Today we've got a little questions and answers session with the one and only MrTroodon!
As the man behind some of Primal Carnage: Extinction's most popular dinosaur mutations and our very own Ceratosaurus, we thought it would be interesting to shine a light on the creative process that goes into these designs and what MrTroodon might be cooking up next....
Please introduce yourself and your background for those unfamiliar..
Hello there, it is a pleasure to be doing this Q&A! I'm MrTroodon, a dinosaur fan from Mexico, and I've been doing 3D work for about 3-4 years though only gone full-on with it the last two.
The history behind the "MrTroodon" name is a pretty simple one, I wanted something that represented me as a person but also recognizable with my work, and so far I think it works (ignoring the fact that Troodon is now an invalid genus, but, that adds in some comedy I´d say!) Plus I also thought a Troodon with a top hat and a monocle would be funny.
I always considered Primal Carnage a classic, nowadays you have all these "paleo games" coming out but, back in the day it was THE dinosaur game. I mean in part dinosaurs like Carnotaurus are as popular as they area thanks to the game. Although back then I wasn´t able to play the original game or Extinction at first, I followed the development for quite a while, still remember watching gameplays from when things like the Cryo and Tupa were brand new.
What got you into creating content for Primal Carnage: Extinction? Did you have past experience making models or skins?
My experience at making digital models comes mainly from my background at creating mods. I always like the ability to create my own content in the games I like, what's better than being able to play with your own creations? This is what got me into modding in the first place and it lead me to improve my skills and be more confident getting into bigger projects.
At first I modded (or at least attempted to mod) games like Zoo Tycoon 2 and JPOG, more recently I got into modding Jurassic World Evolution which is what many of you may know me from.
As to what got me into creating content for Primal Carnage: Extinction, it was really just timing. Making the Ultimasaurus mod for Jurassic World Evolution gave me confidence enough to say, "Hey I can create nice things, why not see what else I can do in other games?"
So I looked at Extinction again, the fact that I finally had a laptop that could actually run the game made me investigate the kind of things I could create for it. I thought I can make a couple of nice skins to play as, but then there's this announcement- now there are these so-called Mutations that modify the in-game model of the dinosaurs. And I´m like... I´m in, hell yeah let´s get into this!
Later I redid the Stegosaurus NPC model (because why not?) and this would lead to me being hired to create the Ceratosaurus for Primal Carnage: Extinction.
Where does the inspiration for your items come from?
It depends on the item, I like to have a broad variety in my work yet also a style people can still recognize, "Hey these are things that the Troodon dude did."
This is one of the reasons as why I like to go with what I refer as "themes". Although i´d say what makes me go that route is I think that makes the item feel more special, kinda like if you were a child getting a figure of that new Jurassic movie, I really enjoy that, makes people happy. Brutalsaurus for example, was mostly inspired by what I would call "old school" paleo media, this would be depictions from the 90s and early 2000s, like the dinosaurs in Peter Jackson's King Kong.
For some of the items I plan to work on in the future I've found a general inspiration from action figures, things like Kenner toys or the G.I. Joe. Specially for having both dinosaur and human items within a same theme, meant to go with each other.
What was it like creating the Ceratosaurus model?
I really enjoyed working on the Ceratosaurus, as in the past I had done some small commissions but this was much bigger so it was thrilling to work on it, a really neat experience. Although I'd be lying if there wasn´t some pressure present there on the back of my mind, since this was like the first new subclass since Acro which was years ago!
What software, tools and techniques do you use?
The softwares I use for modeling are Blender to work on the mesh itself and Zbrush to do the sculpting, meanwhile at the moment for what would be the texturing I use Substance Painter mainly with something like Photoshop or Gimp after that for minor tweaks.
When making mutations I first ask myself, what do I want to achieve with the item/s in question? Based on that I look for references I would use for the project in question, both for the model and texture. This can be from movies, paleoart, games, even modern day fauna. As an example, for the Novus mutations (New Generations) I like to use skeletals in order to get more accurate proportions.
Do you have a particular workshop item you're proud of?
Oh there's no contest here, the Emu. The absolute absurdity of that made me fell like a mad scientist while creating it. I had LOTS of fun making this bird...
Lastly, is there anything you're working on that you'd like to share?
