Time Lord - Full Stack Developer
Greetings and welcome to another Yomaia Dev Blog our dear Maians. Here, I'll provide insights into the ongoing development progress of the game over the last months. I am sure you all will find in this new blog entry an awesome experience!
LOCOMOTION
Over the past months, I've dedicated my efforts to refining the locomotion mechanics for four iconic dinosaurs: T-Rex, Utah, Dilo, and Para. While Rex, Utah, and Dilo presented relatively smooth progress, Para introduced some unique challenges. Para boasts the ability to transition between bipedal and quadrupedal locomotion with the simple press of a button, introducing intriguing variables such as speed, turn speed, and run speed. Triceratops is also being worked on. We're also implementing multiple movement mechanics including walk, trot, run, and sprint, each governed by a stamina bar that replenishes over time. Additionally, we're incorporating features like jumping, swimming, and even flying for select creatures. Progress is steadily propelling us towards completion.
TEST MAP
A single, compact map will serve as a comprehensive testing ground for each creature, featuring various testing elements such as healing and damaging plates, a waterfall to assess footstep effects, slopes to evaluate climbing mechanics, and more. The map will encompass diverse terrains including grasslands, forests, oceanic regions, and pools for aquatic testing.
UI
Development is underway for the in-game UI/HUD, which will include a dynamic blood screen to visually represent health status – intensifying as health decreases and diminishing as it rises. Additional attribute indicators will dynamically display various statistics, with a unique heartbeat monitor serving as an innovative health gauge.

CHARACTER MECHANICS
We've revamped the health mechanic and are currently refining the feeding system to replenish health, incorporating mechanics for drinking water and maintaining hydration. Furthermore, we're enhancing damage mechanics to encompass various forms of injury.
GAME MECHANICS
Our focus is on structuring the game's progression sequence and delineating areas for player exploration.
OPTIMIZATION
Efforts are underway to optimize assets and code to ensure smooth gameplay performance across target platforms. Despite the incorporation of dynamic weather systems, we aim to provide a seamless gaming experience for our players.
Alicia - 3D Modeler and Lead Animator
If I were to meticulously recount the amount of tedious work I've had to undertake in these past months, I wouldn't finish, so I'll try to brief.
Don't be mistaken, the result, as you can see, is tremendous! Texture mapping has gone from scale to scale almost satisfying as point-to-point animation. I've delved into the latest scientific discoveries to strive for the best quality and realism in both appearance and movement for each creature, adding specific touches requested by the Project Leader for each dinosaur. However, as I mentioned, all of this has been an incredibly headache-inducing endeavor. Yet, I can't deny that I would do it all over again a thousand times to deliver this kind of quality that we're achieving now.


During this time, I've meticulously focused on improving textures, UV mapping, animations, and assembling them in Unreal alongside Time Lord, also focusing on the proposed roster for the Early Access launch with 10 dinosaurs (5 from the hunter faction and 5 from the herbivore faction). This has allowed us to almost complete the initial roster and several more for the future that only need a touch-up, focusing our resources on delivering fewer models, but of higher quality, rather than many that feel like walking stones.

However, certain aspects with the animations have been a challenge for me more than once, as it seems that Unreal Engine 5 has some love-hate relationship with locomotion, although it's already been resolved. It's safe to say that, as of today, we're perfectly oriented on this matter and everything is on track regarding the development of the remaining animations. I'm excited about all of this, I won't deny it. It's gratifying to see how the animals one creates take shape and come to life, knowing that someone will choose one of your dinos as their favorite! I can't wait for you to see the wonderful animations I've achieved after having to recycle, more than once, dozens of them because I refused to deliver that quality of work. I love this game, and I'll give my best so that you can enjoy a true game where dinosaurs feel alive and organic.
Mario - UI/UIX Editor
I can proudly say that all UI/UIX-related content has been perfected and is already being applied to the game system with Knever. I've strived to maintain the essence dictated by Central regarding the appearance and feeling on the interfaces. Our UIs aim at blending elements of 80s-90s aesthetics with futuristic elements, resulting in a visual spectacle that I consider magnificent. I've given a personal vintage touch to the iconic artistic style of four decades ago, while also incorporating futuristic elements harmoniously into certain interfaces. As a reference point, I could describe this work in interface design, for example, as the almost perfect union (though I say this humbly) between the style from the 80`s Alien film and Prometheus. This may seem trivial, but Central was very specific about wanting User Interfaces that were intuitive and easy to navigate and reflected the game's lore, having an appearance and quality that would impress the player upon seeing them. We want the player to be stunned not only by how intuitive it is when they access the game but also by how visually organic it feels for the gameplay style. And that's exactly what we've achieved! I'm completely confident that more than one will dedicate themselves to exploring the interfaces more than actually playing the game!

