#isle-phase-three

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weary pulsar
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<@&864460614751354921>

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<@&864460614751354921>

weary pulsar
craggy jewel
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Phase Three and dev blog is on the same day, so you obviously know where to look for content.

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<@&864460614751354921> Don didn't tag all of you, as is tradition!

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<@&864460614751354921>

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<@&864460614751354921> Here's an extra concept piece for you all, utilizing a new style that we may use for other things.

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<@&864460614751354921> Here's an early look at the innards of our dinosaurs.

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<@&864460614751354921>

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<@&864460614751354921>

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<@&864460614751354921>

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<@&864460614751354921>
It's been a while since we last teased some of the work on Gateway...

weary pulsar
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ᴶᵘˢᵗ ᵍᵒᵗ ʷᵒʳᵈ ᵗʰᵃᵗ ᵇᶦᵖᵉᵈᵃˡ ᵃⁿᵈ ᵠᵘᵃᵈʳᵘᵖᵉᵈᵃˡ ˢᵗᵃⁿᶜᵉ ˢʷᶦᵗᶜʰᶦⁿᵍ ᶦˢ ᵐᵃᵏᶦⁿᵍ ᵃ ʳᵉᵗᵘʳⁿ.

craggy jewel
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Nights with anti-gamma on.

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Nights with anti-gamma off.

weary pulsar
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<@&864460614751354921> I heard you asked for daytime & caves.

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<@&864460614751354921>
This week we would like to share some of our latest human environment assets. I'd also like to mention that you'll be getting the DevBlog at the end of the month, I.E the 31st.

weary pulsar
craggy jewel
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Hey <@&864460614751354921>.

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<@&864460614751354921>

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<@&864460614751354921>

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<@&864460614751354921> This may look a little familiar.

craggy jewel
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<@&864460614751354921> I'm sure you all remember the Monolophosaurus.

craggy jewel
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<@&864460614751354921> Today's spotlight will be relatively light as you'll be getting the DevBlog next week.

craggy jewel
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<@&864460614751354921> Many of you keen-eyed islanders were quick to notice this creature skulking around in the background of our last concept reveal... Here you have the Rugops!

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<@&864460614751354921> We have another concept we would like to share with you this week. The Acrocanthosaurus!

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<@&864460614751354921> We aren't keeping Phase Three caged up any longer.

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Hey Islanders,

We're glad to be back and hope that you all enjoyed your holidays! So you aren't waiting around; there will not be any teasers today as it is the team's first few days returning.

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<@&864460614751354921> You guys remember the Avaceratops don't you?

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<@&864460614751354921>

We know you've all been asking about the Ceratosaurus, so today we would like to showcase a couple animations with their sounds.

craggy jewel
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<@&864460614751354921>

Triceratops: If you need an animal that wakes up and chooses violence every day.

craggy jewel
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No ping. No reaction.

Not long ago you received some pun filled news with a cage gif. Their kit is in game now so I've set up a few shots in the old bases just to demonstrate their size and detail in comparison to some architecture and local fauna.

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They only get bigger from here (Pachy for scale). If I had a guess, I suspect defensive creatures will find a way to wedge themselves in there.

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Even the stegosaurus doesn't beat Apollo Engineering's A+ transport methods: Steel boxes of ever increasing size.

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||Not that you'd find these in the bases, but at a certain size... you begin to question if people might start using these as lairs if they were found in the right locations, if given the right incentive.||

craggy jewel
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||Rex for scale because regardless of what it housed before, it's empty now. I could say that happening upon one brings opportunity for nests or encampments...

But I know you'll probably use it for cage-fighting.||

weary pulsar
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<@&864460614751354921> Here's an early preview of the walk and run cycles of the Diabloceratops. There are some alterations we already have in the works but felt it would be fun to share something in its earlier stages.

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<@&864460614751354921>

Hello islanders,

This week we have some concept designs and their variations for the new facility entrances. We needed a diverse range of entryways that we can utilize at landmarks across our maps and as a part of our building kits that let us play more in the established visual themes of our story and to best showcase that this week we opted to make use of our largest incoming proxy building. To start we've chosen to bring a more aggressive shape language to the table with the more industrial services a facility of this scope would require.

Industrial water management was a fascinating concept to cover in this facility and we wanted to look at several ways people or animals could enter a facility while submerged in water. Some of these entries may block off larger creatures depending on whether or not it's repaired, however others are simply inaccessible by anything swimming. These had to be grounded designs while still allowing "staff" limited access to these critical parts of the infrastructure. These accesses are meant to be more utilitarian and hopefully to inspire a bitter sense of industrial claustrophobia in a world dominated by open and lush spaces.

