed the cancel button when on the quit menu.
Fixed Tenontosaurus dropping deep underwater after a Utahraptor pounced it, while it was swimming.
Fixed Utahraptor's pouncing through Tenontosaurus when aimed at its shoulder.
Fixed being able to jump while standing up from wallowing.
Fixed audio from vocals stopping if the player spammed the chat.
Fixed an input lockup that occurred from pressing the eat key while in the grab animation.
Fixed being able to free look when not moving completely forward.
Fixed various crevices on Spiro.
Fixed jitter when exiting waist-deep water while running.
Fixed game being blurry.
Performance
Attempted fixes to memory leak.
Movement stuttering and teleporting improvements. Several patches may still be required to finetune this.
CPU process improvements, which should give a performance boost, especially to those with low-end CPUs.
New footstep effects and design for testing performance and new future design concepts.
Having a bit of calm after the storm that was the push to get EVRIMA into your hands I went on a break to make up for the extra hours that were put in. This makes the month's update shorter than normal and even that is just going to be me talking about bug fixes. One of our more pressing matters was people figuring out how to play as unreleased dinosaurs. You can trust me when I say that I want to get the Pteranodon out there as soon as possible (because I want to work on it), but other tasks take precedence. Like preventing people from playing as unreleased dinosaurs.
My primary addition for the month is safe logging. When it went out to the QA team it caused a bit of an uproar because it was only working for a few people and not at all for others. Turns out I forgot to mention that resting is a requirement now. Sorry, lesson learned. At the time of writing there is still an issue that prevented it from going live. It's something I was not able to reproduce in the editor because sometimes Unreal is just like that. I am fairly confident that I fixed it, but we'll need to wait for the next QA build to test it.
As many of you know a major issue was the jitter when turning, especially at high speed. It's once again something we couldn’t test in-editor so it gave us a lot of headache. Multiple attempts were made, but it appears I finally found the solution. Basically Unreal tries to predict where other players will move based on their velocity and until the client receives an update from the server it will assume that others are moving in a straight line. Naturally that is not always the case and when the server sends an update with significantly different information, then that dino ends up being teleported to the accurate location on the player’s screen. When you have more players around you the server decreases the rate at which updates are sent, resulting in jitteriness for the players. All we had to do was increase the minimum update rate to a value that gives better results. The current setting looked right on our QA server, but we will be tweaking it depending on the performance of public servers.
To experience a bit of success while trying to fix the jittering I looked at various other bug fixes on the side or code improvements like streamlining the way we handle damage. The Gameplay Ability System we use supports various complex functionality and thus even the more straightforward things have to be done in a not so straightforward way. I worked on making it simple to do what we use it for. Free look (you're just going to call it alt look, aren't you) works better now if you activate it while not moving forward as well.
I also worked on setting up one of the next dinosaurs you will be seeing around The Isle, the Dryosaurus. A lot of effort went into making it easy to add a new dinosaur on the programming side, even if it is still a bit time consuming. Every creature is different so there are some refinements I still want to look at, but adding something that falls between existing dinos is something we can do very efficiently.
Lead Programmer - Filipe - FTessaro
Now that I’m back from vacation I have been primarily working on performance improvements and bug fixes. We’ve noticed that some processes were consuming a small percentage of CPU causing a bottleneck in performance, so if you have a good GPU, but a weak CPU, your fps will be locked, since the GPU needs to “wait” for the CPU. After a little tinkering we gained some performance boosts and increased stability. Besides this, servers are having problems with a memory leak, which has also improved, tests are still running so that additional improvements can be made.
Bug fixes are a constant process, especially after adding more features, like mud on the body after wallowing, collisions, etc. But it doesn't mean we can´t work on new things as we fix bugs. Dryosaurus is in development now and we had some problems bringing it’s old animations to EVRIMA, but now it’s fixed, we should have Dryos running around the map very soon.
Swallowing is an ability that isn´t working as intended visually, the swallowed creature has a ragdoll during the process, but it is spamming and shaking, so I will return to it and rework the system in order to have a good visual mechanic. It is important to look good especially when we introduce big animals like the T-REX.
