Prehistoric Kingdom - Blue Meridian
What if time could be rewritten? Discover a world of wonder with Prehistoric Kingdom - arriving Q2 2021!



For more information, check out IGN's article here!
Jul 31, 2020
Prehistoric Kingdom - Shadow Raven Studios






Welcome to July’s development update!

It’s been a busy month for the PK team as we continue to work towards our next development build and trailer. A lot of our tasks are currently shrouded in secrecy which means this blogpost will be a little shorter than usual, but that’s okay! There’s plenty of progress to be discussed.



Right now the team’s working on a lot of sneaky stuff - a whole bunch of goodies from all sides of development that we cannot wait to reveal! It’s hard to talk about what we’ve been up to without spoiling everything, so for that reason we hope you can forgive us for being light on the programming section this month.

Looking ahead, we plan to begin tackling economy simulation in August in conjunction with further work on the animals. Additional progress has been done reimplementing IK features like head tracking, but it won’t be long before pathfinding works with the new locomotion system.





Visitor Variation
Seth’s been helping out with visitors by developing a prototype for randomisation. Using masks provided by Edson, we’re able to change not only color but the patterns for clothing like shirts and pants. As colors are grabbed from an existing array of palettes, visitor fashion should be easier to tweak and design when more assets are in the game!

Take a look at the work in progress clothing variation below.





Environment
Though a little cold, the boreal biome provides a home for your frost-dwelling animals. Dominated by towering pines and fir trees, the delicate lady ferns and shrubbery provide ground coverage for tundra and forested areas alike.















Modular Building: Modern Theme
Bringing better visual parity between the two systems, modern wall pieces now share core textures with our pre-designed structures. No matter what you build, you can take the identity of Prehistoric Kingdom to your custom buildings.



Building accessories like pillars and columns will be added over the next few weeks. As the game gets closer to release, you might just see another theme pop up, too! Please enjoy this new modular build in the meantime.





Structures
Once the boreal plants were done, Nathan built two new structures for us this month to begin our collection of guest facilities. As much as we all love the dinosaurs, apparently visitors matter, too.

Whether you’re an indoors or an outdoors person, the Tea-Rex Café has plenty of seating available for your preference. Feeling a little tired? A warm beverage might just brighten your journey across the park.



With state of the art plumbing, there’s nothing the Family Restroom can’t handle (so long as it’s not Psittaco Tuesday). The redesign covers a more realistic surface area than the last, providing maximum accomodation for those in need. When you’ve gotta go, you’ve gotta go!



Animation
Hyaenodon was a large apex predator with a globally diverse group that existed for over 25 million years! Despite the name, it wasn’t actually related to hyenas - residing in its own distinct family with other Hyaenodontids.







Also known as the sabretooth tiger, Smilodon is one of the most famous big cats. Wielding two enormous upper canine teeth, this kitty took on a variety of prey that quickly fell victim to its gaping maw.







All bark with lots of bite, the Hyaenodon is one of our weirdest mammals, that’s for sure! It was important to avoid the typical laughing hyena trope, so we initially looked at creatures like the maned wolf as inspiration for any bark-like calls due to its atypical qualities.

Byron utilised an assortment of critters from across the animal kingdom to craft the familiar yet alien sounds of this particular good boy. Since canines have very recognizable sonic traits, substitutes like monkeys were used as the basis to create pseudo-howls - making for a very bizarre animal.



You can see more of Byron's work on his Twitter or Soundcloud!



Highlighted throughout the development update, lots of love was given to Hyaenodon this month. Thanks to Cindy’s lovely sculpt work, there’s new pelt variants - including a hairless option for H. gigas.







Making heavy adjustments to its facial and muscular anatomy, the team did their best to give this creature the unique identity it deserves. Even for a two-star creature, we can’t help but love the big guy for all of its weird quirks. Afterall, it’s a... rat-dog-cat thing - what’s not to love?

You can check out more of Cindy’s work on her ArtStation!

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Thank you for reading July’s Devlog!

We’re deep in development at the moment so it’s possible that August’s post might be of a similar length depending on what we’re able to show. Regardless, the team hopes you enjoyed the latest update and we can’t wait to share more news with you. What we’re working on behind the scenes is very exciting.

Keep an eye on our social media for any announcements or new information!

Until next time,

- The PK Team





Jul 6, 2020
Prehistoric Kingdom - Shadow Raven Studios




Welcome to June’s development update!

Last month was great for the dev team, showing an increase in quality for all aspects of development. There’s simply too much to cover, so let’s dive right into the content coverage for June.



Development Progress
The team’s been swell, steadily focusing on their tasks and chipping away at the project as per usual. Mau’s been making a lot of headway tackling trouble spots for performance, isolating issues and finding ways to optimize the overhead behind it. As a whole, frame rate has seen some serious improvement since the PAX build and we’ll continue to make the game as performant as possible.





Animal Locomotion
Construction was well underway to enhance the animal locomotion system in June using the mighty Tyrannosaurus as its base.

We’re shifting towards a system that’s more reliant on bespoke animation for transitions rather than allowing the engine to fill in the gaps - giving us direct control over how an animal begins or stops moving. The creatures can have great art assets, but if locomotion isn’t up to the same standard it all falls apart.

Below is a short look at the animator in action highlighting how the T. rex transitions from various movement states (wip).