Hehe, there's a couple things...
Thanks again to MrTroodon for chatting with us!
With the release of the winter update later this month, almost all of the dinosaur classes will be receiving brand new high resolution base textures as part of a visual refresh to the game as a whole.
MrTroodon has done an excellent job bringing the classic Primal dinosaurs into the current decade and we can't wait for you to play with them! If you'd like to see more from MrTroodon, check the links below..
A well-known veteran returns to unite the Alliance against the Horkos. The one who is now known as 'Gryphon' has traveled far and wide, learned fighting techniques from warriors across all of Heathmoor and added his own deadly twist to them. Wielding the bardiche, this charismatic leader excels in all situations and keeps his allies alive to fight another day.
Difficulty: Easy
Support/Healer
Good Melee Range
Special Capabilities
Strong Mix-Up in the Chain Finishers
Many Maneuvers and Attacks shortcut to the Chain Finisher Mix-Up
Many Team-Healing Support Feats
REVENGE
We have further improved the Revenge User Interface to display more information: The Revenge gauge around enemies’ emblems will now blink if your next attack will increase their Revenge
We have removed the old Revenge Gauge in the bottom left screen as the information there was a duplicate of the gauge around players’ emblems
Developer’s comment:The original intention behind the recent Revenge changes was to allow players to make better decisions during group fights. Showing the Revenge gauge was a first step, and we’re now displaying more granular information by indicating whether or not an attack will feed revenge to ensure players can adjust their course of actions accordingly.
We have replaced the “Revenge Attack” Feat with “Executioner’s Respite”. “Executioner’s Respite” increases heals of executions by 50% of their base value
Developer’s comment: Now that the Revenge status is visible by everyone, having a Feat that lets the owner alter their Revenge state by themselves made it look inconsistent and confusing. and it defeated the purpose of giving better information on players’ status. We've replaced the feat with a whole new effect for any Hero that uses it, which we hope will be useful to all of them.
We have updated the “Righteous Deflection” Feat to ensure it no longer affects Revenge gains but the other effects of the Feat remain unchanged
Developer’s comment:For the same reason we have changed the “Revenge Attack” Feat, we made sure players cannot affect their Revenge status by themselves anymore with “Righteous Deflection”.
NEXT GEN SUPPORT
Additionally to the graphical improvements that were available since the launch of the PS5, Xbox Series X and Xbox Serie S, we are happy to introduce a 60 Frame Rate per Second on those consoles, so to recap:
Available since the consoles launch
4k Resolution on PS5 and Xbox Series X, 1080p on Xbox Series S
Increased Level of Detail
Increased Shadow Resolution
Screen Space Reflection
Available with 2.24.0
All the above
60 FPS on PS5, Xbox Series X and Xbox Series S
2-STEPS VERIFICATION REWARDS
Activate the 2-Steps Verification to receive 7 Days of Champion Status and “Horns of Eminence” Ornament! If you already activated the 2-Steps Verification in the past, your reward will automatically be delivered on your next login. Please note this reward can only be redeemed once.
Known Issue: The Ornament will not be highlighted as a “New” Item in your inventory
For any issues with the 2-Steps Verification: Please consult this FAQ or contact Customer Support.
IMPROVEMENTS
FEATS
[Adjustment] Decreased Bounty Hunter heals to 20 (from 30).
Developer's comment:Bounty Hunter is already considered a 1st pick for all Heroes that carry it for its very high payoff, passive status with no cooldown and easy conditions to fulfill. Coupled with the Devourer Perk and now Executioner's Respite, we decided to lower its healing values to something we feel is more in line with the power level of a Tier 1 Feat.