Beyond the environmental work and our visual storytelling, it also gives us a neat way to conceal the transition from the rest of the environment to this large structure and ease the loading in time for the landmark. Ultimately, we felt this was a better take to concealing these necessary technical evils versus making you drag a ladder over to traverse inside this gargantuan facility. We look forward to showing you more of these facility kits and pieces as we develop them, as they are a critical part to our custom building creation.

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(Due to the new Discord image formatting, you may need to left click on the images to enlarge them individually.)

craggy jewel
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You know what time it is.

No pings. No reactions.

Since we've made great progress on its development while migrating to UE5, the release window of this animal has been moved to 6.5 and it will be joining the roster alongside troodon.

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Characterization
The ceratosaurus is billed as a tough, bullying garbage disposal. Though it is neither particularly fast nor damaging for its size, ceratosaurus is an extremely durable animal. With its shortcomings as a hunter, it excels beyond most as a scavenger. Ceratosaurus is capable of detecting rotting corpses and bones much further than other animals on the roster, easily consuming these otherwise undesirable leftovers as an alternate survival tactic. This loads its mouth with bacteria, increasing in potency the more the remain have decayed.

Speed
Ceratosaurus is slow for a theropod of its size, however this animal attacks incredibly fast. Combining this with a bacterial bite makes this animal particularly difficult to move if they do not want to.

Feeding Habits
Certatosaurus has an insatiable appetite. It can detect decaying, rotting corpses, bones, and vomit from great distances. The further along the decay, the further the distance a ceratosaurus can pick up the scent. It also consumes food at an increased rate and amount. This allows even a single ceratosaurus to deplete the food value of a body with alarming speed. Due to the amount of food they consume, sustaining large packs is difficult. This animal is food aggressive and forcefully chuffs when approached if food is nearby.

Constitution
The thick skin of the ceratosaurus makes it difficult to apply meaningful damage to them by creatures even larger than themselves. Not only does it have an innate stronger resistance to bleeds, but it has a temporary bleed reduction until sufficiently wounded. Also, while eating the ceratosaurus becomes immune to damage beneath a certain threshold, allowing it to completely brush off minor attacks and harassment from smaller animals while focusing on itself.

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Noteworthy Characteristics
Ceratosaurus’s mouth is teeming with bacteria from the rotting corpses it consumes. Excessive damage from this animal can cause creatures to vomit uncontrollably over time, including animals larger than itself. This is something only solved by finding a salt lick, or waiting out the effects.

Ceratosaurus can eat any meat, organs, or bones regardless of freshness and does not suffer from overeating in the same manner as other animals. Overindulging in food reinvigorates the strength and potency of its bacterial bite.

weary pulsar
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<@&864460614751354921> See above!

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Ceratosaurus thrash. Disabled physics on the dryosaurus but I'm sure it gets the point across.

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Ceratosaurus chuff. This serves as a threatening posture and vocalization that will occur if another animal enters the vicinity of a corpse the ceratosaurus is near. There is no table manners or peaceful eating.

weary pulsar
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<@&864460614751354921> ^

craggy jewel
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You know what time it is.

No pings. No reactions.

As beipiosaurus development nears total completion, the release window of this animal has been moved to 6.5 and it will be joining the roster alongside troodon and ceratosaurus.

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Characterization
The beipiaosaurus is the first omnivore and true semi-aquatic being brought to The Isle. While more vulnerable on land during the day when browsing through vegetation for food, it is swift and sleek in water. Often sharing habitats with the well renowned deinosuchus, such a dangerous upbringing has made the beipiaosaurus a rather aggressive and tempermental animal in its own right. The beipiaosaurus sports long slashing claws on each hand and is particularly bad-tempered. Due to its small stature and lacking the speed of larger land dwelling animals, it prefers environments nearest to water so it can make a quick getaway.

Mobility
Though faster on land than the previous generation, the beipiaosaurus is still outpaced on land by most creatures. However, in the water its agility is unmatched. It also has the astonishing ability to breach. The beipiaosaurus is capable of traversing long distances by land but typically prefers to travel by or alongside waterways to cut through more perilous terrain.

Feeding Habits
During the day you can find the beipiaosaurus in or near water. While predominantly herbivorous, this is an opportunistic animal and will take advantage of its aquatic environment to feed on crabs, fish, frogs and other small animals. While it is possible to find them foraging on land during the day, the beipiaosaurus typically prefers foraging on land at night. More vulnerable to its predator deinosuchus as the sun sets, the beipiaosaurus uses the cover of darkness to venture farther away from water to more safely feed on vegetation.