So, what’s the benefit of doing things this way? The main bonus is that it eliminates the automated jank that occurs when an animal transitions between a state of movement and its idle position. Instead of magically sliding between poses they’ll kick off the ground or take that first big step into their walk cycle - it looks nice!

This approach does have an increase in animation work, but with the added help of Siaka we really want to get these animals looking as good as they can and the results so far are very promising. We'll continue to polish it up as best we can and show off some new critters in the process.

Fence Junctions
Intersections are tricky! A point where two objects meet in 3D space may result in nasty Z-fighting or excessive clipping, a definite issue that can crop up if two fence lines converge at a central point. We don’t want to pick a dominant pole to show over another, so what’s the solution? Create a junction, of course!


Temporary chainlink shader, it's a bit broken at the moment!

A junction will automatically generate between two different fence types or on either side of additive objects like gates, attractions and points of intersection.

Water Painting
Seth prepared a technical deep dive presentation showcasing some of the impressive complexities and considerations that go into making an advanced system like water painting. With the features themselves becoming increasingly polished by the day, soon enough it’ll just be tidying up the edges and making the water pretty!



One area we’re super pleased with is the ability to edit terrain around and inside bodies of water. As the water tool’s depth is chosen via the intensity slider (UI will be updated soon), being able to manually reshape the terrain both underwater and near it adds a lot of power for creativity and room for experimentation.



Environment
The grassland biome offers a lot of choice in its verticality, including famous foliage such as the acacia, baobab and elephant grass. We’ve had a lot of fun mixing and matching the selection of available plant life to create new environments, much like the previous two biomes.






Structures
As part of the park asset reworking, Nathan’s taken the previous design of our Animal Nursery and elevated it to new heights (literally!). A cornerstone piece of infrastructure for every player, this building’s been updated with a more grounded art direction in an attempt to find that balance between a lovely genetics facility and a giant warehouse for mega lizards.



Adding new components like the various staff areas to increase visual interest, a loading bay inspired by an older iteration was installed onto the structure's extremity.

Although deployment works the same as it always has (drag and drop creatures into the park), the first animal currently bred inside the Nursery will be shown standing inside this area once it's ready to be placed - offering a chance to see the size of the specimen ahead of time!



Switching to a slightly tastier subject, last month we laid out the design plans for feeding as a whole, determining how the process of food production, delivery and consumption will work. As a result, the ground feeders were homogenized in order to account for these plans and work better with ontogeny to prevent excessive clipping or animation that simply wouldn’t work across multiple designs.




It’s important to understand that the updates made to assets allow for a smarter workflow, better performance and a higher quality outcome due to everything we’ve learned along the way. One bit of feedback we’ve encountered from our previous gameplay showcases was that visitor amenities simply didn’t fit in the world we were trying to build, and we agree!

We’ll have a whole bunch of snazzy and far more grounded structures headed your way very soon thanks to the streamlined workflow.

Animation
Ankylosaurus was a defensive powerhouse of the Cretaceous. Covered in hard bony deposits known as osteoderms, this walking tank could produce forces strong enough to break the limbs of the most misfortunate of predators. Did they deserve it? Probably.




Grazing atop the highest of Jurassic trees, Brachiosaurus is a famous sauropod beloved worldwide for its graceful silhouette and enormous size. It was originally speculated to have frequented large bodies of water in order to support its weight - a concept that has since been long abandoned thanks to modern science.




One area of motion we’ve been working to improve is secondary animation on the bigger animals, enhancing our rigs to utilize a more dedicated process for better results. Take a look at our in-engine Brachiosaurus walk test below, showcasing the added jiggle bones used to simulate areas that are high in fat or muscle.

You can see similar practices applied to the Ankylosaurus and Tyrannosaurus earlier in the post, accentuating their thighs, sides and dewlap if present.





Genetics Lab Showcase
As part of the UI streamlining, we wanted to show off how the Genetics Lab looks - complete with significantly better performance and new statistics management to reflect some of our changes detailed below.

You’ll notice that the menu is now fullscreen and consistent with the rest of the UI, future proofing inclusions like a tab-based navigation system for when disease or other animal-related mechanics are added.



Change: Temperature & Biomes
What was previously all grouped under “climates” has now been split into temperature and biome to make each system more distinguishable. Different species have a unique temperature range and can even have multiple plant biomes assigned to them for added diversity, making alt species such as Smilodon fatalis feel far more special.



Boreal is now home to both taiga and tundra vegetation, making way for the newest biome; wetland!

By assigning foliage biomes to the creatures we’re able to give players a unique jumping off point to start designing around in challenge mode. Some species might be specialized into wanting a single biome whereas another might have a handful of preferences that can be freely picked from.

In terms of game design it felt in-authentic to not nudge the players hand slightly towards an aesthetic or goal catered towards the creature they’re designing for in challenge mode. Using a handful of plants from disliked biomes won’t send the animal crazy, but sandbox is always available if habitat needs aren’t quite your thing.

Change: Social Requirements
The social group mechanic has been made more fluid, expanding the criteria to allow for new and dynamic combinations. Some species may have a closed group, or others may have no maximum value at all.

