In this month’s post, we’ll be sharing some upcoming developments and briefly discussing new features the team have been working on!
Where We’re At
Currently, the team is working on two updates. The big 1.1 title update, as well as a smaller patch that’ll be releasing sooner. This next update includes two main things: animal signs and Steam achievements.
Animal Info Signs (top left) display an image of the animal, their time period, and discovered location. Players can pick from a list of nearby species.
What’s in the Pipeline?
As the next update gets closer, some of the team have already begun work on future species and new gameplay mechanics! We’ve settled on what we think is going to be a very satisfying Research system that you’ll hear more about in a later blog post.
Animal Locomotion
At the heart of animal AI is their locomotion; how they move is the foundation for what they can do. The more flexible their animation and movement systems are, the more behaviors we can add onto them. We’ve been making a lot of changes in the service of dynamic hunting, combat and ensuring that animals can get into position (i.e. drinking spots, eating, social animations) as seamlessly as possible. No stop start, no awkward idle turn.
Though we’re still experimenting, we thought we’d show off what we’ve been doing. Please note that all examples below do not include foot IKs, so there will be some sliding!
To start, animal movement speeds are now more progressive. Organically slowing down, speeding up and shifting into a run makes animals more far more responsive and lively. For animals that switch between quadruped and biped, they’ll still need a transition for it.
When walking, animals can move in 8 different directions. This allows us to easily reposition creatures by simply asking them to walk forwards, strafe or backwards. Obviously this can introduce sliding, so we’ll try to resolve it with IKs the best we can.
As you see below, we also have dynamic momentum on the head, body and tail depending on how fast an animal is walking forwards or backwards. We’ve found that adding these little touches helps to make the animal feel more grounded, especially since they’re reactive.
These are just some of the changes we’re making to core locomotion. There are a few more experimental but VERY cool things we’ve left out of today’s blog post, so keep an eye out. As a team, we’re extremely happy with the direction things are heading and once we’ve locked down our final pipeline, we’ll do a full showcase of everything the animals can do.
Once animal locomotion is 100% sorted, we can start working towards hunting and combat.
Guest AI
Work on improving guests has continued well since last month. As part of our efforts to enhance the simulation, we’ve made good headway into obstacle avoidance so that guests try to avoid each other. It’s yet to be integrated onto our actual guests, but our simulations have performed well! Our solution is pretty dang fast and has given great results thus far.
Any blue sphere below is an agent that has successfully avoided collision. A fun side effect is that much like real life, your park may suffer a traffic jam if guests can’t disperse.
Our programmer who’s been tasked with taking on crowds, Seth, also made heatmaps for us to use. Here’s a rudimentary look at a heatmap displaying guest density.
Streams!
We know you’ve all missed our adorable faces, so we'll be making our streaming comeback after our short hiatus away for the Summer break! For the month of September we'll be hosting weekly livestreams on Twitch & YouTube. Members of the team will be building a prehistoric park together, discussing the game, chatting about future updates and from time-to-time even sharing sneak peeks on what we're working on!
Finally, check out our most recent Let’s Build starring the cherished Camarasaurus!
Created by Admiral_Plackbar (Discord).
Warpath (Discord).
Created by Wikz Gaming (YouTube).
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Thank you for reading August’s dev diary!
In case you missed it, we’d like to highlight our most recent update launching Steam Workshop support. In less than a week, we're incredibly thrilled to have seen over 1,000 remarkable builds shared with the community! We plan to host creative competitions as well as unique building challenges that we think would be great fun for the community to take part in very soon.
We’re very excited for the next few months of development, and we can’t wait to share more with you!
This hotfix targets issues pertaining to balance, guests and the modular system. Thank you for your ongoing support!
Changes
Gameplay
Reduced animal feeding consumption by 75%. Animals should empty feeders out at a slower rate. This is part of an on-going balancing process, so feedback on this front is always appreciated!
Bug Fixes
Critical
Fixed a deep-rooted issue that could cause random modular pieces to load with the wrong color
Fixed desynced animations on the guest meshes
Notes
Some users have reported issues with guest pathfinding such as wandering into exhibits or freezing upon certain modular actions. Guests are undergoing an overhaul for our next big update, so you should see substantial improvements in the future.