MAP
Beachhead
Removed spikes from Capture Zone A
Attackers now have a secondary entrance in to Capture Zone C via a new sloped path, that veers right and leads through a broken wall that then connects to the zone
Added a new bridge connection between Capture Zone C and the ramparts on the opposite side, which were previously not part of the playing area. The bridge overlooks the Mid Lane
Attackers can now access the left-hand side of the ramparts via a ladder
Added stairs that connect Mid Lane to Capture Zone C, removing the one way drops onto Mid Lane throughout the area
Reworked Ashfeld lighting environment to make it brighter
Beachhead Duel
Moved one of the duel arenas from the Ramparts (Capture Zone C) to the Defender Stronghold
Beachhead Brawl
Removed props and fires and centered Player spawn points at Mid Lane
Developer's comment:Beachhead was in much need for some drastic changes for some time. Attackers had too few options when it came to navigating towards both Capture Zone areas. The newly added slopes, stairs and ladders will now allow Attackers (as well as Defenders) to easily get to wherever they need to go. Another issue in the map was that Mid-Lane was subjected to too many drop attack opportunities throughout its entire length due to the one-way drops. With the new stairs and bridge we keep the navigational options while removing the frustration of getting drop-attacked too often. Finally, the spikes at Capture Zone A were a major point of frustration and were too gratuitous in their position. We strongly believe this change makes the area much healthier as an integral fighting space.
BUG FIXES
GENERAL
[Bug Fix] Fixed an issue that caused damage inconsistencies in between Out of Stamina and Out of Lock Attacks (FH-473)
Decreased Warden Out of Stamina Neutral Top Light to 12 damage (from 15)
Decreased Conqueror Out of Lock Neutral Heavy to 22 damage (from 24)
Decreased Conqueror Out of Stamina and Out of Lock Neutral Light to 12 damage (from 13)
Decreased Lawbringer Out of Stamina and Out of Lock Neutral Light to 12 damage (from 15)
FIGHTERS
Nobushi
[Bug Fix] Fixed an issue that caused the Nobushi to not dodge in the desired direction after throwing an opponent to the right and buffering a dodge (FH-246)
[Bug Fix] Fixed an issue that caused the Nobushi to be unable to Counter Guard Break after feinting a Zone Attack (FH-209)
Raider
[Bug Fix] Fixed an issue that caused the Raider’s “Storm” and “Raider Fury” to cancel into Storming Tap without specifically inputting a "Light Attack" after the Zone Attack input (FH-640)
Berserker
[Bug Fix] Fixed an issue that caused the Berserker's Left Side Heavy attacks to have an incorrect and much faster animation (FH-517)
[Bug Fix] Fixed an issue that caused the Berserker’s Light attack blocked animations to appear on the wrong side after performing “Dance of Paired Blades” (FH-482)
Highlander
[Bug Fix] Chained Light Recoveries are now 833ms on hit and 733ms on block, both in-lock and out of lock
Developer's comment:
This ensures Highlander is not frame advantaged after chained lights, since they give a medium reaction.
Aramusha
[Bug Fix] Fixed an issue that caused the Aramusha's Zone Attack Guard Break vulnerability to be 200ms instead of 100ms (FH-401)
[Bug Fix] Fixed an issue that caused the Aramusha's Guard Break to bounces off an opponent after performing “Rushing Wind” to Side Heavy feinted to Guard Break (FH-235)
[Adjustment] Added extra forward movement on Neutral Lights and Neutral Heavies to ensure they connect after a Parry (FH-368)
Nuxia
[Bug Fix] Fixed an issue that caused the Nuxia to be unable to chain into her Zone Attack after a Light attack hit or on bad block (FH-208)
Jiang Jun
[Bug Fix] Fixed an issue that caused the Jiang Jung' to spin around while feinting left Unblockable finisher (FH-453)
Jormungandr
[Bug Fix] Fixed an issue that caused the Jormungandr to have sliding animation when dodging after a feint (FH-537)
FEATS
[Bug Fix] Fixed an issue that caused the "Berzerker" Feat to apply Visual Effect on the hand of the hero despite the buff having ended (FH-358)
[Bug Fix] Fixed an issue that caused the “Spear Storm” Feat area of effect to appear smaller than it is
MAP
[Bug Fix] Fixed an issue that caused the Shinobi to pass through a statue in Citadel Gate (FH-374)
USER INTERFACE
[Bug Fix] Fixed an issue that cause the Y4S1 Battle Pass Weapons to be missing their descriptions
[Bug Fix] Fixed an issue that caused the matchmaking screen stats to not be properly formatted