Select species have an added condition for population ratios, however, making mix-gender habitats a bit trickier to care for. Some may only group up in breeding pairs or others may have a more harem-like structure, being led by a dominant male or female. Keeping each sex separate will avoid the population ratio altogether.



If an animal is part of a closed group, they’ll begin to form a herd or pack! If an existing group has filled up, the remaining lonely creatures will split off to create a new one. As long as the exhibit isn’t overcrowded, new groups will be made freely. Just make sure those ratios aren’t imbalanced!



Amongst her time working away on unannounced replacement species for less interesting parts of our roster (don’t worry, they were due for a face lift), Cindy updated Plateosaurus with a fresh sculpt based on a more primitive and reptilian aesthetic.

Lis crafted two new designs to take the mantle of the old whilst reworking the original to fit better within our style.




You can find more of Cindy's work on her ArtStation, here!

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Thank you for reading June’s Devlog!

Thank you to everyone who waited patiently for the update to arrive, we’re deeply appreciative of your support. We’ll be working on some exciting new elements in July and the team simply can’t wait to get this game into your hands as quickly as possible.

Keep an eye on our social media for any announcements or new information!

Until next time,

- The PK Team

...




Jun 1, 2020
Prehistoric Kingdom - Shadow Raven Studios




Welcome to May’s development update!

Over the past month the team has been working hard on furthering the development of Prehistoric Kingdom, bringing great progress to all areas across the board. We’re finally ready to reveal some of our new changes and additions to central parts of the project, so let’s dive in!



Maps: Meet the New Playable Area


Big. Scale.

Moving forward, all maps will now include a custom background environment to immerse the player within the borders of their playspace. With a usable area of around 4,000,000m2, there is an unbelievable amount of room to work with. For the players who have the determination and hardware to build a park that big, this one’s for you!

But why’d we make this change? To put it simply, there are a lot of technical problems and edge cases that need to be accounted for using our old islands as they were completely surrounded by water. Without massively limiting terraforming, water painting or spending months of development time on a completely dynamic shoreline, the new maps will look better, feel bigger and most importantly: get the game to our fans quicker.



Decorated with distant foliage and varied terrain, each map will feature a landscape that feels more appropriate and grounded within the world of Prehistoric Kingdom. Since anywhere from 30-40% of the old islands were underwater, this change opens up 100% of the playable area from the get-go - allowing players to maximise their building space without the need for excessive terraforming or the removal of natural features like mountains.

Whilst the buildable area is square on all base-game maps, we’re open to exploring more unique shapes and boundaries down the line for advanced players.

Development Progress
We’ve made great strides this past month in locking down content plans and finishing up current tasks whilst keeping our eye on what’s next.

Adding to our studio’s growing staff roster, Siaka joined as our newest technical animator to assist with transitional animations. Edson, a talented human character artist, also joined the project to create visitor assets. You’ll see more work from the both of them in future development updates.

Currently, we’re working towards a polished and exciting build that will be showcased in the late summer of 2020. After that, it won’t be long before we start making trailers and delivering on an alpha build. Stay tuned, park managers. There’s not too much longer to wait!





Water Painting
To help get your feet wet, Seth’s made significant progress on water painting during May. It’s been a long road due to all the technical considerations, but it’s almost ready.

Regardless of its current level of polish, the system is mostly functional! From here it’s a matter of continuing to improve functionality and tidy up terrain deformation in addition to creating a non-temporary water shader.



The majority of the system should be finished next month, so we’ll be sure to showcase it in June’s update.

Fence System
Adding support for smarter intersections and random signage decals, Matt’s made considerable usability improvements to the fence system. With increased performance and better mesh generation, a lot of the old visual artifacts have been eliminated whilst also allowing us to get data like exhibit size quicker.

Fences also now support dynamic separation in order to allow for additive objects like gates and viewing platforms. We’re still working on getting the preview to update in realtime, but you can see some of the changes here!



As a new option, terraced or sloped placement has been added as a toggle when working on inclines. This will change whether or not fences are placed smoothly or in a staggered manner.



Next up on our list of improvements will be finally adding fence replacement - which shouldn’t be too hard with Matt’s latest changes.

Modular Building Showcases
On a coding level, the modular building system is essentially finished. There’s some things to add, fix or alter, but ~90% of the functionality is all there. To celebrate, we’ve gathered some scenes made by our team showing off more basic builds.

There’s a lot of assets we need to produce to increase building options, but it’s an incredibly promising direction! Once there’s more content to work with the possibilities will only continue to open up.









Environment
In addition to designing our new level, Nathan’s been planting the seeds for our improved foliage assets.

Home to a number of animals, the Tropical biome is a vibrant and lush environment decorated with kapoks, palms, and banana trees. Thriving in a humid environment, these plants makes any park feel more alive due to their diverse heights and colorful nature.








Commonly found across the Pacific Northwest, the Coastal biome is compatible with most dinosaurs in the game due to its expansive and temperate nature. From towering redwood trees to tiny ferns, these plants can be used to create all sorts of microclimates.











Structures


All maps in Prehistoric Kingdom feature a Visitor Entrance, a tunnel-like structure that allows guests to enter and leave the park. Although it can’t be deleted while the park is open, players have the option to freely move the building to a new position or even change its style at any time.


Default Modern Styling.