The second Early Access update is here! This update brings a wealth of changes and performance improvements that target a wide array of systems. If you’ve had issues running Prehistoric Kingdom, we highly suggest giving the game another try and providing us with your feedback.
In addition to these performance improvements, our most notable addition in EA 1.0.4 would have to be support for the Steam Workshop and box selection. These two features go a long way in streamlining the construction side of Prehistoric Kingdom, and we cannot wait to see what the community comes up with.
This update does not include Animal Signs, though they will be coming in the next one.
Features
Steam Workshop Support Support for the Steam Workshop is finally here! Players can upload their own saves and modular prefabs or download community submissions to construct the park of their dreams.
To upload a save, head to the Load Game menu and click the Steam-themed button. This will open the workshop submission form, allowing you to update an existing submission or create a new one.
To upload a modular prefab, click the Steam icon found on any player-made prefabs in the building toolbox. This will open a similar workshop submission form, allowing you to update an existing submission or create a new one.
Players can also upload their builds directly from the Prefab Editor when creating their modular prefab.
Box Selection Box selection is a quick and handy way to select a cluster of items when inside a modular group. While holding the left mouse button, drag across the screen to create a box. Any items inside this box will be highlighted for selection.
Players can also drag boxes across the screen while in Demolition mode to mass delete anything inside a group with exceptional speed.
Main Menu Update Prompt In addition to the main menu’s reworked visuals, a prompt will now appear after every substantial update - highlighting new features, items or animals.
Content
Enjoy the addition of our new terracotta roof style, a set of vibrant tiles found under the Tropical theme in the customization panel.
We can’t wait to see what the community builds with these!
Full Patch Notes:
Features
NEW: Steam Workshop Support
Prehistoric Kingdom is now on Steam Workshop! Discover and download a variety of user-created prefabs and parks, while sharing your own custom creations from the in-game prefab editor!
NEW: Box Selection
Left-click and drag to use the box selection tool while in the modular editing mode to select multiple pieces in real time
Supports active deselection and demolition
NEW: Main Menu Update Prompt
Introduced a quick update prompt in the main menu to better notify players of notable additions and changes in the newest updates
Additions
Animals & AI
Added new behavioural animations for the following animals. Please note that audio implementation is incomplete and that more animations will be coming to the hadrosaurs:
Tyrannosaurus
Edmontosaurus
Iguanodon
Parasaurolophus
Buildings & Scenery
Added terracotta roof set to the Tropical theme
Graphics/Visuals
Added distant foliage to far-away relief, improving general level fidelity
Added real-time cloud reflections, tunable via the graphics presets
Added selection graphics to objects that previously lacked it (e.g. Wind Turbine)
Audio
Added ear and tail flicks to Coelodonta
Added additive sounds to Mammoth
GUI
Added gamemode-based filters to the available saves list
Added map-specific loading screen splash assets
Changes
Camera
General camera movement should be smoother and less jittery
Screenshot mode camera speeds are consistent with regular gameplay
Gameplay
Re-enabled the Tutorial Scenario
Balanced the feed ordering system, with the maximum amount of feed that can be ordered now being more closely tied to the park’s feeding needs
Reduced waiting times for feed orders, with the timer now scaling up by a month with every 25 ordered units
Feed ordering is now disabled if no feed items are selected, or the minimum ordering amount is 0
Just a quick update to inform you all that the next patch is close to being finished, but is still being tested. Our devs are fixing a number of issues and once testing is complete then the update will be released!
In this month’s post, we’ll be highlighting our upcoming support for Steam Workshop, the next update and future developments.
Steam Workshop
Much to the excitement of many in the community, our next update will include Steam Workshop support for saved games and modular prefabs.
Getting everything up and running proved to be initially troublesome, but the implementation didn’t take as long as we expected. Seeing the Workshop page fill up with some development and community items taken from Discord for testing purposes was incredibly exciting.
Anyone using a Steam account to play Prehistoric Kingdom can soon easily update or add Workshop items via our in-game tools. We cannot wait to see the community share their wild ideas and creative spark.