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Constitution
While still highly susceptible to predation, the beipiaosaurus is generally equipped to deal with most situations should it remain wary. They have an above average ability to seal their wounds, particularly in water. Combining this with their sharp claws and adaptability makes them heartier than they may first appear.

Noteworthy Characteristics
The beipiaosaurus is bouyant. When not attempting to move in the water, the animal quickly floats back to the surface. To counteract its bouyancy the beipiaosaurus uses its clawed hands to grip and "walk" along the bottom of river beds and other aquatic locations. Utilizing these traits to their advantage, they can leap out of the water with surprising height and velocity.

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<@&864460614751354921> Eyes up!

You didn't get this ping from me... TI_Troll

weary pulsar
craggy jewel
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Characterization
The Gallimimus is a group-focused animal that is bolstered by the strength of its flock to escape predators at speed and migrate across the island. Skittish in nature, this animal strongly prefers flight over fight. Unlike most animals, the gallimimus seeks to remain in perpetual motion for its safety. While its diet primarily consists of vegetation, the Gallimimus is an omnivore that will feed upon the eggs of other dinosaurs, as well as frogs, crabs, and hatchlings of certain species.

Mobility
Gallimimus has a tremendous capacity for speed and distance, but is slower to accelerate than many other inhabitants of the island. This requires a consistent level of vigilance or remaining in motion to stay safe. This animal's diet strongly ties in to the top speed they can reach as well as how strongly a pack leader can influence the top speed of other members of the flock, provided they are in formation.

Feeding Habits
The gallimimus diet was slightly altered to give it more intersectionality with the expanding roster and introduce some windows of vulnerability not yet seen. While it is keen to avoid most physical conflict, it's almost guaranteed to migrate to new feeding grounds first. However, such a fast animal can't rush through foraging areas or it will almost always miss out on potential food opportunities. Lastly, some animals may view gallimimus as an ever-present threat to their young despite an otherwise docile nature that was expected.

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Constitution
Gallimimus is a relatively fragile creature in comparison to other island inhabitants. This animal relies on putting distance in between itself and any potential danger, or simply never stopping long enough for danger to arrive.

Noteworthy Characteristics
Gallimimus is a loud animal, capable of using a mobilization call to boost the speed of itself and the flock. This gives a temporary movement boost on activation. Combining this with flocking and diets makes this animal capable of easily roaming through the island, though drawing attention to themselves

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Gallimimus rounds out 6.5's roster as the last playable being introduced in this update with troodon, ceratosaurus, and beipiaosaurus.

weary pulsar
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Just posting a concept image from our latest DevBlog here by request from #isle-discussion

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<@&864460614751354921> Fred's current task involves the ocean biome and how to take a beautiful environment and twist it into something uncomfortable. We still want to keep the idea of a beautiful tropical location but it's important that it can achieve an overwhelmingly ominous feeling when you enter it. Seagrass and coral will be found in most shallow water locations, enclosed by enormous kelp forests and rock formations that can hide the largest of threats. Key among these formations are the rock spires, where the more nimble (or aerial) coastal animals can find temporary haven high among the waves as they move from cove to cove.

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<@&864460614751354921> VisualTech has been putting finishing touches on the kit for our human environment structures. Our building pieces have been constructed with modularity as a primary design principle. Each element, such as walls, roofs, doors, floors, and more, have been carefully crafted as separate modules that can effortlessly fit together. This design approach provides an unparalleled level of flexibility for developers and modders to create any type of structure they desire without hassle. The buildings currently in-game were built from part of this kit, so you can expect more brutalist designs of concrete and steel. Screenshots outside of the kitbash level were forbidden, so the concepts of the environments that are being created are supplied instead.

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<@&864460614751354921>


We are pleased to present our new living roadmap, which is designed to provide you with a clear overview of our current development efforts. We have segmented the roadmap items into different stages. It is important to understand that the items within each stage will not be delivered as part of a singular large release; instead, they will become available through more frequent smaller updates, eventually culminating in the completion of that stage of development. We have also made the conscious decision to exclude some larger-scale elements such as elders and mutations from the current roadmap stages as they are not immediate deliverables, however they are still being actively developed. It's also important to note that as content is released, new additions will be put onto the roadmap as part of an updated video in the same format.

We also want to emphasize that dinosaur development is progressing concurrently and will be released as they are ready, regardless of specific updates or any predetermined order. You won't see them inhabit any of the stages; rather, you'll witness their presence on the roadmap change as they are released into the wild.