In the future, we’re considering adding a handful of styles to various buildings to provide optional park theming and player expression. As the entrance is critical to a park’s feel, we’ve added its modular style early so that players can build custom “skins” around it in a more accessible manner.

Future updates may see the addition of new entrance types for players to pick from.


Modular Styling.

Working on habitats, fences advanced with the completion of some new assets. Utilising world space materials in-game, fence models can be stretched and deformed without destroying textures in the process.




Animation
Velociraptor was a small, feathered dromaeosaur that lived in what is now known as Mongolia. Well known through popular culture, this animal is dwarfed by its larger cousin, Utahraptor. Tough turkey, little guy!




One of the most famous dinosaurs, Stegosaurus is easily recognised by its tall dorsal plates and impressive thagomizers. Smaller than most of its Jurassic ecosystem neighbours, this herbivore makes up for its size with some serious weaponry.





Guest Preview
This month Edson began working on our brand new visitor assets! They’re still in an early sculpting stage but it’s nice to see some humans instead of dinosaurs for once.





Arguably Britain’s best (sorry, Iguanodon), Baryonyx is a temperamental spinosaurid from the United Kingdom. Living in small colonies like modern crocodiles, this fishy fiend has both a nasty bark and bite - scaring away the competition with its gutterly shrieks and low rumbles.



Previous sound updates and music can be found on Byron’s Soundcloud, here!

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Thank you for reading May’s Devlog!

Next month we’ll be working on fleshing out and finalizing our approach to animal locomotion so that new creatures can be added into the game once everything has been polished and standardized. Audio will finally see extensive in-game implementation using FMOD and there’ll be more environment artwork on the way!

Keep an eye on our social media for any announcements or new information!

Until next time,

- The PK Team





May 1, 2020
Prehistoric Kingdom - Shadow Raven Studios




Welcome to April’s development update!

The past month has been highly productive for the PK team! As always, there is much gameplay and art to cover, as well as more animal showcases than usual thanks to a certain theropod, so let’s dive in!



Development Progress
Development continues to advance at a steady pace, with a lot of the work being put into the terrain system and modular editing. We’ve also managed to get started on cool new features, like rudimentary guest AI!

We hit an important milestone within the modular system, implementing a gizmo-based editing tool. Soon enough this complex, yet useful feature will be completed, allowing us to occupy more of our development time on the game’s management aspects. Water painting also progresses wonderfully, and we can’t wait to show what’s in store in the next few devlogs.





Visitor Crowds
With character models in the pipeline, Matt began experimentation with visitor pathfinding and instancing. So far, results have been promising! Although they have no true AI or needs at the moment, we were able to get up to 10,000 entities navigating our test levels with a minimal hit to performance.

Since our playable area is so large, we’ll be working to provide an optimal balance between guest simulation and crowd population so that they don’t take computing resources away from other areas of the game when playing on bigger parks.





If you’re questioning their bizarre aesthetic, don’t worry! The guests won’t all be yellow drones (unless some of them really want to). We are excited to be working with a talented character artist to help bring the humans of Prehistoric Kingdom back to life. Stay tuned for more news on this front in the coming months!

Modular Building
Mau integrated the 3D editing gizmo into the modular building system, supporting the addition of beams, pillars, rocks and foliage! As one of the core components, we’ve added a variety of additional tools to the gizmo to help streamline the construction process.


There’s also dynamic moss that will always point towards the sky - neat, huh?

Continually increasing its state of usability, we’ve recorded some footage showcasing some of the opportunities available to creative players in Prehistoric Kingdom. Here’s a short demonstration video of an animal house being built!





With the arrival of the mighty Tyrannosaurus and two of our biggest sauropods, we’ve reached the end of our species spotlights! Thank you to everyone who stuck with us for all 50 profile reveals. We can’t wait to bring you new content overviews in the future!









Animation
Large and elegant, Lambeosaurus was a giant hadrosaur that roamed Cretaceous Canada, most distinctively known for its hollow, hatchet-like crest. Like the other duck-billed dinosaurs, Lambeosaurus features the option to switch between a bipedal and quadrupedal stance.





The feisty Protoceratops was a small ceratopsian from Mongolia, best characterized by its large neck frill and lack of pointed horns. With muscular jaws capable of powerful bites, this quadrupedal dinosaur gave the most determined predators a run for their money.




To top it all off, enjoy a teaser of our T.rex’ in-game run animation, slowed down for dramatic effect. We will be showcasing more of its animations in the classic format in the coming months.





Screaming and screeching in an adorable fashion, everyone’s favourite quilled ceratopsian potentially takes the cake for the cutest animal in the game! Although small, the stout Psittacosaurus could deliver a painful bite to any unsuspecting threats.



Previous sound updates and music can be found on Byron’s Soundcloud, here!



The recent trend of animal updates extended to some of the most popular species in the game, as their need for anatomical and graphical improvements became more apparent.

The absolute largest dinosaurs in the roster underwent major design changes: while Brachiosaurus mostly kept the color schemes from its previous iteration, its general proportions and underlying tissue changed in order to fit a more classical view. On the other hand, Argentinosaurus evolved far more drastically, as our portrayal of this massive sauropod made better use of the limited knowledge we have on the matter. Most notably, it sports a more impressive row of osteoderms on its flanks, as well as a more accurate neck posture and head shape.






