Nov 23, 2018
Prehistoric Kingdom - Shadow Raven Studios


Welcome to a very special Q&A Event!

Firstly, we’d like to thank everyone who submitted their questions to all four categories from our social media accounts. We found this level of community engagement to be highly rewarding as developers and we are extremely excited to provide answers to your burning curiosities!

While every question below is taken as a direct quote, please understand that we may have had to make some changes to encompass multiple questions.



Design

Q: “What inspired your amazing Dinosaur designs? I mean, your Tyrannosaurus and Velociraptors look amazing, almost as if you went back in time and actually saw the animals.”
A:
“Looking at modern animals and especially modern relatives of said extinct animals as a reference goes a long way when it comes to making a design feel grounded. We like us them natural looking animals (except when we go full-on wacky with our designs, we tend to do that).”
– Mau

Q: “Which animal was the hardest to design? The most fun?”
A:
“The hardest to design title would probably go to any of the ankylosaurs, they are tough ones and break my spirit. As far as most fun, it would have to be the 2 newest additions to our design roster, Triceratops and redacted. Those 2 were really fun.” – Mau

Q: “How important is accuracy to you? It will be nice to finally see an accurate dinosaur tycoon-style game.”
A:
“Most of us on the team are paleo enthusiasts, so accuracy is definitely high on our list of what we want. However, from a pragmatic standpoint, we can only take it so far – new theories, papers, and discoveries come out nearly every week, and if we were to follow the trends and leading thoughts exactly, we’d never finish the game!” – Cindy

Q: “How many skins per species have you planned?”
A:
“TOO MANY. But to answer your question with some actual numbers and technical jargon: for most animals, they will have a default skin and two alternate skins, so three. Some animals, such as Triceratops and Tyrannosaurus, have four skins. On top of that, each animal has an albino and a melanistic – so the total is now five or six.” – Cindy



Behaviour

At least a couple million people asked these very two same questions, so we condensed all of those into a few lines down below:

#1 MOST ASKED QUESTION
Q: “How advanced will the AI be? Will animals have any worthwhile or interesting behaviour to look at?”
A:
“Our AI-building process will be iterational, which means it starts basic and receives more additions to it as time goes along. We obviously do want to make our animals feel as alive as we possibly can, and we believe a proper looking herd and pack behaviour is going to add much to that. Add hunting, a somewhat dynamic fighting system, and breeding to the mix, and you got yourself a lively bunch of prehistoric animals.” – Mau

#2 MOST ASKED QUESTION
Q: “Will the animals be able to reproduce?”
A:
“Yes, animal reproduction is something that we’d love to develop in the future. We are hoping to include basic breeding at launch if possible!” – Byron

Q: “Will theropods be possessive while eating like we can see in modern big cats?”
A:
“Potentially. Animal behaviors are something we still need to ‘flesh’ out completely (haha, get it?), but you can be sure to expect some messy, aggressive eating animations for our Tyrannosaurus, that’s for sure.” – Nathan

Q: “Will albino and/or melanistic animals require special care?”
A:
“Our plans regarding mutated animals aren’t solid at the moment but we feel that it’d definitely add an additional layer to animal care and management. Much like the real world, we’d like albino animals to be more susceptible to disease and weaker than other members of their species – potentially dying off at a younger age. Because of this, objects like shelters and stricter habitat requirements will be more necessary to keep albino creatures healthy. Typically, melanism has less health impairing effects than albinism so they would be easier to care for but don’t quite offer the same level of park bonuses that might be seen with albino critters.” – Byron



Other

Q: “What about the Pterosaurs? When will we see the start of development on the Supreme Master Race?”
A:
“We’ll begin working on pterosaurs and marine animals (anything that doesn’t use the current locomotion system, really) after we release our Early Access build. We’re expecting all these to be pretty time consuming, so we are leaving them for later, probably in the form of one or several big free updates.” – Mau

Q: “Will live prey, such as goats or fish, be added into the game for carnivores to eat?”
A:
“Live prey has always been something we’re interested in. We always wanted to have a system where live prey has a chance to alter the aggression of animals feasting on them and also has the potential to upset visitors, but it’s much better nutritionally for carnivores and keeps them entertained as it serves as a form of enrichment. It’s something we’d like to do in the future!” – Nathan



Features

Q: “Are there any specific features from the demo that will not be in Early Access?”
A:
“Early Access is definitely meant to bring updated and overhauled systems from the demo into a far greater range of player accessibility. However, we’ve decided to move away from in-game characters to opt for more standardised notifications (though some may still be referenced through Easter eggs!). Apart from this change, there are no major demo features that are being discontinued.” – Byron

Q: “Will we be able to walk around our own park?”
A:
“While not expected for launch due to the development time required, Ranger Mode will allow players to traverse and interact with their park from a third or first person perspective.” – Byron

Q: “Can we port our parks from one gamemode to another?”
A:
“The ability to change the gamemode of a park is determined by however the player chooses to start their game. When starting a sandbox park, the gamemode can be freely changed along with the gameplay settings. Challenge mode parks cannot be altered as they’re made of parameters set by us to ensure a fair but difficult game.” – Byron

Q: “Will there be potential to build indoor exhibits?”
A:
“Whilst we’re not planning a system specifically for building interior exhibits, it may be possible to build them nonetheless with a combination of walls and elevated paths, serving as walls and roofs respectively, then placing objects inside. Can’t really give a concrete answer for this until the game’s ready though.” – Nathan

System

Q: “Will there be a sustainable ecosystem?”
A:
“That’s something that we would like to do and something we’ve thought about. Ecosystems really come down to balance, at the end of the day. This question is something that we can’t really answer until the game is done, or almost so. Technically, it might be possible, as animals will breed, so as long as you can keep a healthy population of animals going, an ecosystem might be possible! It’s not a priority, obviously, as this is a park building game and not a nature sim.” – Nathan

Q: “Zookeepers forming bonds with individual animals?”
A:
“Bonds can be created by breeding young creatures and quickly introducing a keeper into their paddock, reducing the chance of an attack from an animal later in its life. Similar effects can be achieved by hiring workers with a higher skill level. This trait may carry over into future generations, though we’ll see!” – Byron



Q: “How do you plan on keeping the game interesting after all objectives of building a park have been completed?”
A:
“That’s a very hard question to answer as this is an issue with pretty much every park building game; once the park is “finished”, what else is there to do? First of all, it’s in our best wishes that the management features that we will include in the game will prolong your journey and keep it more interesting as you work your way to 5 stars and a finished park. Once you have reached the “final goal”, we’re hoping to shift focus more on to maintenance of those 5 stars. There’s always dangers that can happen to ruin your success, for example, natural disasters, dinosaur breakouts, illness, bankruptcy and more. Additionally, we’re hoping our creativity tools and building variety will keep you imaginative enough to continue to find new ways to build plazas and unique exhibits. Another thing is the animal behaviors themselves, as we’re hoping to keep them varied enough to keep you watching for pretty extended periods of time. Animal behaviors will be especially cool once we implement the genetic traits system, as you’ll be able to have pretty diverse behaviors… imagine a hyper aggressive Psittacosaurus nipping your guests!” – Nathan

Q: “Do some animals and buildings need to be unlocked through a progression or research mechanic, or is everything available from the get-go?”
A:
“In the challenge game-mode, only a handful of structures will be unlocked to start building with. You will be able to unlock more through the research feature once you gain science points… we will talk more about this in a future devlog. And of course, when it comes down to the animals, you will be unlocking them through the fossil hunting system, which we have also talked about here.” – Mau



Q: “What climate effects will be implemented in the game and how it will affect the park, visitors and dinosaurs?”
A:
“‘Climate effects’, the information there is quite foggy. Bad puns aside, we do want to include thunderstorms, hurricanes and blizzards and some other minor weather types… hopefully in the EA release! These will stress out animals, damage infrastructure, injure guests and more. It’s more or less a balancing act when it comes to including weather types in the game, as we’ve got to really test what works and what doesn’t in a way to not make them simply frustrating.” – Nathan

Other

Q: “Is there going to be mod support?”
A:
“Mod support is a mixed bag. If by that you mean developing and adding specific implementations to streamline the modding experience, then not initially (though not off limits for the future!). If you are however asking whether we will prevent people from messing with the game, then definitely not. For all intents and purposes, mod away!” – Mau

Q: “I know many developers that do this with their games, but do you guys use console commands (I.e. Money cheat, Dino happiness cheat, etc.) when playtesting the game? If so, will they ever be released to the public for standard use in the game?”
A:
“When developing the game we tend to set keyboard shortcuts and commands to test new systems quickly. A player will be able to edit a lot of the values and gameplay systems inside the options menu rather than a console – effectively allowing us (and you!) to “cheat” while in the correct gamemode via a much prettier interface. As you suggested, this involves things like giving yourself more money and animal happiness, for example.” – Byron



Q: “Has the release of recent dinosaur tycoon games changed any aspects or the direction of the game?”
A: “We were already pretty set and confident on the project’s general direction before they were announced, as we started distancing ourselves from the classic Jurassic experience pretty early in the game’s history. So in a broader sense, no, not really. What it did do however, was giving us a quality wake up call, encouraging us to strive for the best we can possibly do.” – Mau



Engine

Q: “Will textures and models of animals be better (higher poly) than in demo? Renders look awesome, but in engine they don’t look good.”
A:
“Yes, all our demo animals are pretty old models, and we have remade some and updated others to fit the look of our newer, better models. Our animation work has also greatly improved, contributing to a better overall look. Generally, our new models will see a huge visual improvement in-game, as you can see here.” – Mau



Production

Q: “How are the animals sound effects (being) produced?”
A:
” Traditionally, sound effects design for creatures is done by layering together several sources of sound (human, animal and/or artificial in origin) into a single artistic construction that represents a new sound all on its own. I usually take s look at the animals before I start working, so I can paint a mental picture of what they would sound like. Meticulous listening and vivid imagination is required to make the character of the sound effect match the outwardness of the animal it’s being used for.” – Aleksa

Q: “I’m getting into game dev, and I’m just curious to know of the workflow for the models.”
A:
“The concept art usually doesn’t come into play up until we start working on the colors, unless there’s some unusual features in the animal’s structure, that is. We start off with a low poly blender model and pass that off to our texture artist, to be sculpted and painted in Mudbox. Once that is done, the low poly version of the model goes back in blender with all its respective maps, where it receives its ontogeny-related blend shapes, and finally gets rigged. Hope this little insight into our process may be of help!”- Mau

Other

Q: “To each team member, what is the most enjoyable part of your job in the game?” and “… What has been the least enjoyable part?”
A:
Here’s a handful of thoughts from some of our team members!