CUSTOMIZATION
[Bug Fix] Fixed an issue that caused the scarf on Highlander's “Fir Bolg Chest” to not apply colors (FH-629)
[Bug Fix] Fixed an issue that caused the Peacekeeper’s “Basina Arms” to have black stripes at top and bottom (FH-598)
[Bug Fix] Fixed an issue that caused the Shaolin's “Wu Song Chest” tassels on the back to be flagged as armor cloth (FH-610)
[Bug Fix] Fixed an issue that caused the Male Berserker's “Hallvard Arms” left shoulder plate to not cover the whole shoulder like the Female characters (FH-604)
[Bug Fix] Fixed an issue that caused the Embossing on Lawbringers "Angelet Helm" to be too small (FH-587)
[Bug Fix] Fixed an issue that caused the Peacekeeper's “Tisiphone Arms” right shoulder to not show paint pattern, symbols, embossing’s or materials (FH-563)
[Bug Fix] Fixed an issue that caused the Kensei’s “Amakusa Chest” outline to not apply colors for Female characters (FH-554)
[Bug Fix] Fixed an issue that caused the Kensei's “Amakusa Helm” to be missing physics (FH-552)
[Bug Fix] Fixed an issue that caused the Orochi’s “Serow Chest”, “Hakata Chest” or “Tenma Chest” to not apply paint pattern on whole Standard area for Female characters (FH-536)
[Bug Fix] Fixed an issue that caused the Orochi “Hakata Arms” to not show material on backhand plates for female characters (FH-509)
[Bug Fix] Fixed an issue that caused the “Horkos Phantom” Idle Effect to be missing the glowing green eyes and mist visual effect (FH-530)
[Bug Fix] Fixed an issue that caused the Black Prior’s Event Effect "Vortiger's Dark Oath" to have a brighter visual effect that expected (FH-528)
[Bug Fix] Fixed an issue that caused the Warden’s “Sheeden's Guard” to be inverted (FH-521)
[Bug Fix] Fixed an issue that caused various Berserker helmets to be missing physics (Hallvard, Shergar, Benetram, Velyris, Aegolius, Bramblepelt and Lynea) (FH-520)
[Bug Fix] Fixed an issue that caused all Nuxia's right arms to clip with her chest in the barracks menu (FH-484)
[Bug Fix] Fixed an issue that caused the Warlord's "Engelbrekt Helm" neck texture to disappears when you equip a chest piece from any armour set except from "Engelbrekt" set (FH-487)
[Bug Fix] Fixed an issue that caused the Black Prior's “Forcas Chest”, “Murmur Chest”, “Vassago Chest” and “Queen's Pawn Chest” to be missing paint patterns on the shoulders
[Bug Fix] Fixed an issue that caused the Highlander's “Dreadful Exodus Helm” hair and beard colors to be inconsistent (FH-856)
[Bug Fix] Fixed an issue that caused the Tiandi’s execution “Hold This” to not ledge (FH-441)
[Bug Fix] Fixed an issue that caused the Female Orochi "Kozane Arms", "Honemi Arms", "Tosei Arms" or "Kuroshi Arms" ro have an misalign plate on when paired with the "Abyssal Walker Chest" or "Zengo Chest" in Barracks and in-game (FH-299)
[Bug Fix] Fixed an issue that caused the Peacekeeper's “Silence Watcher Chest” boots do not change material color (FH-324)
[Bug Fix] Fixed an issue that caused the Female Kensei’s “Nagatsuki Helmet” to not change color (FH-430)
[Bug Fix] Fixed an issue that caused the “Death by Catapult” execution to cut off before the end (FH-454)
[Bug Fix] Fixed an issue that caused the Warlord's "Ylfur Chest" to have a piece on the belt that stretches with physics (FH-447)
[Bug Fix] Fixed an issue that caused the Female Zhanhu's head to shake unnaturally during walking animation (FH-356)
[Bug Fix] Fixed an issue that caused the Peacekeeper’s “Dark Lurker Chest” cloth to have stretching issues with the chest strap (FH-285)
[Bug Fix] Fixed an issue that caused the “Sandwraith's Mask” idle effect to interfere with the intended Execution and Emote Climax (FH-405)
[Bug Fix] Fixed an issue that caused the Warden’s “Chilled Tomb Chest”, “Tranquil Wayfarer Chest”, “Intrepid Wildcat Chest” and “Obscure Enigma Chest” to have the paint pattern on the back too zoomed in or stretched (FH-175)
[Bug Fix] Fixed an issue that caused the Nobushi's “Yoru No Miko Helmet” to have a seam on the back (FH-224)
[Bug Fix] Fixed an issue that caused the Peacekeeper "Arrow in the Head" Execution to have an offset Crossbow when performed on certain Heroes
Thank you all for the suggestions! I have heard a few times that the game was not balanced or really fun at the start of the game where you don't have enough money to get apartments. There were not enough employees to fill the roles that are needed, making you wait on police heat and gang heat to go down.