Another big change we did was to replace our steam solution plugin, bugs related to steam were fixed with that, but being a new system it will take some time until we master it completely, new features are planned like friend invites.
Mud Effects:
Chief Evangelist Officer - Allen- amar0k
Whew it’s been a fun few weeks and AI is pretty close to its initial release. Hopefully within the next few weeks everyone will be in a world of pain trying to survive as the AI does not take prisoners. I am still in the process of tuning the relationship algorithm that goes into AI behaviour so it may very well be misbehaving and you might find yourself under attack by juvie Dryos.
Some of the key points that I will be focusing on;
Collision: If you have seen the streams lately you would have noticed my elegant solution for AI collision /s. It works and for the time being until collision is implemented, will do.
Targeting: AI will switch targets based on its perception and behavioural algorithm. This might do some funny things if there are lots of players picking on a single AI. I look forward to seeing how this plays out.
Behaviour: So currently the AI behaviour is pretty basic. It will roam/wander the map by itself or in a herd. It will defend itself but also actively hunt targets. They have Stamina (Use this to your advantage).They do rest & will look for and eat sources of food.
Performance: AI is mostly run server-side, It has to be extremely performant in all aspects otherwise the entire server will be affected. I have been running performance profiles and verified some areas we can improve. It’s looking alot better now and hopefully we can start to increase the amount of AI on the map. Currently I’m going to allow 60-100 MAX on Spiro and see where we go from there.
I want everyone to understand that it will not be perfect. The development time for AI has been around a month and 2 weeks. This includes me being on-boarded and learning how the project is set up. This is a very short amount of time in the software world. In saying that, I still feel like it is ready to be brought out into the community and I look forward to the criticism that is surely coming my way.
Archmagos of Business , Former Vizier of Public Interactions - ParadymShift
I’ve been a little quieter around here as I do a bunch of business organization things on the back end, making sure we are investing our finances and investing in our team and getting them the tools and people they need to actualize Don’s vision for this game and it’s future.
Much of what I have been doing is Dondi herding in getting him ready to take his lore and design sabbatical so he can focus on getting everything into a cohesive state that provides us a bit of a safety blanket should something terrible happen and he isn’t around to tell me what heinous stuff AE has planned or done to the inhabitants of the islands.
As you can imagine I’m hip deep in contracts, invoices, paperwork and licensing negotiations for tools, properties (like firearms/vests/rigs) while also writing my take on what’s important for the “Merc” side of gameplay and getting that broken down so that Kissen can get all the bits that make that part of our game work assigned to the right people on our team.
We’ve been super busy growing our team and getting the right people into the right jobs on our team which has resulted in some shuffling and some welcome additions to our management team.
To give you guys a brief rundown of what our management team looks like now. Hypno has been promoted and is now a full member of our management team and his role not only focuses around managing our QA team but also providing valuable gameplay design feedback and input. No one knows the ins and outs of the play side of our game like Jack so we felt it was important to give him a full seat at the table to help us make the right decisions.
Filipe, master of the keyboard camera angle has been promoted and is now managing our programming team full time while also providing input and acting as a sounding board for the management and decision making that happens internally. His diligent and at times ruthless approach to getting things fixed even when we have to remind the man to sleep sometimes has been very valuable to us and his attention to detail is second to none.
This means that our management team looks as follows. Don continues to serve as our director, Kissen is our Executive Producer and creative cat herder (Love you Art Team), Filipe is our Lead Programmer, Punch is our lead Community Director, Hypno is QA Leader and brutalizer of our design decision, with myself acting as our CFO/Business guy who still loves talking to you guys in the community so I back Punch up.
KissenKitten - Producer Paragon
We now return you to another episode of KissenKitten's Chronicles…
Well, after giving the team a much needed week off from production, we’re finally getting back into the swing of things. I didn’t realize just how much I needed a break until I was in the middle of taking one. This team has been going hard in the paint on this game for so very long and I just wanted everyone to take some much needed time to live a normal life, reconnect with their loved ones and just relax for a little while. Especially considering how hectic and uncertain life has been for all of us across the globe. It makes a world of difference just stepping outside and letting the sun hit your face for a little bit, taking a deep breath and reflecting on the good stuff in your life. Instead of being consumed by the bad.