Last in our line of hadrosaurs to be improved, Edmontosaurus received a new default skin design to reflect the project’s higher artistic standards, over the obvious anatomical improvements, including the trademarked toe hooves.




Finally, Tyrannosaurus was granted some much-needed love. Besides its touched up, more accurate physiology, we modified some of the head characteristics to better match the style and personality we strive to achieve with this formidable theropod. Moreover, Tyrannosaurus now features a more diverse feathered design, while its default skin introduces rex’s Asian cousin, Tarbosaurus!

We are very proud of the result, as it reaches a good compromise between a realistic portrayal and a more iconic look.




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Thank you for reading April’s Devlog!

The eventual release of the game is getting ever closer, and we’re excited to bring more goodies to the table come May. Keep an eye on our social media for any announcements or new information!

Until next time,

- The PK Team




Prehistoric Kingdom - Crytivo


Crytivo and Soda Den Studio are proud to unveil Roots of Pacha, an online co-op, farming, and life-simulation RPG set during the Stone Age. Grab your friends and some rocks (whichever is more useful) and start building the world’s first and finest farming village!

Watch Announcement Trailer



https://youtu.be/mYEhKvcDhsY


About the game


After roaming the prehistoric world, it’s time to settle down and build a village to stand for generations. Join with friends to develop technology, discover plants to farm, harvest crops, befriend and domesticate animals, and create a thriving stone age community. Find love, nurture relationships, and grow your community—and then celebrate and honor nature in glorious festivals!


Prehistoric ride sharing! Ride animals with your friends!

Key Features:

  • Grow and harvest. Start your own farming revolution and invent the tools and techniques to build a prosperous village from nothing.

  • Explore an ancient world. A fertile, vibrant world awaits! Fish streams and rivers, discover unique flora and fauna, and mine the darkest caves for resources.

  • Join the clan. Work with the community, develop friendships, and even find love!

  • Grow your village. Help villagers develop ideas and discover new farming and crafting technology. Construct buildings, invite others into the clan, and transform your settlement into an agricultural marvel.

  • Play with friends. Invite up to 3 friends to join your village. Live with them (or keep your distance), share talents and resources, and celebrate festivals, where each player can contribute to communal dinners or compete in fishing contests!


How about taking your wolves out for an adventure?

Release: Early 2021
Platforms: Steam | Xbox | PS | Switch | Crytivo


Wishlist and Follow Roots of Pacha on Steam

https://store.steampowered.com/app/1245560/Roots_of_Pacha/


Join our official Roots of Pacha Discord server to participate in closed alpha tests, offer your feedback, and get some exciting sneak peeks at new content from the developers. We’d love to hear your thoughts from the reveal!





⭐⭐WIN NINTENDO SWITCH LITE⭐⭐



To celebrate the announcement of Roots of Pacha, we're giving away 2 Nintendo Switch Lites!

How to enter:

Twitter (1st Nintendo Switch Lite):

Facebook (2nd Nintendo Switch Lite):

Best of luck to everyone!
Tell your friends!

This game published by Crytivo
Apr 1, 2020
Prehistoric Kingdom - Shadow Raven Studios




Welcome to March’s development update!

There’s much to discuss in this month’s devlog for Prehistoric Kingdom: featuring new progress shots, concept art, animations and audio previews!



Development Progress
Despite current conditions around the world, progress goes well. The team’s trying to stay as healthy as possible and work where we can on Prehistoric Kingdom.

In the background, our programmers have been working on optimization, paths, water painting and modular building. Providing better solidarity within the codebase is a considerable focus for performance at the moment in order to maximise efficiency and code structure.





Fur Shader
One area the project has been lacking in is how we handle the in-game rendering of fur and fluffy feathers. As a side task to water painting, Seth spent a few days in March creating a highly flexible custom-built fur shader for our animals!

As you can see below, this has a huge impact on the final rendering result of creatures:






Yes, the fur moves in the wind!

This new geometry based shading has already been seamlessly integrated into our existing animal technology, offering great visual fidelity alongside fantastic optimization techniques to help keep framerates high. For lower-end hardware, we’ll add quality options to outright disable fur just in case!




Animals such as Smilodon will feature varying lengths of fur depending on which species have been bred, giving S. fatalis a longer coat, for example.

Modular Building System
Mau continued work on the modular building system in March, bringing a lot of its most necessary functions to completion.

As described in prior development updates, players can select multiple wall or roof pieces and change their texture to a unified color or material. This feature is a huge gamechanger for the creative builders out there as it allows for rapid experimentation with various design combinations.



We’ve also been finishing up the remaining pieces of core functionality by implementing group merging and object duplication! Although they’re expected parts of a modular building system, it’s an area we hadn’t gotten around to yet.

Game Optimization & Water Painting Status
Another issue we’ve targeted over the past month has been performance and general optimization. With Seth helping out, we’re working on getting large FPS improvements across the board - searching for potentially troublesome areas under the hood that could use some code reworking or adjustments to speed up processing.

Part of this optimization process has been cleaning up the backend side of terraforming to make way for water painting. Since terrain editing has some existing APIs already built into the engine, part of our challenge is keeping those components performant whilst integrating our own methods within that. Now that we have an extra programmer to handle things like this, Matt and Mau are able to continue working on other parts of the project. Stay tuned for more water painting news!