Terracotta Roof Set
Coming to the Tropical theme in our next update, the terracotta roof style provides a whole new decorative flavor for park builders. Offering recolorable tiles, there isn’t a shade these roofs can’t supply.
We especially love how easy it is to change the vibe of a building with this new set. Just a few clicks and you’ve completely restyled your modular group!
Prefab created by Sticky (Discord)
New Species
Perhaps one of the funkiest little dinosaurs to enter the Kingdom thus far, we would like to introduce you to Scelidosaurus (seh-lid-oh-sore-us).
Belonging to the family group Thyreophora (thy-ree-oh-for-ah), this small armored dinosaur presents some unique features! Donning a pair of goat-like horns and a spine sheathed in osteoderms, Scelidosaurus lived 191 million years ago in the Early Jurassic. Though traditionally a quadruped, this animal has been observed using bipedal movement to run and survey its surroundings.
If you haven’t been keeping count over the last few months, this means that all three animals coming in our first title update have now been revealed. Coelophysis, Dilophosaurus and Scelidosaurus will be making their way into your parks after the next update. Stay tuned for future announcements and release dates!
Where We’re At
Currently, the team is hard at work developing our next update. A number of important changes have been made as well as fixing a number of issues such as the idle Triceratops and further save/load reports.
For the next update, we’d like to specify what we’re actively working on and what needs to be finished in order for us to release it:
Animal Info Signs 2D art assets for the info sign screen are complete. The 3D art (screen, frame, etc.) is still yet to be made but won’t take long. For now, we will be releasing the animal info signs with temporary screenshots. In the future, they will contribute to the guest education need.
Main Menu Redux 3D art for the new main menu has been completed. All that remains is to set the scene up in-engine and prepare our new background elements. This is not a “must have” and may be moved into the following update if needed.
Guest Ethnicities 3D art for new guest ethnicities has been completed, introducing new faces, skin tones and hair styles. They still need to be retargeted and integrated into the engine. Another batch of guest ethnicities will be added at a later date.
What’s in the Pipeline?
Animal Animations
Our animators have continued to work on a whole bunch of behavioral animations for a number of animal groups. We saw how much the community loved our last showcase, so we thought we’d reveal a couple more!
Cleanliness is important! Small theropods can be seen cleaning their bodies and snouts.
Much to the surprise of our guests, large theropods like T. rex are still surprisingly mobile - even while laying down!
Guest AI
Improved Guest AI is also on track to join our new species in the next big title update. So far, we’ve added the ability for a guest unit to explore, find a point of interest (e.g. binoculars, shop), use a point of interest, and spend.
For a long while now, our in-game economy has relied on a passive simulation rather than guests physically interacting with facilities and spending their cash. These changes (in addition to needs) will not only make guests appear more active, but will make our economy much more accurate to what visitors are actually doing.
Performance Improvements
Performance for the modular rendering system has been majorly improved with the addition of bounds and shadow culling.
Created by Rayne (Discord).
Created by Jolly Good Show My Fair Boy (Discord).
Created by Hiysta (YouTube).
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Thank you for reading July’s dev diary!
The team is super excited for everyone to get their hands on these new updates when they’re ready. Keep an eye on our social media for new information regarding releases, news and updates.
We hope everyone had a very Happy Pride Month! June was a busy time for the team as we released Minor Update 1, but we’re continuing to push onwards with new developments. And, just maybe, new species.
So, let’s talk about updates! Next up is Minor Update 2 - a smaller patch that includes a handful of new items and improved guest visuals.
Following this will be Major Update 1, the first big content update during Early Access. Featuring a new map, biome, animals, building set and more, we’ll reveal the exact contents and theme behind the update in a dedicated Feature Focus prior to release, so stay tuned!
New Species
In the meantime, we think it’s time to unveil the next sharp-toothed animal joining Prehistoric Kingdom’s roster…
Say hello to Coelophysis! Don’t be fooled by this slender carnivore. With its exceptional vision, high speed and sharp teeth, this small predator makes for a terrifying ambush!