Aleksa: “When you’re working on extinct animals, you build an animal’s personality from the ground up, and take everything about it into account. I definitely love it when all the layers I’ve been digging for come together and just click. Then you know the work’s been worthwhile.”

Byron: “The community interaction and excitement around blog post time is a great payoff for the weeks we spend writing and preparing all the content. Although, trying to balance multiple roles can be tricky. Nowadays I’m often assisting in graphic design, music, blog posts, writing, and community interaction. It’s definitely a lot of work and can be stressful if not managed correctly but the delightful comments I get to read after working hard on a multitude of jobs around the game is worth it.”

Cindy: “I get to tell people I work in video games making dinosaurs and that is one of the best icebreakers at parties. Oh and I guess the satisfaction of being in a talented team making the game every paleo nerd has been dreaming of since that one Michael Crichton novel got published.”

Maurizio: “The creation process is an enticing thing, I love the idea of being able to produce something people will enjoy. In particular, I most enjoy implementing interface and shaping the user experience to its greatest. As for the least enjoyable part, it would probably have to be Nano (Byron). Nobody likes that guy.”

Nathan: “Most enjoyable part? Well, I’m pretty fond of coming up with small details to include in the designs for buildings and whatnot, as I really have to think “What would go here? Why?” and then I have to think of a good way to include said details in a way that works technically well for me. Same applies for animation, it’s quite fun to think of ways to make animals show personality in their animations and to imagine how movement would go; I can’t stress how many times I’ve ran around in my living room as a dinosaur to try and figure out how movement should work. My least favorite part is obviously putting up with Mau, that’s a given.”

Victor: “Hardest part is getting the realistic branch growth patterns of trees down within a reasonable performance budget.”

Q: “Are you all eating well? Blink twice if you need help.”
A:
What is ‘food?’



Tidbits

Q: “What inspired a game revolving around extinct animals specifically, rather than a general animal park game?”
A:
“I don’t believe there’s a single person on the team who hasn’t had some nostalgic experience with dinosaurs or management simulation games that makes them so endearing to us. Whether it was hours spent with the Zoo Tycoon series or Operation Genesis, there’s something magical about the combination of park management and extinct animals. As there hadn’t been a new entry in the genre for so many years it was only appropriate for a bunch of paleo nerds and tycoon fans to try their hand at making something they love for others to enjoy.” – Byron

Q: “How many species do you intend to add post Early Access?”
A:
Keep reading to find out.

Kickstarter/Crytivo

Q: “Where can Kickstarter backers talk with developers about submitting skin designs?”
A:
“On Discord, of course! Please join our server and message a moderator or developer with the appropriate credentials if you were a backer above $500 (skin tier) so we can add your exclusive VIP Role.” – Byron

Q: “The $100 Kickstarter support level lists both Beta and Alpha access as part of the reward, but the Crytivo $100 level only lists Beta access but otherwise matches the Kickstarter rewards. Is this a change due to the Crytivo arrangement resulting in a loss of Alpha access or is it an error in the Crytivo reward listing?”
A:
“This is indeed an error in the reward listing as Alpha is included within the tier description. Apologies for the confusion, we’ll try to have the issue resolved as soon as possible!” – Byron

Steam

Q: “Will you release the beta on Steam?”
A:
“The beta is expected to be released privately on Steam via unique codes for backers and early buyers. Windows and Mac versions of the beta will be available.” – Byron

Q: “Will the extra content (like the soundtrack, ranger book, etc.) that are listed on the Crytivo page also be available for Steam?”
A:
“Too early to make a definitive answer, though we’d to include them on Steam.” – Byron

Q: “Is the Recently Extinct Animals pack still being considered as something to add down the line as a paid DLC, if not a free addon?”
A:
“Too early to know for sure but we’ll see.” – Byron

Finally…

Q: “Ya like jazz?”
A:
Yeah, it’s alright.



Once again, thank you to everyone who submitted their responses.
Over the three day submission timeline, we had a total of 375 questions – that’s insane!

Unsurprisingly, the animal category was by far the most submitted question type:



We understand that not all questions were successfully answered so be sure to keep an eye out for future events and other Q&A panels!

This past month we’ve been working extremely hard to get the game even closer to a more playable state – something that doesn’t look like a mishmash of development levels and independent functions. Because of this, we’re kind of hoping that you aren’t expecting any big news drops until the next DevLog.









----
Oct 31, 2018
Prehistoric Kingdom - Shadow Raven Studios


Welcome to October's development update!

It's time to get extra spooky as we delve deep into another content filled DevLog! We have some important information and updates to share this month, so get ready to read!


The only day of the year we are allowed to be edgy. We took full advantage.



We reached out to our Kickstarter backers earlier in the month to clarify the state of development and answer a few questions regarding our release.

To provide a brief summary of the discussion, we mainly focused on talking about our unfortunate reliance on third party assets and software (such as SpeedTree and Unity) to update before we can proceed with certain elements like fully integrating our new foliage rendering system.

Our progress is better illustrated on a monthly basis through a milestone graphic to maximise transparency. The graphic below will be updated every update to clearly reflect where we are with core gameplay systems so that everyone has a solid understanding of the game's overall progress. We feel that this is an honest way of presenting the current state of development and also illustrates the importance of completing certain components against other tasks.

A lot of us take on multiple jobs or responsibilities within the team, so we thank you deeply for your patience.





Sadly this month we don't have much to show on the programming front, as most of the work being done is laying the foundations for the future management systems. On the other hand, we are experimenting more and more with the spline-based path and fence systems while we are waiting on third-party assets for some terrain system fixes. All in all, progress is most definitely being made, albeit slowly.



For October the art department decided to get extra spooky and make a whole bunch of new assets!

Building Concept Art & Models

Finally, we are down to the last few pieces of concept art for our Early Access structures.




Counting all building models shown off in the past and this month, we are currently 53% of the way through the modelling of the Early Access structures that will be included in the initial release! If you'd like to send our building modeller some love, check out his other work on his ArtStation page!



The Gift Shop allows guests to purchase an assortment of merchandise with prices that are sure to send your inner capitalist wild.


Vending machines are a great way to provide small momentary snacks to your guests around the park.


Benches! Guests know them, guests love them. Place these along the edges of paths to give visitors a place to rest. Coming in a variety of seating options, the bench is an essential part of every successful prehistoric paradise.


Guests hate dirty parks! Trash cans allow patrons to dump their rubbish into a selection of bins instead of your lovely pavement. Once full, Maintenance Workers will swiftly empty the garbage and clean any loose scraps.


Featuring four of the most iconic prehistoric creatures, the Mascot Statue is a decorative object that's perfect for any large plaza.


Let there be light! Solar panels create electricity for your park during hours of sunlight and are made less effective during periods of darkness.


The wind turbine, water pump and solar panel are the first three utility buildings to be included in Prehistoric Kingdom’s Early Access launch.

The last two animal feeders were also modelled this month in addition to a plethora of enrichment objects that will be a welcomed exhibit accessory for many animals.


The wooden and metal feeding trough is a classic staple of any zoo simulation game. All five food types can be placed inside these large containers.


Designed for animals of all heights, the tall feeder is recommended for creatures like Paraceratherium and large sauropods. Smaller creatures can graze from the vegetation at the base of the tower.


The scratching post is usable by animals both big and small. Suspended by two large concrete pillars this enrichment object will provide relief for the itchiest of animals!


The tire and log swing puts your animal's strength to the test with this interactive challenge for medium-large creatures.


Enrichment toys come in a number of options. Activity balls and sturdy allow critters to chase or gnaw on a variety of materials.

Visitor Models

This month we began to create the first set of visitor models that’ll be wandering your park. Using a basic facial shape of six different meshes and texture sets a lot of the variation will stem from clothing items worn by guests.

Here is the first look at the youngest of our three guest demographics; the teenagers!



Younger and more full of life than their older counterparts, teenagers have a need for excitement and will more often than not insist on an abundance of attractions to visit.

Animations

Smilodon received a few of its basic locomotion movements this month and this is certainly one kitty that you don’t want to touch!






Music

Our composer's back at it again with a finished version of the snippet shown last month! The Island is another playful track that will play in the background as players build or look over their parks. Featuring some more world instruments such as the shakuhachi, this piece takes on flourishes of colour and interest from various cultures while incorporating variations on some familiar themes.

https://soundcloud.com/byronmckay/theisland

For every piece of ambient music written for Prehistoric Kingdom an additional "ambient mix" will be created: a lighter and more minimalist version of the main track. This way we can create trigger points within a player's game that tells the music how to behave. So, for example, if it's night time or the player has a limited number of guests in their park the game will decide to play the light version of any given track. Once your kingdom is bright and bustling the complete orchestral score kicks in!



Enhancements and new iterations continue as our UI designer brings our old interface elements back up to our new post-Kickstarter standard.

The options menu received a most needed amount of loving with a new coat of paint and expansive list of togglable features.





The interface settings allows for customization over the UI scale for larger screens and colour options for the main HUD/coloured panels. For those who experience difficulty reading text, the opacity of the colour can be manually changed to suit the individual needs of a player.



We've looked into features that older games of the genre have been missing and found that many users often try to replace or add new music files from popular films and television shows. While our composer quietly sits in the corner, we're offering full flexibility over the frequency of ambient music and the ability to add brand new tracks to the game's existing playlist!

Animal Nursery

After many iterations the team finally agreed on the best way to display our expansive animal list within the Animal Nursery whilst offering a lot of flexibility for sorting or finding a certain creature.