Also, for all of you would be producers, production managers and team leads out there, remember to put your team first. If you want to make something great, surround yourself with great people and then, treat them as such. They’ll repay you in badass performance and an amazing work atmosphere. I have fun working with these people each and every day. I’m excited to go to work! Imagine that! Without a happy, productive team, no project will succeed, remember that. Thankfully, the time off has done some good and the team has returned to work recharged, reinvigorated and down to clown (in the best way).
Production wise, I'm gearing everyone up to focus on pumping more creatures (and their mechanics) into the game as we squash more bugs. But we've also got new concepts, new models, new rigs, new animations, new human assets and more, all cooking in the oven. Mmmm! I’m also looking to grow our team. Yet again. lol So if you’re a tech programmer, tech animator or environment artist, get your portfolio all the way together Boo. No half-stepping if you want to join our team.
On the animation front, I've completed the Dryosaurus for implementation into EVRIMA. I'm sure you've gotten a glimpse of it during Amarok's AI streams. And yes, I’ll port over the burrow building stuff for it. GEEZ! I’ve also done some new anims for the Utahraptor and Tenontosaurus. Lets see if you’re awake enough to spot them when you see them.
The EVRIMA set of anims consists of about 25 additional animations that bring the old legacy dinos in line with what we're doing with our dinosaur mechanics. Wallowing, sliding, turning in place and special attacks to name a few. Bryan worked hard in the rigging department to ensure we could streamline the conversion from old to new, relatively painlessly. He’s my hero for that! In the past, we pretty much had to completely reanimate each dino that got a new model. Between Bryan and myself we’ve definitely reanimated some dinos at least 3 times. I think the Utahraptor is a shining example of that. He did the original set, then I did the next set, then he did the next one and now I’m doing some more again. All because we either changed the character’s model or expanded it’s set of abilities or how those abilities look or function visually etc. So not having to continue like that is such a boon for us. Now that being said, we'll still have to do that for some of the super old stuff. But in truth, they need reanimating anyway. There’s a lot of stuff I wanted to do and wanted done with those older rigs that just wasn’t possible. But stepping out of the dark ages of “we can’t do that because x” is allowing Bryan and myself to get really creative.
Anywho, right now I'm working on the Stegosaurus and the Tyrannosaurus Rex now that I've completed the Dryo. So I'll try to get some of the new animations in front of you guys as I complete them for those dinos. All dinos I work on really. I admittedly shadow completed the Dryo and shared next to none of it. It just went by so fast it slipped my mind! Whoops! Probably because I did some of it over the break. I dunno. But I’ll give you some tastes of the rest from now on, I promise. After I get these two OG dinos out of the way, then I’ll move full-tilt into more of the new kids on the block and get you guys something fresh to wreak havoc with. I’m leaning towards Troodon.
On that note, we've finally made it to over 100 animations total! Yay! That doesn't mean that each creature has 100 animations but it does mean that there are 100 different animations in total on the master list of anims. So for instance, the Utahraptor pounce is on the list of 100. But it's not an animation the Triceratops will have. It's just a master list of all the animations that are “possible” in the game. Some dinosaurs will have almost all of them, others not. It all depends on the complexity of the character. We're likely to have some dinos that are pretty straightforward with their unique gameplay expressed in other ways outside of a unique animation. But they'll all have a different feel regardless, which is the goal. I’m glad I finally get to do all the stuff I wanted to do. WHOOP!
Sleep Idles:
Closing Remarks
That’s it for this month’s DevBlog, it may be a tad shorter than our prior blogs given that much of our staff have recently come back from vacation, now that we’ve overcome our first major hurdle in the release of EVRIMA we’re all refreshed and ready to continue the pursuit of what we’ve all been dreaming of.
A big thank you to everyone for all the support and feedback we’ve received, your input goes a long way in helping us achieve the end goal. Isle see you all in the next time! - Punchpacket