Found as far back as the Triassic period, Coelophysis will be the oldest animal in Prehistoric Kingdom as of Major Update 1. Despite its old age, we think it still looks pretty darn good!
Animation
Along with bringing new members to our prehistoric lineup, the first Major Update introduces the first wave of behavioural animations. These special actions provide a fresh level of richness and personality beyond the additive animations already in the game. We want our animals to do things, even when they’re not walking or running around!
These new animations are an exploration of animalistic behaviour and will help to build character for the various family groups of Prehistoric Kingdom. As this is a lot of animation and audio work, behavioural animations will be rolled out for new and old family groups across a number of updates beginning with Major Update 1.
Please enjoy the example of two behavioural animations below. We can’t wait for you to discover them all!
Some park managers have observed smaller theropods practicing their pounces as a form of play.
Rolling can help scratch some tough to reach spots!
Ensuring the animals are lively and interesting to watch is a long term goal of ours that will require ongoing development. Major Update 1 will see the overhaul of animal locomotion which is a necessary step in supporting more advanced pathfinding and AI behaviours. Animals interacting or simply acknowledging each other has been a huge community request and we will keep working towards that.
Behind the Scenes: Making a Dilophosaurus
This month we’ve got an extra treat for you all! Our 3D animal artist Cindy recorded various stages of her work on the Dilophosaurus - unwrapping, sculpting and painting a previously unseen skin. You’ll have to wait and see what the finished design looks like though!
If you’d like to see more behind the scenes content like this in the future, be sure to let us know!
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State of Development
After initial delays with the first Minor Update (released mid June), we’ve readjusted our current roadmap accordingly so that players can continue to follow our development plans and know when to expect the next update. You can view the updated roadmap here on Trello. Players can also expect the tutorial to return shortly after we’ve resolved unexpected issues caused by the last patch.
In terms of general development tidbits, here are some bullet points we’d like to highlight:
We are working on a follow up patch to Minor Update 1, adjusting the feed balance and addressing some miscellaneous issues (loading, visuals, etc.)
Steam Workshop support is a highly requested feature that we will be working on soon. We’re eager to launch workshop support so that players can conveniently share all of their unique builds and create a community together.
We have begun working on guest AI and management for Major Update 1. We are very excited to bring more management gameplay into the fold over the coming months.
We are still working on further optimizations for loading speed and rendering.
Created by Evolve (Discord). Created by Magnanimous_Matt (Discord). Created by POTPdeluxe (Twitter).
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Thank you for reading June’s dev diary!
The team hopes that everyone’s excited to see more from our future updates and learn who the mysterious third animal could be! Exciting times ahead, park managers!
Update 1 is now available! In this patch, we’ve added a number of new features and quality of life changes to help improve the state of the game. This is only the beginning of our journey through Early Access as there will be many more changes to come.
Unfortunately, we weren’t able to get this update out earlier due to engine related technical issues. Previously hidden problems with Unity have only just revealed themselves due to a significantly larger playerbase with highly varied machine specifications.
Though we are continuing to fight Unity’s rediculously poor loading and memory related management, we’ve made good headway in optimizing the game and implementing custom workarounds. This will be an ongoing process that’s an unfortunate reality of making a game this large in a brittle and archaic engine.
Features
Feeding System Feeders can now empty after usage, leading to an ever-growing animal feeding demand as your park grows. Use the Animal Overview Menu (found in the Management Dashboard) to place new orders, passively increasing your available supply of feeding types.
Feeders can be manually refilled individually through their respective piece panel or in bulk through the enclosure info menu.
Notifications Notifications will now appear inside the new Park Status window, alerting players to various problems in their zoo. You can click alerts to go directly to the closest issue!
Alerts can be muted or customized to highlight exactly what you’d like to know.
Habitat Markers Create invisible paddock boundaries with the Habitat Marker! Unlike regular fences, animals are not held back by Habitat Markers and will require the usage of terrain, rocks or other methods to keep creatures inside the pen.
Habitat Markers are invisible during regular gameplay and will only appear when building or selecting a habitat.
Animal Nursery Sizes In Update 1, we’ve added a small and medium Nursery Module. Each Nursery size has its own holding capacity and breeding size limit. Use larger Nurseries to breed and release bigger animals.