As a standard we’ve now split every animal into distinct family groups that can be easily distinguished and identified without the need of excessive horizontal scrolling like in the demo. Players can also find a new set of parameters depending on a creature’s environmental and social needs.



New Creatures

Along with spooky, scary fossils, October also brings the final four species - Daeodon shoshonensis, Hyaenodon gigas, Megatherium americanum and Paraceratherium bugtiense!






Almost There!

After many months of hard work we’re incredibly delighted to say that every animal in our launch lineup has their model, rig, ontogeny, and default skin set done with at least half the animals having all of their alt. skins completed! Next up on our list is texturing all remaining alternate skins for our Kickstarter creatures to completely finalise every critter but until then please enjoy this render featuring every animal coming to Prehistoric Kingdom.

You can support our animal artist's hard work by checking out her ArtStation page here!




Much like our previous development updates we’ll continue to produce group renders of some our different extinct families. Although they aren’t exactly scaly murder birds, our mammals are sure to be a hit amongst your guests!


All the mammals making an appearance in the Early Access release.

Ontogeny Sequences

Our scientists have observed new mammalian ontogeny processes in the park - most notably recording the angry piglet, not-a-hyena, sloth, and one lanky boi.






Alt. Skins

Similar to Tyrannosaurus, the equally loved Triceratops will receive a visual update since it’s one of our oldest creatures. Keeping inline with the colour palette used in some of our other iterations of Triceratops, this month we present four brand new skins given to our horridus and prorsus alternate species.

For a better look at the detailed art, you can check out each design concept individually here!





We’ll be discussing some recent additions to our game plan regarding visitors and their effect on your park, bringing in some rather exciting gameplay opportunities. If you’d like to check out our last post featuring Visitor Needs from August, click here!

Visitor Types

Originally intended to be a purely cosmetic change, Prehistoric Kingdom features three main age demographics within its core visitor gameplay: teenager, adult, and elderly.
We felt that including different age groups would immensely add to the management experience as players work to create a park that appeals to their target audience and public perception. Whilst offering a way to make crowds look more diverse, the three age groups also come with unique gameplay variables:


Examples of differences in guest types.

Seasonal Management

Proficient park managers will be sure to regularly check the time of year to maximise their profits!

The holiday season (November-January), for example, is capable of providing huge amounts of income through guest influx around certain months. With a range of teens, adults, or elderly coming to visit the park it’s extremely important to ensure that your park has the appropriate facilities and attractions ready to facilitate their needs.



In a future development update we’ll touch on the advertising system and its effect on guest demographics!

---




Taken by Barry.


Taken by il1013.


Created by X Stream Chaos.


Taken by X Stream Chaos.


Fan skins created by Lis.

---

Thank you for reading October's development update!

We're hoping to make November more eventful in the programming department and of course continue chopping away at our more than extensive list of art assets as we push the game further along. It's a very big project that is going to take a lot of time but it will all be worth it over the coming months!

---
---
If you would like to check out our past blog posts, you can head to the official one here!
Sep 30, 2018
Prehistoric Kingdom - Shadow Raven Studios


Welcome to September’s development update!

It’s that time again for another look into some of the things that were worked on during the last month. Some non-project related events meant that some of our team members had other matters to tend to in September but nonetheless everyone is doing okay and we are back to show some of our exciting content. This update is a little shorter than usual, but we hope that its content more than makes up for that!



Programming has been back into full-swing after our unexpected and continued waiting on SpeedTree and some other third party tasks. While the development schedule may have shifted, we have been doing our best to continue working on other components and features in the meantime.

With some better news, however, the foliage and water painting are almost complete! Although we currently can’t import the new trees and foliage due to lack of Unity support, our programmers have been experimenting with some stock pieces and we’re blown away by the results.


In-Engine environment painting work-in-progress result using stock and old demo assets.

Please keep in mind that everything used is a placeholder development asset and will either be replaced or made far prettier in the future!

Foliage Painting

For reference, here is the foliage painting system that currently exists in the pre-alpha demo:



While it wasn’t necessarily bad, it didn’t behave as expected and resulted in players having to click over and over again. Foliage rendering caused a substantial drop in frame rate which meant that dense forests were hard to create smoothly. Thankfully, these issues have all but been eliminated.

Today, we’d like to present the foundations of Prehistoric Kingdom’s new foliage rendering system.

Please note that the gifs are played back at 24 fps due to automatic compression. Please click the gifs to view them in 60fps!




As you can see below the intensity of the brush can be altered, resulting in an increasingly sparse placement of trees.



And of course we couldn’t forget the ability to place individual trees by lowering the brush size to its minimum value.



Water Painting

Yes, it’s finally here! Eagerly awaited by fans and developers alike, the water brush is a quick and easy way to paint water directly into an exhibit.





It’s definitely taken some time to get to this stage, but we think that everyone can agree in that it was worth it purely for the results.

Resource System Progress Update

Now with a short and less gif-heavy update, we decided to jump ahead while waiting for SpeedTree to get started on the framework for the new and improved resource system. It’s mainly mathematics and programming at the moment but once we get some UI hooked up we’ll be ready to show it off!



Building Concept Art



The Off-Road Safari allows your guests to get up close and personal with animals by driving directly through exhibits via a set path.



Building a Restaurant is a great way to avoid queues and serve quality food to your hungry patrons. With a warm two-story design and plenty of seating options, the atmosphere is sure to light up your park’s night life. Players can rename the sign on the building in the properties window.



In the “unlikely” event of an emergency, the Large Underground Bunker is capable of holding up to 500 guests. Much like its smaller counterpart, injured guests can be treated for wounds.

Like our past buildings, any improvements or adjustments from the concept art will be made in the modelling process so everything above is sure to look even better!



Main HUD Design Update

In our continued efforts to improve the look and feel of the game, our UI designer has gone back and tidied up the main HUD elements.



It’s not too much of a departure from what we had previously, but it certainly helps give players more screen space when building their park – not to mention its sleeker look. New overlay and access buttons have been added to the top left of the screen, as well as some new icons for fencing and funds. As always the UI colour can be changed by players in the settings menu.



Music

Our composer was quite busy this month but he still managed to sneak in a little preview of something he’s been working on over the past week. It’s currently unfinished, untitled, and very much a work in progress but the final version should be ready for listening in the next DevLog!

http://prehistorickingdom.com/blog/wp-content/uploads/2018/09/PK_TrackWIP2.mp3?_=1



This month brings one new creature and some alterations to an old classic. Please enjoy the new renders of some of our personal favourites; Dilophosaurus wetherilli and Ursus spelaeus – the cave bear!





Mesh Updates

In September we made some changes to our old demo animals to make them look closer to their fossilised counterparts.

Velociraptor mongoliensis first debuted in its current state back in 2016. Upon further inspection, our feathery friend had some definite anatomy issues that needed to be addressed!



One request we are often asked pertains to one species of a very well known genus; Triceratops. With some magical developer wizardry, Triceratops horridus will be joining the ensemble as an alt. species for Triceratops prorsus. Since we’ve decided to use textures to quickly swap between the two, no differences will be found in the frill or body. As for the general anatomy and body plan, we updated it to resemble more recent reconstructions of the creature.



Ontogeny Sequences

Straight from the nursery and incubation chambers our park scientists have provided us with some more growth charts for a few new creatures. Today we’re proud to show off our geckos, fluff cubs, and lanky chicken bois.







Alt. Skins

With eight months worth of alternate skins shown since Kickstarter, we’re down to the very last one. There’s a few being saved for their eventual reveal on the model (such as a certain feathered tyrant), but we hope you’ve enjoyed waiting to see what Early Access design comes next!



The Final Countdown


All of our Early Access Thyreophora – including a new Sauropelta skin!

Believe it or not, we’re down to only three more animals that still need to be revealed. As the total number of finished animals begins to increase all future model reveals will be the alternate skin designs fully realised onto our critters. Stay tuned for next month’s exciting animal showcase as we unveil the last few remaining mammals!

___

Thank you to our amazing backers and fans for continuing to support our project!

It seems like only yesterday that the Jurassic Patch was released and development on the full game began. We’re striving to make October even more productive and deliver on a tycoon experience that we can be proud of. It truly is a group effort and we couldn’t be doing what we are now without you.
___

___

If you would like to check out our past blog posts, you can head to the official one here!
Aug 31, 2018
Prehistoric Kingdom - Shadow Raven Studios


Welcome to August’s development update!

We’re back to the usual format this month with loads of prehistoric goodies for you to discover and share. If you’ve been keeping up with our Discord some will already know that we have a surprise animal announcement to be made, but you’ll have to read on to find out more!



Terrain Shader WIP

Our shader artist has been designing our new terrain shader from the ground up to work with the voxel terrain. In its basic state the shader is already capable of producing a more detailed look than what was featured in the demo.



SpeedTree 8 and PBR Materials

With the game overhaul taking place over the last few months since the release of the Jurassic Patch, one of our focus areas has been bringing asset quality up to par with our new expectations and production standards. SpeedTree 8 allows us to work with enhanced generators, wind effects and shaders that are both better and faster than previous versions of the software.

Unfortunately, however, this means that we’re currently waiting on SpeedTree and Unity to finish adding support for SpeedTree 8 and their brand new PBR materials as detailed in their blog post from GDC 2018. While they say that it’s not too far off now, the results look superb and we cannot wait for them to push the additions.

Until the technology is available, we’ll keep progressing with general development and finalise all the art assets until they can be implemented properly.



To almost no one’s surprise, the art team continues to pump out a continuous stream of lovely content that’ll be ready to get dropped in-game.

Building Concept Art and Models



The visitor dock is one of the few ways that guests will travel to your island. With a large ferry arriving at its port, this will act as entrance and exit to your Prehistoric Kingdom.



Increasing the land value of the immediate area, the science monument stands tall as a reminder of the genetics and power of science that brought once extinct animals back to life.