Here is what I changed and what I added. Please note, that it was added fast as game balance, it might not be very pretty.
- The Gang Heat and Police Heat timer is now ticking down a bit faster. Meaning, that those 2 stats will go down faster.
- Jobs now give a bit more money as a reward. The first job generates less police heat.
- The Hideout The story behind the hideout is in the game, feel free to read it if you want to.
The important part is, that you can now have a max of 8 employees instead of only 2. You still start the game with 2, then upgrade max 6 times to get up to 8. The upgrades are cheap and should be affordable with 1-2 jobs.
Since you now have 8 people working, you can assign some more to lawyers and thugs and get the police heat and gang heat down even faster.
For the future I want to rework the jobs and police/gang heat with minigames, but that would take more time. This is just a quick fix of the problem.
Hope you enjoy! And hope I have not created new bugs with this update, should not... the game launch was pretty much bug free till now.ːlunar2019deadpanpigː
On our Steam page, click the button to Request Access to the Playtest!
and while you're at it, make sure you've got it on your wishlist!
Feedback!
We need your help in this open testing period to make sure things run smoothly for our Early Access release! Please make sure to provide feedback via the in-game feedback tool!
Here are some things you can look forward to during this Playtest:
- New unlockable items! - A couple of experimental ball modifiers (for custom games) - Updates to existing levels
Making an indie game is HARD!
Here are a few easy and FREE ways you can support our project:
- Get your friends to play in the Open Beta with you! - Get people to Wishlist Whiffle Blasters on Steam! - Share the game on social media! - Join our Discord to stay in the loop!
Fixed crash caused by buying from store and disconnecting
Fixed potential crash caused by a certain monster ability
CLIENT
Added a new CTRL + [key] (default: Ctrl-R) option to semi 'auto-stack' a container by hovering over the container. This works by looking for similar items in the hovered container and stacking them together where possible.
Containers may now open with a height such that 2 rows are displayed (find this in: Settings > General > Gameplay)
Fixed how client handles movement speed changes (i.e. speed buffs/debuff), so that it no longer causes stuttered movement when changes are applied whilst moving between tiles
Added a bit of delay to movement caching to reduce the chance of moving 2 tiles at once
Tutorial messages now have a blinking 'I' to get more attention.
Tutorial messages now stay visible longer depending on their message length
Fix bug in rendering screenshots in widescreen-mode
Rearranged general settings: 'Gameplay', 'Interface', 'Esthetics' and 'Miscellaneous'
Adding more detail to all the setting option descriptions in 'general', 'consoles' and 'functions'
Removed 'Screen Status' setting which showed the red highlights around screen edges when taking damage (only applied to the old UI)
Removed 'network' settings window
'Report' button moved into top left and links to discord
Coloring the new 'report' button red and the 'how to guide' green
On death the 'logout' button will blink
Added extra information to Store process to inform users on switching there driver to OpenGL if the Steam page does not popup
Fixed handling of 'hidden' NPCs with no name. They are now no longer attackable/followable, no longer show empty, and no longer shows ":" on speech
Fixed a bug in onscreen paragraphs duration of visibility
ARENA PVP TRAINING
PVP training in the arena has been disabled. This was allowed until now in order to encourage players to visit the arena. BUt as many of you know, more people were using it for semi-AFK training than for PVP. We apologise for the delay on removing this.
