![]() A large focus during this time was spent looking at the Pachycephalosaurus and the accompanying fracture system, more specifically how well the character contends with the other species on the island. These issues can arise from all sorts of unexpected places - one of the latest crashes was related simply to fracture sounds not playing properly, instead of the headbutt ability itself.īesides bug testing, we’ve been following the mechanic test and balance feedback channels on the Discord closely, fine tuning the statistics for the characters across the board and the values for the diet system. We’ve noticed lately that the game has been suffering with a lot of crashes and input lockups (we hear you Stego players), so the majority of our focus has been spent on narrowing those down. We’ve been spending the majority of our time bug testing and confirming the fixes for the programmers with each internal build of the game. Hypno - QA LeadThis month QA has been busy assisting with rounding out Update #4. Something important to note is that the initial implementation of humans will be basic and significantly expanded upon throughout development. ![]() However, I’ve resolved the issues and with more tests/time we will finalize this mechanic so it can be implemented in other abilities and even expanded.īesides that, I have also been working on humans (yes, officially) organizing animations, folders, classes, etc. The problem is that such a system is sensitive to any code mistake, which obviously can break the various abilities, but it is important for the future. This system helps to reduce that latency the moment an ability is activated, which makes the entire ability chain significantly more reliable, accurate and ping tolerant. The “Lag Compensation” is a generic term to help against the biggest issue in online games, the latency, or lag, which is the time certain things take to go from the client to server and/or from server to client. One important fix was related to “Lag Compensation” which is utilized by a few abilities such as the Utah’s pounce and the Pachy’s ram, the system was causing a noticeable stutter and lacked the necessary accuracy in relation to server and client sync of events. I’ve been particularly occupied with corrections of old and new mechanics this month to ensure that we have a clean path for the next updates, including humans as well. ![]() FTessaro - Lead ProgrammerHey everyone, it’s been a month of adjustments, fixes and preparations for what comes next. ![]()
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