Originally featured in our pre-alpha demo, the vehicle depot redesign sports a sleek and elegant modern design with vastly improved texture quality. This garage acts as the storage facility for staff transport.




The monorail station is a quick and accessible way to get your guests around your park. Build tracks at varying heights to efficiently view animals, as well as view some in-universe advertisements.

Tropical Wet Foliage

First shown off a few months ago alongside the new mediterranean island, here’s the all tropical wet foliage! We’ve made sure to select a diverse range of plants that cover the expectations of tropical vegetation and mix well with our future climates. Palms, ferns and canopy coverage; we’ve got it.



It’s worth mentioning that for the sake of visual and creative freedom, we occasionally hybridise multiple species of foliage to create a more general and unspecified look (e.g. the canopy tree and tropical palm). With mediterranean and now tropical wet out of the way, it’s time to start work on the boreal and semi-arid climates.

Animation

While not originally intended for this update, we thought we’d quickly show off the walk cycle for our Allosaurus using the medium theropod rig. Unfortunately it didn’t have enough time to render out using our usual format, but we hope that you’ll forgive us!



Compared to our larger creatures such as the Tyrannosaurus, you can see more of a bird-like posture in its movement.



Music

A Not-So-Gentle Giant and Tooth and Sickle Claw are the brand new introductory themes/tracks for our large carnivorous dinosaurs and dromaeosaurs. The pieces present an interesting contrast between a large and foreboding yet majestic sound for our tyrant kings to a more muted and aggressive conversation between a group of instrumental raptors. Our composer had a lot of fun coming up with these, and we hope that you enjoy them.

https://soundcloud.com/byronmckay/a-not-so-gentle-giant-carnivore-theme

https://soundcloud.com/byronmckay/tooth-and-sickle-claw-raptor-theme

These motifs will continue to pop-up across the soundtrack.



New Creatures

This month we’ve got an assortment of new exciting animals to reveal. Without further ado, let’s get a closer look at August’s newcomers; Torvosaurus tanneri, Nothronychus mckinleyi, Coelodonta antiquitatis, and Mammuthus primigenius!






But there is, however, one more to show…



Utahraptor joins the battle! With some surprising body proportions and a terrifyingly large skull, Utahraptor ostrommaysorum makes its way into Early Access as a replacement for Deinonychus antirrhopus.



As you can see we’ve adapted the original ‘vulture’ design of the Deinonychus into an alternate skin for our big land eagle alongside its new default.

Since we wanted to update and redo our previous version of Deinonychus antirrhopus, we ultimately decided to push Deinonychus back into a later version of the Early Access game and introduce a highly requested fan favourite to fill its role as a large raptor.

Ontogeny Sequences

August brings us an interesting look at the ontogeny of two of Cedar Mountain Formation’s residents: the elusive mango-goat and tiny freedom bird.




Alongside the two aptly named dinosaurs are the brand new versions of our hairy big-nose and hairy long-nose friends – complete with an adorable ontogeny. Please note that our rendering software loves attempting to render flat planes and mammoth tusks, so please excuse the jagged edges which won’t be visible in-game!

https://youtu.be/W0H0n8XWg5Y
https://youtu.be/bndmfd0ysyg

Alt. Skins

Our brand new Tyrannosaurus skin has been brought over into 3D and we simply love it. As you can see it’s sexually dimorphic in its colour vibrancy, and we can’t wait for you to see how the infants look, too!



We’ve shown many, many, many alternate skin designs since February but we’re almost at the end of our time for previewing the design sheets before they’re translated into 3D textures.








For this month’s gameplay discussion we’ll be talking about our current thoughts on visitor needs and how you, the park manager, will need to respond to their various requirements and preferences. It’s important to note that all information here is subject to change through development and will be tweaked in the future.

The Basics

Much like your animals, each guest has a basic need that must be fulfilled by players in order to satisfy them effectively and raise your park rating.



Buildings such as Fast Food Kiosks, Restrooms, Grand Hotels and benches can be placed throughout your park in order to allow your guests to replenish their independent needs.

Animal Group Preference

Animal preferences are where Prehistoric Kingdom begins to separate itself from the rest of the herd. Previously, we chose to define guests by three main categories: thrill seekers, paleo enthusiasts, and mainstream. As this is rather broad terminology and doesn’t effectively communicate what a certain guest likes, we have chosen to instead opt for animal group preferences.

Certain guests can respond better to certain animal types whereas others may not have a preference at all. For example, a visitor who favours ceratopsian means that the guest enjoys seeing animals like Triceratops interact or fight with each other and will thus receive an increased mood bonus, rewarding the player with additional park ratings.

These preferences are not mandatory and won’t punish players designing specialised parks, but it will offer support to those creating a varied and diverse prehistoric zoo.



Exhibit Visibility

What’s the point in making a zoo if your guests can’t see anything? Fences can have a direct impact on visibility based on their design and visual properties, meaning that players need to find the balance between comfort for their animals and viewing areas for guests.

Attractions such as viewing platforms, lookout towers and monorails allow visitors to look directly into paddocks at different elevations. If an animal feels too exposed it’ll try to hide, decreasing the mood of onlooking patrons and potentially harming the creature from starvation.

Park Visibility & Safety

A map stand is a placeable guest object that visitors can interact with in order to take a look at your park layout and navigate to where they want to go quickly. Without checking a map stand or purchasing a map from an Information Centre, your visitors will wander and explore your park with a lack of purpose – something that could prove fatal in the event of an emergency.

Land Value

Each building in the game comes with an associated value that will either add to or retract from the immediate land value of an area. Decoratives such as the Science Monument offer a high land value bonus when placed in your park, whereas “uglier” structures such as wind turbines can retract from the park’s aesthetic if placed too close to your bustling plazas.

___

Another month, another development update.

Thank you so much to everyone who has been waiting patiently for our updates to come along each month. We all know that this process takes a long time, but we are incredibly glad to have such a supportive and understanding community.

Until next time. – The PK Dev Team.
___

___

If you would like to check out our past blog posts, you can head to the official one here!
Aug 1, 2018
Prehistoric Kingdom - Shadow Raven Studios


Welcome to July’s development update!

This month’s update is a little shorter than usual, but nonetheless we’ve been working on some neat things that we’re quite eager to show off. Let’s get right into it, shall we?



As it tends to do around this time of year, a few of us got caught up in family and personal matters that needed to be tended to. While we experienced some unexpected speed bumps, we’re hoping to make up for lost time by pushing out the first handful of playable builds to our VIP backers as soon as possible. Below is our updated development schedule that better reflects the current status and internal goals.





There’s not too much to show on the programming front this month as we’ve been busy working on setting up our island and integrating it with our voxel terraforming system along with a host of fancy things like water shaders and yes, improved foliage performance. Voxels can be rather experimental on the scale that we’re working with, but the team is doing its best to ensure that it all comes together in the end!



For July we took to working on transferring concepts into 3D models and developing both new and older animations to our most recent standards seen in previous blog posts.

Building Concept Art & Models



The Sauropod House is the largest shelter available for housing animals in Prehistoric Kingdom, holding up to two-three fully grown sauropods at a time. Equipped with internal washbays and soft haystacks, your gentle giants are sure to feel right at home.

Back in March we first showed our new Nursery design which has since been updated to bring it up to scratch with our more recent building textures and style.



Animation

For July’s assignment, our animators completed the basic animation sets for the ceratopsian rig and bison (as first seen in May’s update). Meticulously watching over dozens of real world references from modern day relatives the team hoped to capture the many nuances and physical movements that are to be expected from the bison family. We’re extremely happy with how both the sets came out, and we hope you enjoy the new ceratopsian cycles!

https://youtu.be/ri76DLOOBgY

https://youtu.be/lcT07tDqbeA

Since switching over to a more generalised retargeting system, we swiftly revamped the hadrosaur animations to look far more alive with added weight and movement to their body.

Check out the new and improved run and walk cycles below (yes, we misnamed the first clip, but it’s not our fault – it’s the sneaky post-production, we swear)!

https://youtu.be/rk5b1Cpm0kI

https://youtu.be/mTFa-AkYWjU



Park Map

Inspired by real world zoos, the park map features a fullscreen stylised view of your island – showcasing all structures, animals, and infrastructure within your park.



It was important for us to retain as much open screen space as possible for players to take quick screenshots with while also offering a quick way to jump to each exhibit and check its total internal area with a quick glance.



The team’s composer has written another ambient track to play along with your busy paths, various construction sites, and roaring attractions. Genetic Wonders is a musical love letter to one of our biggest influences and inspirations. Using some classic scales and techniques, fans of paleo-media should feel right at home when this piece begins to appear.

https://soundcloud.com/byronmckay/genetic-wonders



New Creatures

July reveals some of our most colourful and unique animals making their way into Prehistoric Kingdom’s Early Access. Prenocephale prenes, Tenontosaurus tilleti, Thescelosaurus neglectus, and Lambeosaurus lambei; welcome to the park!









Finally, we would like to present all of our Early Access ornithopods! Aren’t they gorgeous?



From left to right: Edmontosaurus, Iguanodon, Dryosaurus, Thescelosaurus, Ouranosaurus, Tenontosaurus, Lambeosaurus, and Parasaurolophus.

Ontogeny Sequences

After our lovely keepers have returned from their studies, we have concluded that tiny ankylosaurs are best ankylosaurs. This month we’re presenting our favourite little moss rock, chub duck, honkboi and… noodle ... face?









Alt. Skins

As we begin to approach the end of alternate skin reveals we’ve got a handful of classic creatures with some rather splendid designs.











___

And to finish it all off, during July we had a small resurgence of texture mods for the pre-alpha demo thanks to KroftyFennec’s awesome Allosaurus and Triceratops skins based on the work of a certain Fred Wierum and Saurian. Neat, right?











___

And that concludes this month’s DevLog! It’s shorter than our last few, but we are aiming to come back with even more news, images, and gameplay updates. We tried experimenting with cutting down on the amount of text per blog post to make it more accessible, so be sure to let us know what format you prefer.