Paraceratherium and Stegosaurus took the spotlight this month as some of the last animals to be revealed. With forty-seven down, there’s only three left to go!






Fence Concept Art & Gameplay Adjustments
For the past few months, a small part of the team’s been at work reorganising and cleaning up certain gameplay systems that felt bloated or messy, making areas of the game far clearer as a result.

From a visual standpoint, we noticed that our fence designs came across as inconsistent in how they scale against both security rating and the park’s aesthetic. Each fence material set now has three distinct height variants to work better with gameplay progression:

  • Wood, stone and glass: 1m, 2.5m, 4m.
  • Metal: 2.5m, 4m, 6m.

By putting more emphasis into materials, we’re able to squish security requirements and incorporate height as a reliable condition now that there’s consistency. With fewer fence assets to produce, we’re allowing players to recolor their fences from up to three presets per material type.

Please take a look at a handful of our new designs below!






Decorative fences will now be modular pieces due to these changes.

Taking things a step further, gates will now follow a homogenized style in order to fit in with the unified height measurements across fencing. This change reduces the workload for future additions and means we can create the assets at a much higher quality!




At launch, fences and amenities will be listed under the Modern theme - a unified style that defines Prehistoric Kingdom as a brand in-universe. Because of this, you’ll also be seeing improvements to various structure designs in the coming months.

Since the art team are handling these changes, it won’t be affecting the progress of the game as a whole, so there’s no need to worry about scheduling conflicts.

Animation
Wielding spiked-thumbs, Iguanodon was a bulky ornithopod found in the United Kingdom. Its enormous hands and stout hindlimbs make this herbivore a highly adaptive creature, switching between quadrupedal and bipedal locomotion when running.





Also known as the woolly rhino, Coelodonta is a distant relative to the Sumatran rhinoceros. This fluffy animal occupied most of Europe, grazing within a variety of climates such as tundras and grasslands.






Featuring uniquely deep booms and ruckles, the Allosaurus is one Jurassic predator you don’t want to meet! With a fearsome snarl and an even worse bite, Byron made sure to give this dinosaur some serious ferocity.



Previous sound updates can be found on Byron’s Soundcloud, here!



Having previously been one of the oldest models in the game, Stegosaurus received a well-deserved update after many years of living in eternal damnation. The entire model and sculpt have been overhauled with new skin designs to boot!

On a less drastic level, some smaller tweaks were made to the Paraceratherium to address some texture, anatomy and shape issues. Prehensile lips were added in addition to better limbs and skull shape, with both the sculpt and skins receiving a quality improvement.






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Thank you for reading March’s Devlog!

We hope you’re all excited for upcoming content and reveals in future development updates. Keep an eye on our social media for any announcements or new information!

Until next time,

- The PK Team




Mar 1, 2020
Prehistoric Kingdom - Shadow Raven Studios



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Welcome to February’s development update!

Today, we’ll be diving into what the team’s been up to over the past month and introduce you to a new team member. Work behind the scenes has continued to grow more exciting by the day as we buckle down on features and content pipelines. Let's get into the discussion!


New Hire!
Joining the Prehistoric Kingdom team, we’d like you to introduce the project’s newest programmer, Seth! He’ll be overseeing developments such as water painting and assisting us where possible to spread the workload more evenly.

You’ll be seeing more progress from him in the coming months while we move onto new parts of the game!

Development Progress
One of our goals this month was to accelerate and optimize development tasks to better utilise the time left until Early Access as an opportunity to clean up a handful of features that aren’t essential to the core game at launch.

Because of this change, we’re ready to move onto the second phase of development! With Seth taking care of features like water painting, Matt and Mau are able to proceed with other aspects of the game. Our goal for 2020 is to provide a playable and polished alpha with a beta release following shortly after depending on player feedback.

Below you’ll find our new monthly development report. Since it’s difficult to quantify an adaptive development cycle via percentages, each month we’ll display cards listing what we’ve been up to. Those marked with a love heart represent a bespoke piece of development that we want to highlight!




Animal Implementation & Improvements
Allosaurus served as our new benchmark for animal testing during February, introducing a few changes for creatures going forward.

One of the items on our list is a new blend system! Each animal has its own set of additive fidgets that layer on top of animations to create more interest when moving. You can check out the work-in-progress below:




Another important step we took this month was adding support for eye movement in our rigs! Instead of a dead glassy stare, the animals will subtly dart their eyes around with supplementary squinting and blinking depending on the animation.


Eye Movement Test

It’s a small change with big implications for personality and character. Without this, it’d be almost impossible to effectively portray the gaze of certain mammals like felines and bears.

Modular Building
The modular building system continues to receive new functionality and polish thanks to the collaboration between Mau and Nathan. Pieces can be automatically stacked on top of each other or aligned directly to a surface - available for use with any object type, even walls!




In February we also added recolourable plaster, wood and glass sets to test how scalable our workflow is for creating new material pieces in a timely manner. As expected, a good foundation makes adding new texture sets fairly easy within a short amount of time.



With this in mind, we've been able to start making more interesting builds!







Viewers with keen eyes may have noticed an update to our user interface format! The new HUD shows more placeable objects onscreen at once whilst retaining our existing aesthetic. We took this opportunity to make the menu resizable for ease of use - a long-requested feature from the dev team!