Bug Report Tool In the pause/escape menu, players will now find a dedicated Bug Report Tool. This tool replaces manual GitHub reports by directly sending us a full report containing a game screenshot, a title, description, and full error log.
Content
A big highlight for Update 1 is all the new scenery pieces! Over 50 new items and props have been added to the game, with some highlights including topiary, hedges and recolorable animal silhouettes.
We also switched over to a new weather/sky solution to improve performance. This does however mean that weather and map specific ambient lighting will be unavailable until we can reimplement those features.
Due to pathfinding related issues, the water troughs shown in our last blog post have been moved to a future update.
If you’d like to find exactly what’s been added, changed or fixed, please continue on to the full patch notes below!
Full Patch Notes:
Features
NEW: Feeding System
Feeders can now empty after usage, leading to an ever-growing animal feeding demand as your park grows. Use the Animal Overview Menu (found in the Management Dashboard) to place new orders, passively increasing your available supply of feeding types
Feeders can be manually refilled individually through their respective piece panel or in bulk through the enclosure info menu
NEW: Notifications
Notifications will now appear inside the new Park Status window, alerting players to various problems in their zoo. You can click alerts to go directly to the closest issue
Alerts can be muted or customized
NEW: Habitat Marker
Create invisible paddock boundaries with the Habitat Marker!
Unlike regular fences, animals are not held back by Habitat Markers and will require the usage of terrain, rocks or other methods to keep creatures inside the pen
Habitat Markers are invisible during regular gameplay and will only appear when building, selecting a habitat or in the Management view
NEW: Animal Nursery Sizes
Added 2 new Nursery Modules: Nursery Small & Nursery Medium
Each Nursery size has its own holding capacity and breeding size limit. Use larger Nurseries to breed and release bigger animals
NEW: Bug Report Tool
Added a dedicated Bug Report Tool which can be accessed through the Pause window. This tool replaces manual GitHub reports by directly sending us a full report containing a game screenshot, a title, description, and full error log
Additions
Animals & AI
Added grazing to Dryosaurus and Coelodonta
Buildings & Scenery
Added 24 silhouette pieces, picked from a wide array of animal and plant species in the game
Added 3 new Tropical Lamps, perfect for housing fire FX
Added 12 Topiary pieces, ranging from hedges to animal shapes
Added Chainlink Arch piece
Added 2 new styles to the Flat Feeder - Wood and Stone
Added the remaining feed types to the Flat Feeder - Fish and Insects
Added new foley when animals eat from fruit, fish and insect feeders
Added sounds to Deinocheirus additive animations
Added growls to Coelodonta, Dryosaurus and Psittacosaurus when increasing nourishment
Added new terrain-based surface interaction sounds for when some animals lay down
Added dawn chorus and additional birds to UK temperate ambience
Added opening and closing audio events to the dialogue box
Added completion sounds to animal breeding completion
Changes
Buildings & Scenery
Updated junction distance for concrete and glass fences
Updated Chainlink piece texture fidelity - better visuals as well as improved tiling on angles.
Fixed a variety of reflection artifacts on several misc modular items & modules
Save/Load
Crashes during saving should no longer corrupt that save
Added saving failure notifications to let players know if something has gone wrong
Expanded economy saving: loan progress is now saved and loaded, and the finances history now carry over saves
Added nursery animal state saving/loading - bred animals contained in a nursery but not yet released will now be saved and loaded
Added special exhibit saving/loading - mini aviary settings and animals now carry over saves
Weather menu preferences are now registered over different save games, provided they are in Sandbox mode
UX/Balance
Foliage items are now categorized by their biomes within the Building Menu
Changed animal-derived park rating behaviour: global species rating will now only change when an animal is successfully placed, and will go down if no more animals of that species are present in the park
Camera tracking can now be triggered even when the cursor is over a GUI element
GUI
Changed behaviour of the Nursery shortcut button inside the Nursery Holder to open up the closest nursery to the camera, instead of the first nursery ever placed
Added keybind support to the Excavations Menu worldmap panning and scrolling
Applied background blur to the save/load menu
Rendering
Fixed rendering for the UK level ocean
Improved particle effect rendering
For performance reasons, we’ve switched to a completely new weather/sky rendering solution, which should be easier to render, while providing a higher graphical fidelity:
Cloud and fog graphics have been completely overhauled
Introduced sun shafts and improved atmospheric volumetrics
Introduced cloud shadows
Brightened general nighttime ambience
Slightly neutralized lamp lights
Improved distanct rendering for several path materials
Audio
Added support for unique animal audio per skin and integument
Adjusted timing for day, night and dawn chorus transitions to match new weather systems
Changed wind sound when at higher elevations
Wind rips will now be more frequent at high elevations
Updated footsteps and terrain sweeteners for Coelodonta
Bug Fixes
Critical
Fixed memory disposal related crashes
Fixed a Modular deletion bug that could cause both ‘ghost pieces’ and failed deletions.