___


___

If you would like to check out our past blog posts, you can head to the official one here!
Jun 30, 2018
Prehistoric Kingdom - Shadow Raven Studios


Welcome to June’s DevLog!

We had an absolute blast this past month with some great progress across the board. All hands were on deck during June as we continued to chug along at a steady pace, making some very exciting advancements within programming, art, and game design. Without further ado, let’s get right into the development update.



June set us up with some great progress on building mechanics and terraforming, allowing us to finally start showing off the new systems (hurray!). Please keep in mind that everything shown here is a work in progress and is subject to change throughout the game’s development!

Fence System

Prehistoric Kingdom’s clever programmers have created the first rudimentary attempt at the spline-based fencing system. There’s not too much to say about it at the moment as it’s still being worked on, but the first stages of freeform and two-step placement is in.

Snapping angle and the rotation angle all works with the expected lovely curves that is made available through splines.



This progress on the fencing systems has made the team giddy at the thought of soon working on monorail building once all the kinks have been worked out…

Terraforming Demonstration

All of the basic tools are up and running so now it’s a matter of adding and refining terrain textures as well as hooking it up to construction in order to flatten surrounding land. It’s still a work in progress, so please excuse any wonky graphical artefacts. Here’s a look at some of the tools in action:



As you can see, Prehistoric Kingdom’s terraforming allows players to freely sculpt the terrain through a variety of methods and tools; the world is quite literally your canvas.



Players are able to paint the terrain freely by selecting ground types from the Climate Painter with the option of automatically painting rock or dirt in correspondence to the height of the terrain.





A cave sculpted out of a mountain.

Create natural archways, land bridges, mountain ranges, and even “volcanoes” by digging out mountain tops!



Unsurprisingly, the art team has been working hard at bringing the assets of Prehistoric Kingdom to life. For June, we’ve got a hefty assortment of goodies to show off.

Building Concept Art & Models

In this update we’re taking a closer look at the structures directly used by animals and guests including shelters, amenities, and attractions.



Science Monument

Placed as a decorative object, the Science Monument increases the land value of the immediate area. Key decorations and statues like Monument buildings help pretty-up your park and act as core locations for guests to hang out.



Large Wooden Shelter

The wooden shelter is a large structure capable of housing most animals throughout their life cycle. Whilst quite basic in its material, this building will appease the majority of your creatures in its modest simplicity.



Metal Viewing Platform

Harkening back to real world zoos, the metal viewing platform is a staple of any park due to its ability to get guests up close and personal with extinct creatures without getting caught in harm’s way. This beautiful attraction offers the chance to entice nearby critters to investigate the tiny mammals jumping around on the other side of the glass.



Tropical Wet Island

After quite a bit of anticipation, this is how the tropical wet island looks from a distance! With players being able to terraform archipelagos from the seafloor, we can’t wait to see what everyone does in the future with our creative tools and map landscapes.


16km² of pure island goodness.

As you can see by the remnants of the large crater towards the north of the terrain, this island’s origins are volcanic – sprouting a small chain of archipelagos in its wake from the seafloor. The landscape is quite versatile, featuring cliffs, mountains, flat building space, and lakes.

We’ll be sure to show off more of our vegetation for this climate very soon, but until then, make sure to keep your plants on!



Both exciting and conversely terrifying, there’s very little interface designing left to do for the game. Of course there’s going to be tweaks as the project develops, but all of the base drafts and UI sheets for the first pre-alpha are eagerly waiting to be brought to life inside Unity.

Until we begin working on the second pre-alpha (which we are extremely eager to work on!) most of the interface work is going to revolve around polish and visualising in-game features.



Two words: editable signage. Ever wanted to name and theme areas of your park with custom signs and billboards? Look no further! Much to the dismay of long time zoo building players, a lack of editable signs and decorations in past titles has been sorely felt.

In Prehistoric Kingdom, however, the Edit Properties window on select decorations such as the vertical marina banner and the horizontal banner offer a range of bespoke graphical designs that can be swapped out by the player to better match their own park. Special decorations like the editable themed sign even feature a text editor that will display whatever is written into the input field. Cool, right?



To help get players right into the action, you’ll be greeted with small popups that provide a brief description of certain game features, mechanics, and interface explanations as you progress through the game. These can be toggled off permanently at any time, so rest assured that experienced tycoons don’t require unwanted help.



Sound Design Preview

Our sound designer whipped up a special new soundscape preview featuring some more familiar faces. Can you guess all the animals? Let us know on our Discord server!

http://prehistorickingdom.com/blog/wp-content/uploads/2018/06/Soundscape_-_Ice_Age.mp3?_=1

Music

The team’s lovely and very humble composer (who is definitely not in charge of writing our devlogs) wrote a new track that will play alongside the ambience of your park’s bustling environment. Exploring the Park incorporates world instruments within our traditional orchestral setting, making use of rainsticks, bongos, congas, and African shakers to expand the sonic scope of Prehistoric Kingdom’s music. We’re super happy with how it turned out, and we hope everyone’s looking forward to hearing more from the soundtrack in the future.

https://soundcloud.com/byronmckay/exploring-the-park



This month marks the long awaited redesign of our Allosaurus fragilis in all of its fearsome Jurassic glory. Alongside our carnivorous “friend” three new animals are ready to be shown off: Coelophysis bauri, Sauropelta edwardsorum, and Guanlong wucaii!









Ontogeny Sequences

Our laboratory hatched another four new babies this month (they grow up so fast…) and we’re not sure if seeing baby dinosaurs will ever not be completely adorable. For June, please enjoy our little spike nugget, noodle-neck, two angry lizard boys.









Alt. Skins

Much to the pleasure of our creature design concept artist, all Early Access animals finally have their alternate skin patterns, colors, stripes, and dangly bits designed for our texture artist to realize on the 3D assets.

Since there’s a total of 150 skins going into the game (excluding all genetic mutations like albino and melanistic variants), we have officially only revealed around 91 up until now and will continue to trickle them out over the next few months.















Resource management in Prehistoric Kingdom was first seen in its most basic form back in 2015 with the original tech demo and has been a staple part of our park construction and management since.

Reading about our gameplay plan isn’t everyone’s cup of tea, but with our road map laid out in our last blog post we felt that discussing one of the largest components of the game was extremely important.

Your Island and You

The first thing to understand is that almost every map in Prehistoric Kingdom offers a gameplay challenge due to the weather patterns that correspond to the climate. Although some climates such as semi-arid don’t suffer from drastic changes, others like subpolar and tropical wet maps experience blizzards and violent seasonal thunderstorms that must be considered to effectively build the ultimate park.

One our biggest design philosophies is to ensure that players feel engaged and like they can influence the world they’re building directly. Stay on top of your park and its environment and you’ll be rewarded with efficiency and successful profits. Ignore the needs of your guests and you’re doomed to fail.



Generating Power

In Early Access, players will be able to construct six utility buildings that are used to generate power and water for your park:



Each of these structures offer a positive and negative trait within their role as a producer in your park, with the negatives often directly correlating to weather or their effectiveness over time as the park expands in its scope.

Due to the sheer size of maps in Prehistoric Kingdom, specialised utilities like water towers and solar panels can be placed in areas without high amounts of wind or surface water to maximise player building flexibility.



Making Connections

All major structures, amenities, attractions, and infrastructure require a connection to electricity and water. As the space available for building on our islands and mainland is extremely large, the second pre-alpha will introduce underground piping and cables to setup infrastructure beneath the terrain.

To avoid micromanagement and monotony, pipes are automatically constructed beneath pathways as players build and expand their park. Originally we had discussed power lines and water pipes as separate objects but felt that it would take away from the aesthetics by having large, ugly pylons decorating exhibit sides and land space.

For players who want the freedom to place infrastructure pipes separately from paths, they can be freely drawn out at anytime to connect new power sources to the grid!

Disaster Strikes

So, your park is thriving and electricity production is off the charts… but you didn’t check the weather forecast.

Once a thunderstorm hits the island or mainland, structures like the wind turbine will automatically shut down to prevent damage to the rotor. Depending on how the player is equipped to respond to this situation, there are a multitude of potential outcomes that are influenced by park layout, security, and back up utility buildings. Everything you’ve worked for is suddenly at risk in the blink of an eye, but there’s still a few options to pursue during this scenario:

  • Whilst not as effective in poor lighting conditions, an array of solar panels may just keep your park above water while you wait out the storm. They’re not as cheap to maintain as wind turbines, but guests are also less disappointed by the sight of them.
  • The Water Power Plant is expensive and has a high upkeep, but allows the player to push through the rain and lightning while pumping water and electricity from one location. It’s the most expensive option, but almost guarantees consistency.
  • Setting the park into emergency mode while the storm passes may effect ratings, but will ultimately protect guests from unexpected danger in the event of a power outage. Send your patrons to the security bunkers and hope for the best…

Remember, a cloud-free day keeps the danger away!*

*Safety on cloud-free days not guaranteed.

___

And to finish it all off our good friends over at The Isle made this awesome crossover piece featuring their own animals and designs! How cool is that?



___

Another month, another development update.

We’ll be back again in July to show more progress on the project. Keep an eye out for our mid-month updates, and be sure to follow us on our social media platforms if you haven’t already!

___

If you would like to check out our past blog posts, you can head to the official one here!
Jun 1, 2018
Prehistoric Kingdom - Shadow Raven Studios


Welcome to May’s DevLog!

This month we continued to chop away at the game’s enormous amount of art, make some great progress with the programming side of Prehistoric Kingdom, and art (as we’ve all come to expect). As per usual there’s some big topics of discussion, so let’s get right into it!



June will be extremely exciting for us as we finally and properly integrate terraforming and get started on our refined building systems. All other departments? Business as usual! We’ll be continuing to work on the same tasks listed in last month’s DevLog.



Terraforming Progress

As to be expected the terraforming that we want to achieve for Prehistoric Kingdom is quite difficult as it’s untraditional to most game engines. However, while we continue cooking up the adaptive terrain shader, link up everything to the UI and work out the expected kinks, we’ll leave you with some extremely exciting and early looks at the structures that can be sculpted by players…





May has undoubtedly been an exciting and fantastic month for the art team with all the new stuff being worked on and prepared for the first pass on the building systems and animal additions that will be coming up in conjunction with our first Early Access pre-alpha for VIP Backers.