I bet that more than one person will feel incredible nostalgia as soon as they see the interfaces throughout the game and how they function. Including the sound!
Knever - Lead Programmer
I'm thrilled about Yomaia; this game offers an array of unique features. Joining the team recently, I've spent the past two months refining and integrating the work already completed by my teammates. With every passing day, I grow more confident in the tremendous potential of this game. As you see down below, I just needed to play a bit of the game with another developer, and all was settled for me. I'm eager to contribute my creative ideas to this project, aiming to see it through from inception to release, ensuring it's accessible to our entire player base. While our efforts are diverse, your support remains crucial.

As a programmer, I can attest that Yomaia boasts a plethora of UI elements to convey vital information. I've taken the helm in this area, implementing my ideas while aligning with Central's vision to craft an exceptional experience for all players. Some UI elements have been finalized, while others remain a work in progress. I'm excited to reveal that our themes will incorporate darker tones with subtle nods to scientific inspiration. Upon launching the game, players will be greeted by a welcoming screen, guiding them seamlessly through server selection, character class/type selection, and dinosaur selection. Additionally, players can expect a skin selection feature offering a variety of choices, alongside a character stats panel providing insight into their current status and statistics.
Furthermore, I've dedicated significant effort to refining the locomotion system, a challenging task but one that aligns with Central's vision. Rest assured, we're making significant progress, and you'll soon witness the results firsthand! Stay tuned for more updates!
CentralCovenant - Project Leader
Although I want to refrain from extensive commentary in our Dev Blogs, preferring to reserve this space for technical development content or the insights and perspectives of each developer, numerous inquiries across our social media channels have prompted me to offer a brief update on the game's development from my role as PL, as well as outline our plans for future blog and marketing announcements.
Firstly, I want to address the fact that I mentioned months ago that there would be another blog entry detailing the progress of Yomaia. Honestly, I can't recall if I notified anyone on Discord about the delay of said entry. Nevertheless, I apologize for the delay and my silence in failing to explain why there haven't been any updates on Steam or other non-Discord platforms about the game's development for such an extended period. Don`t worry, everything is proceeding smoothly. We are certainly not a developer team who abandons a project midway. On that note, everything is progressing well, despite encountering some unforeseen delays.
Regarding the aforementioned, I would like to officially specify my idea and plan concerning Dev Blogs and their publication frequency. I understand that many of you are used to other games that release monthly blogs, but frankly, I believe that is the biggest mistake a developer can make. Let's be realistic, not everyone takes the time to read every detail in these blogs or pays attention to what's being said, resulting in an illogical diversion of community resources and a monotonous stream of words that players won't appreciate or value if it's constantly bombarding them every month. This is the reality, and I understand it. Therefore, I've decided that our Dev Blog updates will occur every few months, providing more extensive and comprehensive updates on the game's development. This will make our blog entries something that people genuinely anticipate from us, rather than a tiresome monthly message cycle that ultimately becomes burdensome for both you and us. As the saying goes: Good things come to those who wait. Or in this context: Less is more.
We are not (and I am foremost among them) like others who make promises and then fail to deliver, or fill pages with thousands of entries that ultimately say nothing. I am honest with you: I prefer to show you five completed models than to inundate you with a bunch of technical jargon about minor adjustments. Less talk and more action, that's how I want to operate. Therefore, from now on, please understand that if you don't see monthly Dev Blogs, it's because I have intentionally decided against it. Every few months, you'll receive a substantial update on our Steam page or social media channels, rather than one every month or week. This way, we avoid overwhelming both ourselves and you.
On another note, we'll begin to increase our activity on social media, as we're approaching our internal deadline for the Early Access release. It's time to start moving, and that's precisely what we'll do. I caution you, though, it will be a gradual and organic process. We have some interviews and announcements lined up for the near future that I'm confident you'll enjoy. Yomaia has been quieter over these past few months, following a strategic plan, but that's about to change. So, to all those who have inquired or had doubts about why we've been so quiet, you now have your answer. I also recommend that all of you join our Discord, which is and will always be the place with the most constant flow of updates and news.
With that said, I believe my part here is done. It's a pleasure to provide you with new information about the plans and ideas we have for the development, and I hope to see you all increasingly excited about this game, which will undoubtedly captivate more than a few unsuspecting souls!
Until next time, Maians! Watch your back!