Atmospherics & Lighting Update
There’s something missing from our world… atmospherics! We’ve added distant atmospherics and height fog to provide our levels with greater visual depth across all times of day.




February’s species spotlight revealed two classic dinosaurs, Allosaurus and Triceratops. Grumpy in every way, both critters require a large amount of space and strict habitat preferences to be successfully contained.





Animation
Using its large claws to hunt for fish, Baryonyx is a staple of the UK’s prehistoric history. Housing an array of conical teeth, its specialised diet is a common trait amongst spinosaurids.




Always willing to share a picnic basket, the cave bear carries many resemblances to extant species. Found across Europe and Asia, this creature is smaller than the famous short-faced bear.





Animal Redux
Fan favourite dinosaurs Allosaurus and Triceratops received touchups and alterations for their in-game debut courtesy of Cindy. Lis helped out on both species, designing new looks for A. europaeus and T. prorsus respectively.







Be sure to check out the Allosaurus and Triceratops on Cindy’s ArtStation for a better look!

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Thank you for reading February’s Devlog!

As the project moves into the second phase of development we thank everyone deeply for their patience and outgoing support for Prehistoric Kingdom. There are many great things on the horizon with many surprises still to come. What will they be? Only time will tell!

- The PK Team

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Jan 31, 2020
Prehistoric Kingdom - Shadow Raven Studios


Welcome to January’s development update!

This Devlog marks the beginning of our second year of hands-on development, following 2018’s year of pre-production and planning. It might seem like a long time, but we managed to accomplish a lot of great things during the past twelve months. 2020 is going to be filled with a lot of milestones for Prehistoric Kingdom, so the most exciting news is yet ahead, park builders!



Development Progress
Over the past month, we’ve been searching for a potential candidate to join the programming team on Prehistoric Kingdom. Finalising a lengthy interview process, the newest team member will be joining us shortly to help develop additional gameplay systems.

Assisting with the weight of development, Matt’s been working on automating animal setup as much as possible. Since the dinosaurs and mammals are such an integral part of the game’s experience, an automated pipeline will greatly assist in providing templates where possible to avoid wasting time with manual setup.

January also allowed us to plan milestones and alpha-related content deadlines to hit certain marketing opportunities. With our eyes on releasing alpha at an unspecified date this year, it’s important to put production deadlines in place.



Park managers looking to stay up-to-date with the project can sign up for the Crytivo Club! It's totally free and provides exclusive access to giveaways, promotions and even the occasional game. Sign up today!

In addition to the Crytivo Club, don't forget to Wishlist us on Steam!





Modular Building: Selection
Modular pieces can now be selected and moved around! While it may sound simple in concept, the system needed to be robust enough to work with multiple pieces at once with the added functionality of moving across a grid at varying scales with no room for error.

With selection developed, we’ve integrated an outline when placing objects to ensure that players can see the location of their piece at all times regardless of obstructions.



Modular Building: Recoloring Walls
Based on the concept art from last month, Mau is almost done with the functionality for recoloring roof and wall pieces.

Each material type comes with its own bank of recent colors that can be easily transferred to another texture by copy and pasting its hex values. The default setting can be returned to by dismissing its small color preview on the material button.


Ugly development textures and all!

With user experience always a priority, there’s been a handful of technical challenges to overcome with designing a system like this. Nevertheless, the team’s continued to find solutions where it matters in an attempt to evolve the usability of modular building systems in the genre.



Two popular Cenozoic icons were shown off in-game this month with their new designs revealed to the public. Opposing each other with drastically different temperature requirements, the Smilodon and Woolly Mammoth are essential beasts in Prehistoric Kingdom’s roster.






Animation
Once roaming the lush forests of ancient North America, Acrocanthosaurus prowls with a menacing stature. With a unique shape courtesy of its infamous raised spine, Mau’s animation helps to bring this shy carnivorous giant to life.




Coexisting with ferocious predators, Camarasaurus is a staple sauropod of the Morrison Formation. Known from three distinct species, this animal is far more nimble than its larger relatives!






Sound Design
As a blast from the past, we’d like to show you the updated vocals for Camarasaurus. Introduced to our community all the way back in the Jurassic Patch, Byron’s done a complete overhaul on its sound set to better convey this dinosaur’s enormous scale.



Sounds sourced from seals, walruses, spider monkeys, manatees and even more animals were used to create the new sounds for this sauropod.

FMOD Integration
Without good implementation, even the best sound design can fall flat when integrated into a game environment. By using audio middleware like FMOD, the sound team can create custom sequences and parameters accessible by programmers in order to deliver on a far more detailed soundscape with better user interactivity.

We’re only experimenting at this stage but so far the results have been promising. Things like distant carnivores roaring with the appropriate reverb falloff, footstep weight increasing as animals age and a more dynamic ambient soundscape are all areas Byron’s managed to create using the toolset.

The team looks to begin integrating this new audio system shortly!


One of our many experiments for an age-based footstep event.



Animal Redux
With their anatomy vastly improved, Cindy continues to show off her skill with the newest sculpts and textures for Smilodon and Mammuthus. Staples of the Ice Age aesthetic, the updated iterations of these creatures have a far greater resemblance to what we know the prehistoric beasts looked like.







If you’d like to see more renders, check out Cindy’s ArtStation for a better look at the animals!