Building Concept Art & Models

Buildings! Lots of buildings! Next to the creatures it must be said that we really love working with our concept artist and modeller to bring the architecture and structures of Prehistoric Kingdom to life. For May we took a focus on the infrastructure and guest amenities that will inhabit your park.



Gift Shop

The gift shop is your guests’ favorite place to purchase prehistoric-themed souvenirs and assorted gifts. Do not fret, as we will make sure the balloons and the dino-present statue look as cute as possible when it comes to the ingame model.



Food Stash

Coming in a variety of food groups, the Food Stash is recommended for small or medium sized creatures. Its vertical design is useful for constructing a paddock with tight spaces.





Ranger Station

Responding to emergency situations, the Ranger Station houses a car, transport truck, and helicopter to subdue escaped animals and carry guests to safety.





Central Hub

The Central Hub is a large building designed to educate guests about the park and its prehistoric inhabitants. As this structure is categorised as an attraction, it draws crowds to its rooftop theatre and viewing deck. To really push the attention of detail in Prehistoric Kingdom you’ll see a few information signs popping up around your park to breath a little more life into the world.

Dynamic Animal Physics

We’ve always wanted to take our animals just that little bit further and today we’re happy to announce that creatures will be featuring dynamic physics to better simulate fat, flesh, fur, and feathers in ways that we simply couldn’t before.



Our Brachiosaurus, for example, features a large fleshy fat deposit running down the majority of its neck. Thanks to this new system we’re able to properly simulate the unique area of the animal’s body and have it constantly react and adapt to its movement; regardless of animation.

An even better area to look at would be how feathers will move on our floofier friends such as the Gallimimus. It’s a far less rigid movement and helps to envision how we imagined these critters moving with fluffy integument.







Animation

With fifty creatures currently learning how to walk we stepped back for a moment to assess how we were going to cover such a vast range of animals in the most effective way possible. For us, this means setting up shared rigs that are built around the main family groups going into the game.

While similar species and genus will retain the same general movement style (which was to be expected even with personalised animation sets), we’re making individual changes on a per animal basis to ensure that nothing looks off or imperfect compared to related genuses. As a whole this allows us to put way more detail into base animations and ensure that they are the best they can possibly be for the project. It’s extremely important to note however that certain species may feature distinct animations and actions that are unique only to them, so there’s no need to worry about everything looking the same. Apart from that it’ll make adding future content additions that much more easier.

You can take a look at some of the newest animations for our Tyrannosaurus (large theropod rig) and Baryonyx (spinosaurid rig) below.

https://youtu.be/Zm45tnSI__s
https://youtu.be/SkJXW_F26qc
https://youtu.be/Q7r24RhE7wI
https://youtu.be/rRQI0J1j518



Nothing super crazy to show here! UI for this month was mainly focused on management, options menu, and bringing our old save/load menu up to scratch with the newer style.







New Creatures

This month we’ve got some classic faces appearing fresh off the back of their concept art. Give a warm welcome to Bison latifrons, Iguanodon bernissartensis, Parasaurolophus walkeri, and the fearsome Acrocanthosaurus atokensis!









New Skins

Since last time you saw our favorite big cat, we went ahead and made several improvements to both the mesh and the textures of Smilodon. We worked predominantly on the feline’s face, bringing its proportions closer to what the animal probably looked like. Moreover, the model now features shape-keys (sets of geometry data that can smoothly transition to each other) that allow it to close its eyes (like all the other animals we have), but also retract its claws, yawn, show aggression, and even display pregnancy! Exciting times for mammal lovers, indeed.



Ontogeny Sequences

May gave us some time to revisit a familiar face and incubate some new hatchlings and babies to show off to everyone. This time it’s a lizard boi, demon gecko, duck thing, teetho, and a little moo-moo. We’re proud of our naming conventions.











Alt. Skins

Much like April we focused on pumping out a wide variety of skins across a number of animals. While there’s again too many fit neatly into one post, here’s some of our favourites!



We’ve gone ahead and decided to improve our Tyrannosaurus by giving it an additional scaly design, moving the feathered Highlands look to its floofier cousin Yutyrannus.



Allosaurus also received some much needed love this month with a complete animal overhaul that will greatly improve its body proportions and overall look in the future. You will see more of the updated model in future posts.

Like we did for Tyrannosaurus and the following Acrocanthosaurus, we removed some of the feathered designs, favoring more likely scaly designs. In the case of Allosaurus, scales are all that remain, with the two previous feathered skins having left us to join feather heaven.

















Our projected release roadmap is expected to span over 2018 and 2019 to deliver a valued product to our backers and fans alike. Currently, we’re looking at the following structure for how we present and develop the game. Please note that is a rough outline and does not detail every specific item and piece of content!



Pre-Alpha 1 Creation (Q3 2018)
The first official private pre-alpha for VIP backers will set the basis for Prehistoric Kingdom’s creative gameplay. Terraforming, revised fencing/path systems, 17 animals and a brand new map provides a thorough look into the games tone and atmosphere.

Pre-Alpha 2 Management (Q1 2019)
Core and expanded management features such as visitors, finance, security, and resource management will be integrated alongside new animals and buildings.

Alpha Progression (Q2 2019)
Released to Kickstarter backers who donated to appropriate tier levels, Alpha introduces progression aspects to gameplay as well as overlay tools and shaders that will help provide information about your exhibits and park.

Beta Backer Testing (Early Summer 2019)
Beta presents itself as the very last large scale testing of Prehistoric Kingdom before being pushed to the store platforms. Featuring the majority of animals, buildings, systems, and features that will be available within the live game, we’ll be working together to squish as many bugs as possible!

Early Access Launch Public Release (Summer 2019)
Prehistoric Kingdom will be available to the public on Steam and the Crytivo store.

We want to be as transparent as possible with everyone and outline our current development plans so that all of our backers and fans can understand where we’ll be headed. If plans or the schedule changes for whatever reason, we want everyone to be on the same page so that no one feels left in the dark or like they don’t know what’s going on behind the scenes. At the end of the day, it’s a big game. Hopefully this provides a little bit more clarity, and we cannot wait to show more. Features or dates may shift back and forth but in the end it’s to bring the absolute best that we know we can!

___

That’s it for May!

Thank you for reading this month’s DevLog and make sure to join us once again in June for another exciting update! Feel free to follow our social media platforms below to stay in touch and never miss an announcement.

___


If you would like to check out our past blog posts, you can head to the official one here!
May 1, 2018
Prehistoric Kingdom - Shadow Raven Studios


Welcome to April’s DevLog!

This month we had a heavy focus on the art side of Prehistoric Kingdom’s development – spending most of it on buildings, sounds, music, animals, animation, concept art, and designs for the remaining alternate skins. Some team members were busy with their personal lives, but in the end we pulled through just in time for another update – how about that?



Our tasks from last month will be carrying over into May as they’re quite large and will require a lot of time to be dedicated to them.





For the most part programming during this part of the development cycle is pretty boring. Unfortunately we’re going to have to wait until next month to start showing the terraforming in action as most of the work has been done in the back-end, but there’s still some things to talk about.

For starters, our new camera is feeling great! It’s more responsive, flexible, and overall feels way more polished. With our new camera system we’re aiming to make following animals feel way more dynamic and personal as well as respond better when building.



The artists in the team have been working madly this month to keep chipping away at all the art assets required for the game, both for buildings as well as animals. While we can’t show everything as it will spoil some pretty cool things that will be coming up Soon™, here’s a look at some of the best parts of April’s development.

Building Concept Art and Models

The collection of buildings and structures of Prehistoric Kingdom continues to expand as we delve further into security, animal care, and guest amenities.



Food Stash

The Food Stash is a basic feeding structure that is suggested for small-medium animals. Don’t worry, however, as the food items going into the game will not be as large or odd as they are in the concept art – this is only to clearly illustrate the contents of each basket type. While most animals will be satisfied by basic plant feed or red meat, more specialised creatures may require fruits, fish, and insects!



Ranger Station

From the Ranger Station, trucks and cars can be dispatched to transport guests to the safety of protective bunkers, as well as carry staff to the last known location of an escapee. A small helicopter based atop the structure makes this building highly advised when wrangling dangerous animals who aren’t afraid to get a little defensive.



Fast Food Kiosk

With a customizable menu and pricing options for guests to choose from, the Fast Food Kiosk works perfectly on the side of a path or in the middle of a plaza due to its multiple entrances.



Emissive maps allow us to create lights, signs, and other objects that mimic their real world counterparts (not to mention it makes buildings look awesome at night). Speaking of which, check out all those illuminated screens and surfaces!

Animation

This month we took the time to begin animating our Edmontosaurus to experiment with new ideas and work on bringing our dinosaurs to life. A handful of other creatures also received a helping hand in learning how to walk but they’re not quite ready for their public debut. It’s still a work-in-progress, but please enjoy the first look at the walk and run cycles for our Edmontosaurus.

https://youtu.be/SQFFMpuLJRE
https://youtu.be/SLZQgDd07_Q
https://youtu.be/zNLLyTdNkks
https://youtu.be/mHTcrlNOx0Q

One of the other neat things we worked on was setting up a system that allows us to dynamically move the eyelids of an animal through animation or inside the game itself. This means that animals will feel just that little bit more alive by being able to close their eyes while sleeping, threatening, and blinking at random intervals. You can see this in action with a few of the animations above.



Status & State Icons

In our original August demo our status pointers for building resources looked something like this:



To better support the evolving complexity of Prehistoric Kingdom they’ve been revised to not only look better but also provide a quicker visual response to the player with colour information. While the icons themselves will be implemented in a way that doesn’t make them obstructing or annoying in-game they can be disabled from the options menu for players that are looking for less of a helping hand.