A few accounts have been banned for using macros in the arena. However, no one has, nor will be, punished for using the arena simply for training. This is for two reasons:
We never said that it was against the rules
We don't log much data about what characters do in the arena, so it's not possible for us to determine how much players actually gained skills by this method
MONSTERS
Fixed neutral monster movement when not aggroed
Fixed monster movement when target is not reachable
Mordrir
Now self-heals with cooldown reduced with every incoming damage hit
Movement around blocking objects improved
If the current target is out of LOS but can be reached, then Mordrir may haste to catch up
Reduced stat debuff whilst in 'fire breath' mode by 30%
Firestorm ability is no longer blocked by an ongoing fire breath
Shrachlor
Movement speed increased +10%
Witch Freia
Close range damage increased
Now walks randomly to escape when running away from target
Soil Golem
Movement pattern bug fixed
MONSTER LOOT CHANGES
Witch Rosice
Witch Freia
Witch Keka
Witch
Nysandra Celistriel
Sirl Imparo (dummy)
Sirl Imparo
MONSTER PHYSICAL DEFENSE TWEAKING
Archenaid
Brown Bear
Cave Troll
Goblin Witchmaster
Lord Volent
Maned Trow
Ostren
Outlaw Bandit
Outlaw Thief
Pisaura
Predator
Protectorate Knight
Rhodosus
Rioter
Soil Golem
Swamp Troll
Warg
Wiralof
Witch Freia
Wyvern
MONSTER MAGICAL DEFENSE TWEAKING (MK2)
Archenaid
Beetle
Brown Bear
Cave Troll
Frog
Goblin Witchmaster
Grorus
Helina Floretty
Hill Giant
Huntsman
Maned Trow
Mountain Troll
Orc Beastmaster
Orc Hunter
Orc Legionnaire
Orc Savage
Outlaw Bandit
Outlaw Hunter
Pisaura
Predator
Protectorate Knight
Rhodosus
Rioter
Rioter
Sirl Imparo Dummy
Skeleton
Skeleton Archer
Skeleton Warrior
Soil Golem
Swamp Troll
Warg
Wiralof
Witch Keka
Wolf
Wyvern
ABILITIES: PAGE
Penetrating Strike
Cooldown reduced from 15s => 14s
ABILITIES: APPRENTICE
Cursed Ground
Target defense debuff now scales slightly with nature/destruction skill (9% - 13%)
Fixed bug with nature skill not being considered in damage calculation
ABILITIES: KNIGHT
Riposte
Now reflects any incoming attack (including ranged and magic), but only if the aggressor is within 1 sqm (previously this only worked against monsters with combined magic/physical attacks)
No longer grants the caster bonus movement speed on a successful riposte
Quick update on what's been happening. With the finish of private testing I've gathered much needed feedback that will definitely improve the gaming experience. This also means that we're getting closer to publicly releasing the demo of the game which I'm really looking forward to.
In anticipation of WolfQuest: Anniversary Edition's upcoming Slough Creek episode, we've added some new pup designs to our merchandise shop in Redbubble. Now available at http://wolfquest.redbubble.com
Your purchase supports game development. Thank you!
We have some exciting new features coming down the road and the Early Access on Steam is the perfect place to try them out with our amazing players.
So let’s show you what is coming ahead:
Next Major Update
New Mode: BATTLE ROYALE
The last survivors win the match! Can be played Free-For-All or in Teams.
New Mode: TOUCHDOWN
2, 3, or 4 teams. Catch up with your teammates the ONLY Crystal on Stage and work together to bring it to your base and score.
New Stage: ROOFTOP RUMBLE
Fight over the rooftop of tall buildings over the night in a beautiful colored city. Each rooftop theme is a Season. And beware! The buildings WILL fall over time, standing only one in the end!
Stage revamped and evolved: City Square
New Items: Bubble Shield, Super Jump, and Hurricane
New In-Game HUD Layout
Down the Road
New Characters to be unveiled
Character Customization
Change Character, Vehicle, and Weapon skins!
Something like that (Well, maybe not)
New Stage: PYRAMID PANIC
New Stage: PIRATE GROOV
New Languages: Chinese, Korean and Japanese
"When it's ready"
We'll always try our best to deliver everything we've talked about, with the quality we expect. But there are times when iteration takes more time than anticipated. And a specific feature might not be ready... or up to our standards. If that happens, we’ll take more time to polish and test the feature before we release it to the community. We'd rather deliver quality updates over quantity.
And that's it!
Hope you liked this community update! Whether you did or did not, you can hop in the conversation to tell us why. Any other idea? We're all hear!
We'll be back soon, in the meantime happy Crystal Chasing!