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Thank you for reading January’s Devlog!

There are some good surprises in store for the community in the following months that we can’t quite talk about yet, but we promise they’ll be worth the wait. Make sure to tune into the following development updates for even more gameplay news!

Until next time,

- The PK Team

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Dec 31, 2019
Prehistoric Kingdom - Shadow Raven Studios


Welcome to December’s development update!

Though the holiday season has now just passed there are quite a few goodies to discuss and showcase in this month’s DevLog! With a handful of artistic treats and programming gifts, the team's been hard at work spreading festive joy to all the good little critters of Prehistoric Kingdom in time for the new year.



Development Progress
The team’s been up to a lot of great stuff during December whilst tackling the usual engine headaches. Apart from addressing issues with the modular grid, support for new materials has begun to work its way into the game thanks to Mau’s automated setup procedures and Nathan’s exceptional patience in texturing new pieces.

In terms of keeping the community up to date, we’re looking to overhaul our milestones chart soon to better reflect what’s being worked on and where development priorities sit in a more fluid manner - something that the previous design failed to reflect. We hope to have more news on that available soon, so stay tuned!



Elevated Paths
Still a work in progress, Matt’s been developing new functionality for the path system; elevation! Slopes galore, elevated paths take your guests to discover your park from a new perspective.


Work in progress.

Continuing with polish and eventually finishing elevated paths, they’ll receive support for edge railings to make them appear more grounded. Once a raised path hits a certain angle, they’ll automatically become stairs to better suit the slope.

Although fairly rudimentary in appearance at this stage, we are certain that many of you creative builders have already begun to think of new walkway design ideas for your future parks!

Modular Building: Switching Materials
We’ve implemented a small texture gallery window to help make texture, color and theme switching quick and painless when selecting and working with various modular objects.


UI Mockup.

By keeping wall and roof textures contained to their own panel, materials are comfortably accessible at any time while designing - leaving more space in the object selection menu for a huge pile of pieces.

Players will be able to select areas of their custom buildings and effortlessly change textures without having to rebuild the structure, allowing for easy design switching to see how your building looks in a completely different style.

Terrain Painting Updates
Applying a much softer edge to the affected areas, terrain painting has been updated! Lower intensities are far more usable while offering better control over terrain blending and adding an improved sense of polish to the system.



As seen above, the recent changes provide a vast degree of subtlety that simply did not exist prior due to the hard delineation between surfaces. Smoothing it out resulted in hand-painted areas looking far more natural.

Animal Shader Update
Acting as one of the most visually important parts of the game, it’s imperative that we continue to improve the visual fidelity and shader functionality for animals in-game.

To keep animal shading consistent across all times of day, we’ve added occlusion maps to create definition on our creatures regardless of shading or the position of the sun.



Foliage Shader Update
Earlier in the month, we upgraded our foliage shader to support translucency, enabling sunlight to realistically pass through leaves where appropriate. Combined with Nathan’s new techniques for creating plants, our foliage is about to start looking a whole lot better.


Our most recent Kapok tree model and shader.


Kapoks are now properly shaded from all angles.

While the new year begins we’ll be working hard on environmental updates alongside core features to get both flora and terrain textures to a better state across a number of climates.



Closing in on the completion of our species spotlights with the introduction of five-star animals, fan favourites Parasaurolophus and Utahraptor received their in-game debut - complete with a design overhaul!






User Interface Update
Almost four and a half months out from PAX West, we’ve been making changes to streamline the user experience and bring improvements to both the interface and game design where necessary.

Based on usability feedback, Byron redesigned the landscaping panel to feature an enhanced layout, cleaner visuals and superior button styles that will be applied to the rest of the UI in order to help bring better consistency where it may have been lacking prior.


The New Design.


The Four Panels: Painting, Foliage, Water and Terrain.

Animation
Most reminiscent of ratites like emus or ostriches, Gallimimus is a classically bird-like dinosaur featuring feathers and a lengthy stride. Animated by Mau, this chicken mimic behaves similarly to its modern-day counterparts.





The third-largest ceratopsian in Prehistoric Kingdom, Styracosaurus is best known for its large nasal horn and impressive frill. Sharing an ecosystem with the fearsome Gorgosaurus, this defensive dinosaur treads confidently whilst boasting its intimidating appearance.







Sound Design
Delightfully croaky and ready to hiss, Byron’s Guanlong takes inspiration from a variety of birds and ground animals to bring its raspy character to life. Running around with a group of up to four individuals, this crested critter is one tropical bird you don’t want a bite from!



Alongside creature vocals, we’ve also taken the time to begin expanding our custom sound and foley library to truly bring these animals back to life. From swarms of flies to the subtle grunts and hisses of a feasting dinosaur, it’s the tiny details that help flesh out the believability of our animal roster.



Animal Redux
Now that there’s a two-week gap between species spotlights, we’ve had a lot more breathing room when it comes to redesigns and overhauling animals. Featuring a design from Lis each, Cindy remade the beloved Parasaurolophus and Utahraptor with big improvements all around.







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Thank you for reading December’s Devlog!

With elevated paths working in their current state, the next goal of ours is to improve them in addition to adding new components to the modular system such as advanced editing to manipulate objects using a 3D gizmo.

Until next time!

- The PK Team

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