Fixed Saving issue that could cause science points to reset at 1,000 on save load
Potentially fixed an issue that could contribute to excavations sites not unlocking at the right rating level
Fixed an event failure that caused enclosures to not refresh their data when new feeders were placed within their perimeters
Fixed a bug that caused random modular objects to occasionally disappear when an exhibit’s dung was cleaned
Fixed various GUI events that caused modular group power information to not update at the right times
Buildings & Scenery
Fixed an issue with the Mini-Aviary lights - the lights should now be fully recolorable
Fixed the amenity module lights being turned on throughout the day
Fixed metal fence post LODs
Rendering
Fixed selection outlines rendering artifacts
UX/GUI
Fixed an issue causing the terraforming actions to have a staggered/slow effect
Improved dynamic scaling ratio of GUI canvases
Fixed an inaccurate labeling of the time spent on individual saves. Overwriting any of the old saves should now update the labeled metadata with a more accurate time
The object tooltip now displays the correct genus name when hovering an animal (i.e. the tooltip will now display “Tarbosaurus” instead of “Tyrannosaurus”)
Fixed an issue causing the excavation site selection highlight to not turn on during selection
Fixed issue that caused the management menu to stay open when double clicking on the main board management buttons
Fixed bug causing the exhibit donations to be timescale-independent
Fixed GUI bug that prevented the correct month and year from displaying in the Finances Overview
Fixed layout issue that prevented the last save slot in the save/load menu from being deleted
Fixed Special Exhibit animal welfare bars
Fixed a minor issue that caused the new game map pins to not promptly display their tooltips
Fixed a minor layout issue with the breeding progress bar not filling up fully
Audio
Fixed Management Dashboard ambience loop “pop”
Fixed an audio issue where the audio wouldn't pause within the Screenshot Menu if the timescale was 0
Dialogue
Corrected missing words from Brachiosaurus intro subtitle
Fixed Nigel repeating a Pachyrhinosaurus line
Fixed Nigel repeating a Protoceratops line
Performance
Animals are now loaded in as needed, resulting in a small amount of time where no animal preview is visible in the Nursery
Minor CPU optimizations for modular processing
Significant GPU optimizations for lighting and weather
Optimized loading times significantly
Massively optimized selection rendering for large modular groups
Notes
Due to edge cases introduced by the new features, we decided to temporarily disable the Tutorial. This scenario will be back at a later date
As the current weather system integration is still a Work In Progress, the lighting orientation slider within the Screenshot Menu has been temporarily disabled
Cloud shadows may display a sharp "cut" edge. This is something we are investigating
Water troughs have NOT been included in this patch due to pathfinding related issues
In this month's post we’ll be taking a brief look at what we’ve been up to over the last couple of weeks as well as sharing some statistics from the first month of Early Access launch.
May was a great month for the team. Having just released into Early Access, we were able to reach brand new audiences (hello!) and read a lot of constructive community feedback. Every bit helps us understand what we could improve and what people would like to see in the future!
Currently, we are working on the game’s first Minor Update - a small patch that introduces quality of life improvements and a smattering of content while we work on our much larger quarterly updates. Memory management and loading issues inherent to Unity prevented us from releasing the patch earlier, however we expect it to drop in the next week or so.