New Building, Path, and Fence Toolbars

Continuing the theme of upgrading, revising, and overhauling, the three building toolboxes have gotten some much needed love. We experimented with a few different layouts to greatly improve upon the design featured in the demo, and we hope that you enjoy the first look at the new tools and building options coming in Prehistoric Kingdom. For us, we want customization, creativity, and flexibility to go hand-in-hand when building the park of your dreams.


Building icons are not representative of fence types. Sorry Timmy, but you can’t use toilets as fencing for your Tyrannosaurus.

Players can select objects to be placed on top of paths automatically through enabling the Path Objects window. From here you can pick between bins, seating, and even change the color of lighting that’s placed at a frequency determined by the player. We aren’t 100% on the design and layout yet, so don’t be surprised if it’s changed the next time you see it.

For those with a keen eye, you might have spotted some scary looking sliders to control how paths and fences are built. We’re going to go into a detailed breakdown of what they do once our spline-based fencing and path solution has been implemented, but the main thing to take away is that players will have an extremely precise amount of control in regards to the curvature, angles, and placement of both fences and paths.



Sound Preview

Our sound designer has created the main soundsets for all 50 Early Access animals which includes our dinosaurs and mammals. While individual calls, roars, and grunts will be showcased in our upcoming animation previews, please enjoy this short soundscape that was designed using five of our animals! Can you guess what they are?

http://prehistorickingdom.com/blog/wp-content/uploads/2018/04/PK_Soundscape-Example.mp3?_=1

Music

This month our composer started working on some new themes that will reoccur throughout Prehistoric Kingdom’s soundtrack. Two other pieces were written in April, but enjoy the first look at one of the herbivore theme variants going into the game. It has more of a whimsical quality that is sure to compliment the player as they release their first large herbivore into its paddock!

https://soundcloud.com/byronmckay/gentle-giants-herbivore-theme



New Creatures

Most of April ended up being dedicated to pushing out the last of our alternate skin designs as well as setting up some ontogeny for a handful of animals. Before we get to them, however, say hello to Ouranosaurus nigeriensis, Oviraptor philoceratops, Miragaia longicollum, and our revamped Styracosaurus albertensis!






Ontogeny Sequences

With a new batch of critters come their ever-adorable life stages! This month it’s a glimpse at a tiny crocodile, rhino, and… a duck?





Alt. Skins and Concept Art

We got through a lot of new skin designs this month. As we’d like to save some for the next DevLog, here’s half of the recent concept pieces done during April.











This months gameplay discussion is more conceptual in its explanation as most of the art and mechanics behind it are yet to be complete. With that said, those of you that enjoy reading about our ideas and understanding the game will enjoy this one!

Shipping and Storing

Large and infinite quantities of food is not something that just magically appears, right? Especially not on an island in the middle of the ocean or in an isolated part of a mainland continent. For an enormous zoo or theme park housing extinct animals that are a multitude of sizes you’re going to need to ensure that animal feed is shipped to your park on a near monthly basis (depending on how many creatures you own).



On an island, a Shipping Harbour is placed to transfer food from the mainland to your park. From here you can check the current food stock, order more, and check the remaining time until your shipment arrives. If a player is using the mainland to start their prehistoric zoo the same system applies but now with a Shipping Depot instead of the harbour. More trucks, less giant cargo ship.

By default the Shipping Harbour and Depot have storage facilities built into them, allowing for a small but suitable amount of feed to be kept inside to help out with the early game. With an ever expanding list of hungry creatures to be satisfied, however, any excess food is going to need to be stored in an external Storage Warehouse. For players on smaller and more challenging maps or those with a mass-overpopulation of animals, this provides an interesting balance of space, population, security, and money management that should be considered to efficiently run your park.

Feeding Time



Food can be accessed by animals in two ways; placing feeders in their exhibit or by finding plants/carcasses in the world (let’s hope you have more plant life available in your park than corpses, yeah?).

By default feeders placed inside an exhibit by the player are empty. Instead, the food type is automatically assigned and filled based on the animal groups that are dropped into the paddock to cut down on the time needed to try and find a specific type of food dish. Pick a design that works best for the paddock, animal size, and aesthetic that you’re going for! If for whatever reason you don’t like the assigned food type it can be manually changed by selecting the feeder and editing its properties to closer fit what you had in mind.

All food dishes are refilled by keepers who must travel on foot or by vehicle to reach the exhibit. A keepers experience will directly tie into how an animal will react to their presence, so technology such as automated feeding cranes may be a wiser implementation when dealing with the more… ravenous bunch.

___

That’s a wrap! Thanks for reading April’s DevLog. Make sure to keep an eye out for our frequent Twitch streams, join our Discord, and follow our social media accounts to keep up to date with the game (links down below).


___

If you would like to check out our past blog posts, you can head to the official one here!
Mar 31, 2018
Prehistoric Kingdom - Shadow Raven Studios


Greetings, everyone, and welcome to this months development update!

The team has been busy working on new Early Access material and beginning the process of rebuilding our core systems and foundation to improve upon our user experience and ensure that Prehistoric Kingdom is ready for new features and content. Much love and effort is being put into crafting a unique gameplay experience that will feel challenging and rewarding for tycoon veterans and new fans of the genre.



On March 4 we released the Jurassic Patch to our pre-alpha demo and were simply blown away by the sheer creativity that our community has shown us! While there were issues reported on our Discord server and Steam forums, we took note and pushed out a hotfix as quickly as possible to address the majority of large issues that our players were experiencing with the AI and other things.

For our OSX community, we’re pleased to announce that the demo is available on Steam for you to play around with! We’ve learned a lot over the past few months, and we cannot wait to get the full game into everyone’s hands.





March was extremely successful as we managed to achieve everything that originally set in February. While certain components will be continued through the next few months, here’s a glimpse at what’s to come!





Architecture Setup

For the last two weeks our programmers have been working on Prehistoric Kingdom’s architecture to improve the game development process by redesigning all of our systems to be future proof. This entails things such as creating new user interface prefabs, loading systems, and making the addition of new buildings or animals to the game as easy as possible. By going through the laborious process of rebuilding old systems from the demo, we can greatly improve the functionality, performance, and feeling of the game.

This enhanced approach to our workflow means that programming conventions and general engine work within Unity should be far more comprehensive and welcoming to each team member when working with the game’s deep and complex systems.



During March we looked deeply at the game’s art style and aesthetics to recognise trouble spots regarding consistency and how we can make Prehistoric Kingdom both look great and run well. In the future, we have plans to redo some of our older creatures and art assets to bring them up to par with recent additions to our growing catalogue of models, textures, animations, sounds, and designs.

Shader Updates

Something we’ve wanted to look into for a while now is a revamp of some of our custom shaders in Unity. While it’s certainly not finished, we’ve been testing out a decal system for body damage when an animal has been attacked or wounded. In conjunction with this change, our animals will look far more detailed than previously seen before.

It’s not perfect as we’re still experimenting, but so far the results have been promising:



Similar effects can be applied for to visually assist features like disease. We gave our Tyrannosaurus a quick skin inflammation to test it out:


Issues like skin inflammation will play a vital role in maintaining an animals health. More diseases will be revealed in the future!



Mediterranean Isle & Tropical Wet Foliage

Our resident level designer, programmer, and tree connoisseur, Victor, has been up to some ever so lovely things recently. Now that we’re looking to improve our art assets and quality wherever we can, here’s an early look at our Mediterranean Isle inside World Machine. It’s not quite ready to go in-engine yet as we won’t be touching maps for a while, but we can’t wait to see what it looks like once it’s there!



If you haven’t caught our daily streams (check out our Discord server for notifications, hint hint) Victor has also been growing a collection of our Tropical Wet plants, trees, and general foliage assets.



Building Concept Art & Models Preview

We recently added a concept artist to help out with building designs and realize our expansive list of structures that will be featured in the game. Here’s the first look at some of our buildings:


The Fast Food Kiosk is a small building for your guests to purchase meals and drinks set by the player. It’s been designed so that visitors can access cashiers from four different sides depending on path access, meaning that the kiosk can be placed both within a plaza or on the side of a pathway and still be fully functional.


A Restroom is required for when your guests need to, you know… go. The internal trash can and recycling bin mounted to the outer wall along with solar panels attached to the roof makes this building worthwhile even when alongside its larger counterpart.


The Animal Nursery is the birthplace for all of your prehistoric animals before moving them out into the park. We felt that the original design didn’t quite fit its purpose and opted for a larger modern aesthetic. Additional foliage and greenery will be added in-engine.


The Thermic Modulator alters the temperature of an exhibit while retaining the chosen climate. To keep its design relatively hidden from guests, its outer texture adapts to the ground texture beneath it.

Buildings are something that the team has wanted to see for the longest time and we hope that you’re just as excited as we are to reveal new building types each month. Remember to supply your structures with sufficient water and electricity, or else you might just find yourself in a predicament!



UX/UI Improvements

While not strictly linked to the graphic design side of development, our UI designer has been working with our programmers to ensure that the future of Prehistoric Kingdom is as nice to play with as it is to look at. A smattering of concepts were created during March to compliment the on-going game plan and feature design, as well. The interface for selection, demolition, animal selection, and terraforming have been finalized along with some tweaks to existing sets to name but a few.


Expanding upon our previous two state cursors from the demo to cover a wide range of activities!

Besides a handful of other improvements such as new mouse cursor states and button feedback/responsiveness, we’ve added a collection of charming phrases during the loading screen to make waiting just that little bit less tedious. We might even throw a few easter eggs in there – who knows?


Loading screen backgrounds will change depending on the map. All 50 Early Access animals can be viewable as the animated creature based on chance.


A small sample of the 20+ game-related phrases and easter eggs. Revolutionary? Nah. Neat? Definitely.



New Creatures

That’s right – even more animals to show! These critters might not come as a surprise to those who have been following the live streams but here are the new creatures (and alternate skins) of March. Say hello to Ankylosaurus magniventris, Baryonyx walkeri, Carnotaurus sastrei, and Edmontosaurus regalis!









Alt. Skins & Concept Art

Last month we showed off our Pachyrhinosaurus. Today we’re revealing its two alternate skins; Pachyrhinosaurus canadensis and perotorum!