In the spirit of transparency, we have renamed perks to mutations. We would also like to provide insight into how community server owners can customize this system to suit their preferences:

- Community servers have the ability to adjust mutation values, allowing them to buff or nerf mutations according to their own judgement.
- Community servers can selectively disable individual mutations that they feel are not in line with their community's spirit and vision.
- Community servers can also opt to disable the mutation system entirely.


In terms of immediate updates, we are currently testing a new 6.5 hotfix that we aim to deploy as soon as possible. The following items are currently under testing:

- Admin/Observer Stability improvements.  We are still investigating the root causes for further improvements.
- Movement input will no longer be locked when vomiting. Additional changes to the vomit status will be included in the next patch.
- Fixes to directional attacks hitting unintended areas.```

https://www.youtube.com/watch?v=PZQd_ha9zlE
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<@&864460614751354921> A little bit late, I know. Here are the blank glance sheet templates for the loremasters to sink their claws into!

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|| Global chat will be returning as an option for community servers. ||

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<@&864460614751354921>

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<@&864460614751354921> As promised, here are the extra gifs for the Triceratops that weren't able to make it into the latest DevBlog in time.

weary pulsar
craggy jewel
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<@&864460614751354921> Nature sketches didn't include the visual update for Camarasaurus. I'm just swinging by to drop this off.

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<@&864460614751354921> No further elaboration for now.

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<@&864460614751354921> TI_ProudPtera

worn raft
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Pattern C - Random generated (Fred liked it) 😄

craggy jewel
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<@&864460614751354921> As promised in our recent DevBlog, here are the mentioned vehicle concepts!

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<@&864460614751354921>

As Don lacks Discord Nitro, I've been given the honor of posting on his behalf.

Hey Islanders,

I'm happy to say that the G.U.T.S. is no longer just an infinite highway meme; it will definitely be part of The Isle's facility and interior kits. Thematically, it has expanded beyond just "the big tunnels"—though big tunnels are still part of it—and will feature several room archetypes and a myriad of themes found within the subterranean logistics network.

Most importantly (at least to me), the areas within are being created with modularity and player expression in mind. Though not every door on the island will lead somewhere, every door in the kit could be used. Creators will be able to take these premade G.U.T.S. segments and place them together to form new interior layouts and floorplans very quickly. These interiors also come with the premade props and decor which can be placed inside, or you can take just the layout and redesign the room to your heart's content.

G.U.T.S. - The Industrial Hub

The Hub is a large layout composed of one main room and several smaller side areas, supporting multiple paths either through the main area or via smaller side doors. This design allows us—and future creators—to control how far larger animals can feasibly enter these locations, and it is used to connect various sectors and player footpaths to one area. The Hub I've shown today is an industrial sector hub: a loading area with side administration offices and a security overlook. This is commonly found as a facility entrance checkpoint or much further within G.U.T.S. itself to connect R&D or work sectors. The additional rolling shutters and doors within this design allow for up to ten possible connections leading to other locations.

(Lighting and decor has been simplified while we finish up some tasty Apollo Engineering propaganda and beverages for you to consume. Be nice to the tyrannosaur he's just visiting.)

craggy jewel
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They're not always working but when they are, it looks something like this.

Friendly visiting tyrannosaurus for scale.

weary pulsar
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<@&864460614751354921> There's some additional gifs that aren't showing up in the DevBlog, even though they're inside it, so I figured I'd post them here for you all!

craggy jewel
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||Someone asked for an acrocanthosaurus.||

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||You know you got splashed by the bait above. You can't lie to me. Here you go.||

eager crag
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<@&864460614751354921> As requested. Here's a gander at the baryonyx elder and a peak at the juvie.

craggy jewel
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<@&864460614751354921>

Pteranodon dive updates because we're committed to having it look neat.

craggy jewel
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Adult kentrosaurus movement. Size may alter a little bit more but unlikely by much. Additional curse supplied as per protocol.

craggy jewel
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ᴸᶦᵗᵗˡᵉ ᵇᵃᵇʸ ᵇᵃʳʸ ᴄᴜʀsᴇᴅ ʙᴇʏᴏɴᴅ ʀᴇᴘᴀɪʀ.

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Adult baryonyx is only partially cursed so no prehistoric body horror on this post. His walk still needs a bit of updating but his trot and running locomotion (and some alt attacks). Once I'm done being accosted with this current build the rest of his locomotion will be done.

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Last item for the moment is a classic update. I shall return this weekend with more.