Alternate skin designs for Carnotaurus, Deinonychus, Edmontosaurus, and Styracosaurus:






And finally; artwork for Prenocephale and all the remaining mammals!




Base Mesh Completion

With the conclusion of our last livestream, the remaining Early Access base meshes have been completed! All of our beautiful animals will be moving onto sculpting, texturing, rigging, and animation over the coming months.





Terraforming is a key part of any great zoo building game which is why we’re looking into completely overhauling the system currently implemented within the pre-alpha demo. The details provided here may be altered as development continues, but here’s the general idea of what we’re looking at.

Terrain Editing

With the user interface getting an extreme makeover, we would like to focus our terraforming systems around voxels due to the hundreds of creative possibilities that can be accomplished with them.



Up to three different water colours can be chosen (“salt”, “fresh”, or “muddy”) when painting water into a paddock. This is complimentary feature the main tools – raising, lowering, flattening, and smoothing the terrain.

We’ll do our best in researching and implementing a voxel terrain system due to the ability to freely sculpt caves, arches, and overhangs from the terrain. The creative power that comes with something like this has the potential to be truly amazing, so we’ll be sure to report back on our progress in the next few DevLog’s.

Climate Painting

Climate painting in Prehistoric Kingdom offers deep customization for hardcore builders as well as simple tools for players who would rather not get into the detailed side of exhibit design.



Players will have the option to paint both ground textures and make use of the ‘Quick Design’ tool simultaneously, enabling or disabling the automatic placement of rocks, ground clutter, and foliage during the painting process. Rocks and trees can be individually placed by lowering the brush size to its minimum value or painted directly onto your terrain through increasing the size and intensity of your brush.

Overall, terraforming will feel far more integrated into the game. Some of you may recall having to use a separate foliage removal tool instead of demolition when experimenting with the demo. Not only will trees, rocks, and clutter behave like the rest of the structures and objects in the game, but their functionality will be, too. Clicking painted objects will activate the editing gizmo – allowing for a more streamlined exhibit building experience.

___

And that concludes March’s DevLog!



We will be continuing our daily streams as well as posting a few more times a month on our social media pages so there’s less of a content drought in between blog posts. With that said, we hope you enjoyed reading and we shall see everyone in April!


___

If you would like to check out our past blog posts, you can head to the official one here!
Mar 31, 2018
Prehistoric Kingdom - Shadow Raven Studios


Greetings, everyone, and welcome to this months development update!

The team has been busy working on new Early Access material and beginning the process of rebuilding our core systems and foundation to improve upon our user experience and ensure that Prehistoric Kingdom is ready for new features and content. Much love and effort is being put into crafting a unique gameplay experience that will feel challenging and rewarding for tycoon veterans and new fans of the genre.



On March 4 we released the Jurassic Patch to our pre-alpha demo and were simply blown away by the sheer creativity that our community has shown us! While there were issues reported on our Discord server and Steam forums, we took note and pushed out a hotfix as quickly as possible to address the majority of large issues that our players were experiencing with the AI and other things.

For our OSX community, we’re pleased to announce that the demo is available on Steam for you to play around with! We’ve learned a lot over the past few months, and we cannot wait to get the full game into everyone’s hands.





March was extremely successful as we managed to achieve everything that originally set in February. While certain components will be continued through the next few months, here’s a glimpse at what’s to come!





Architecture Setup

For the last two weeks our programmers have been working on Prehistoric Kingdom’s architecture to improve the game development process by redesigning all of our systems to be future proof. This entails things such as creating new user interface prefabs, loading systems, and making the addition of new buildings or animals to the game as easy as possible. By going through the laborious process of rebuilding old systems from the demo, we can greatly improve the functionality, performance, and feeling of the game.

This enhanced approach to our workflow means that programming conventions and general engine work within Unity should be far more comprehensive and welcoming to each team member when working with the game’s deep and complex systems.



During March we looked deeply at the game’s art style and aesthetics to recognise trouble spots regarding consistency and how we can make Prehistoric Kingdom both look great and run well. In the future, we have plans to redo some of our older creatures and art assets to bring them up to par with recent additions to our growing catalogue of models, textures, animations, sounds, and designs.

Shader Updates

Something we’ve wanted to look into for a while now is a revamp of some of our custom shaders in Unity. While it’s certainly not finished, we’ve been testing out a decal system for body damage when an animal has been attacked or wounded. In conjunction with this change, our animals will look far more detailed than previously seen before.

It’s not perfect as we’re still experimenting, but so far the results have been promising:



Similar effects can be applied for to visually assist features like disease. We gave our Tyrannosaurus a quick skin inflammation to test it out:


Issues like skin inflammation will play a vital role in maintaining an animals health. More diseases will be revealed in the future!



Mediterranean Isle & Tropical Wet Foliage

Our resident level designer, programmer, and tree connoisseur, Victor, has been up to some ever so lovely things recently. Now that we’re looking to improve our art assets and quality wherever we can, here’s an early look at our Mediterranean Isle inside World Machine. It’s not quite ready to go in-engine yet as we won’t be touching maps for a while, but we can’t wait to see what it looks like once it’s there!



If you haven’t caught our daily streams (check out our Discord server for notifications, hint hint) Victor has also been growing a collection of our Tropical Wet plants, trees, and general foliage assets.



Building Concept Art & Models Preview

We recently added a concept artist to help out with building designs and realize our expansive list of structures that will be featured in the game. Here’s the first look at some of our buildings:


The Fast Food Kiosk is a small building for your guests to purchase meals and drinks set by the player. It’s been designed so that visitors can access cashiers from four different sides depending on path access, meaning that the kiosk can be placed both within a plaza or on the side of a pathway and still be fully functional.


A Restroom is required for when your guests need to, you know… go. The internal trash can and recycling bin mounted to the outer wall along with solar panels attached to the roof makes this building worthwhile even when alongside its larger counterpart.


The Animal Nursery is the birthplace for all of your prehistoric animals before moving them out into the park. We felt that the original design didn’t quite fit its purpose and opted for a larger modern aesthetic. Additional foliage and greenery will be added in-engine.


The Thermic Modulator alters the temperature of an exhibit while retaining the chosen climate. To keep its design relatively hidden from guests, its outer texture adapts to the ground texture beneath it.

Buildings are something that the team has wanted to see for the longest time and we hope that you’re just as excited as we are to reveal new building types each month. Remember to supply your structures with sufficient water and electricity, or else you might just find yourself in a predicament!



UX/UI Improvements

While not strictly linked to the graphic design side of development, our UI designer has been working with our programmers to ensure that the future of Prehistoric Kingdom is as nice to play with as it is to look at. A smattering of concepts were created during March to compliment the on-going game plan and feature design, as well. The interface for selection, demolition, animal selection, and terraforming have been finalized along with some tweaks to existing sets to name but a few.


Expanding upon our previous two state cursors from the demo to cover a wide range of activities!

Besides a handful of other improvements such as new mouse cursor states and button feedback/responsiveness, we’ve added a collection of charming phrases during the loading screen to make waiting just that little bit less tedious. We might even throw a few easter eggs in there – who knows?


Loading screen backgrounds will change depending on the map. All 50 Early Access animals can be viewable as the animated creature based on chance.


A small sample of the 20+ game-related phrases and easter eggs. Revolutionary? Nah. Neat? Definitely.



New Creatures

That’s right – even more animals to show! These critters might not come as a surprise to those who have been following the live streams but here are the new creatures (and alternate skins) of March. Say hello to Ankylosaurus magniventris, Baryonyx walkeri, Carnotaurus sastrei, and Edmontosaurus regalis!









Alt. Skins & Concept Art

Last month we showed off our Pachyrhinosaurus. Today we’re revealing its two alternate skins; Pachyrhinosaurus canadensis and perotorum!



Alternate skin designs for Carnotaurus, Deinonychus, Edmontosaurus, and Styracosaurus:






And finally; artwork for Prenocephale and all the remaining mammals!




Base Mesh Completion

With the conclusion of our last livestream, the remaining Early Access base meshes have been completed! All of our beautiful animals will be moving onto sculpting, texturing, rigging, and animation over the coming months.





Terraforming is a key part of any great zoo building game which is why we’re looking into completely overhauling the system currently implemented within the pre-alpha demo. The details provided here may be altered as development continues, but here’s the general idea of what we’re looking at.

Terrain Editing

With the user interface getting an extreme makeover, we would like to focus our terraforming systems around voxels due to the hundreds of creative possibilities that can be accomplished with them.



Up to three different water colours can be chosen (“salt”, “fresh”, or “muddy”) when painting water into a paddock. This is complimentary feature the main tools – raising, lowering, flattening, and smoothing the terrain.

We’ll do our best in researching and implementing a voxel terrain system due to the ability to freely sculpt caves, arches, and overhangs from the terrain. The creative power that comes with something like this has the potential to be truly amazing, so we’ll be sure to report back on our progress in the next few DevLog’s.

Climate Painting

Climate painting in Prehistoric Kingdom offers deep customization for hardcore builders as well as simple tools for players who would rather not get into the detailed side of exhibit design.



Players will have the option to paint both ground textures and make use of the ‘Quick Design’ tool simultaneously, enabling or disabling the automatic placement of rocks, ground clutter, and foliage during the painting process. Rocks and trees can be individually placed by lowering the brush size to its minimum value or painted directly onto your terrain through increasing the size and intensity of your brush.

Overall, terraforming will feel far more integrated into the game. Some of you may recall having to use a separate foliage removal tool instead of demolition when experimenting with the demo. Not only will trees, rocks, and clutter behave like the rest of the structures and objects in the game, but their functionality will be, too. Clicking painted objects will activate the editing gizmo – allowing for a more streamlined exhibit building experience.

___

And that concludes March’s DevLog!



We will be continuing our daily streams as well as posting a few more times a month on our social media pages so there’s less of a content drought in between blog posts. With that said, we hope you enjoyed reading and we shall see everyone in April!


___

If you would like to check out our past blog posts, you can head to the official one here!
...