Notifications
Sort of like a sibling to the state icons currently in the game, Notifications will alert players to things they should take a look at. Customizable in nature, players can pick exactly what they want to get notified for.
UI Concept Art
Food Production System
Management is an area of the game that we are determined to flesh out as the project develops further. As a small start, Mau worked on our new food production mechanics. Unlike at launch, feeders will now empty requiring them to be refilled.
As you place new feeders and refill old ones, the park’s dietary supply will decrease. Keep an eye on your inventory from the Animal Management menu and order new shipments to meet the demand.
With this new system in place, we’ve added Fish and Insects to the flat feeders to provide additional options for you and your animals. Players can also find two new styles available for the flat feeder: wood and stone.
Nathan, our hard surface artist, created a large and small water trough for animals to drink from. These new items will allow animals like desert dwelling Protoceratops to drink without the need of a lake in their habitat.
Work in progress water visuals.
Animal Nurseries
In May, our concept artist Ida developed new designs for a medium and small Animal Nursery - significantly shorter (and more affordable!) than the large variant currently in the game. These smaller modules will allow for less intrusive facility building.
Habitat Markers & Scenery
Given the creative tools available in Prehistoric Kingdom, it was only a given that the community would want a way to create fully custom enclosures. So, we’d like to introduce… Habitat Markers!
These are a new type of fence that define an invisible paddock boundary. Unlike regular fences, animals are NOT held back by Habitat Markers and will require the usage of terrain, rocks or other methods to keep creatures inside the pen.
As they’re so visually different to many other items in the game, creating and noodling around with a custom shader was a real treat. Despite their rambunctious aesthetic, Habitat Markers are invisible during regular gameplay and will only appear when building, selecting a habitat or in the Management view.
We've got plenty of new scenery items in the new patch, too, including tropical lantern posts, customizable animal silhouettes and beautiful topiaries to decorate your parks. There are so many beautiful concept designs yet to be added, we really think you’ll love what we’re cooking up behind the scenes.
A blog post will be released once the update is live to show off all the new items. Here's our sneak peek from social media earlier this month:
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State of Development
Early Access Launch
The Early Access launch was certainly an exciting event for the team! We had a peak of over 2,500 concurrent players with over 40,000 total unique players in the first month.
Three hotfixes were released that included general bug fixes, improved memory performance, and small rendering improvements that were especially notable on low end machines - but the optimization doesn’t end there!
Ongoing Optimization
We've still got some further room for memory optimization, and after extensive testing on all of our rendering systems, we were finally able to pin-point the heaviest GPU hitters. This has allowed us to create internal optimization plans so that we can work towards more performance improvements alongside the planned content updates.
Part of this effort includes the removal of our previous weather package in favour of one that not only looks better, but has shown significantly improved rendering performance on some of our test systems (+15-50%). Please make sure to try out different graphical presets to find what works best for your system.
Improving Animals
With Early Access out in the wild, we have begun putting more resources into improving animal movement which is the backbone of developing better AI. You will see more from this in the future as the locomotion overhaul is currently slated for our first major update (July).
Catch Us Live!
This month we also started streaming regularly on Twitch. Every Monday members from the team go live to share behind the scenes exclusives, announce new updates or just play some Prehistoric Kingdom and chat with you all! We’re planning future key giveaways and competitive build-offs with the devs, so tune in to watch the chaos unfold!
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Upcoming Developments
New Species
The first species announced for the quarterly update in July is… Dilophosaurus! With its signature double crests acting as a flamboyant mohawk, this carnivore is ready to make an entrance in every prehistoric park!
One down, two more to reveal… what could they possibly be?
Upclose look at some of the detailing on our Dilophosaurus.
You can view our Public Roadmap on Trello that highlights some of the new upcoming features & improvements that we have planned for Early Access.
Created by Cesar Creates. Created by Black Heron. Created by Aresuft. Created by PoisonBlade. Created by Moral_. Created by AtakGames.
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Thank you for reading May’s dev diary!
We’re ecstatic to have so many players enjoying our game and waiting for new updates. Everyone here at Blue Meridian is extremely excited to continue the journey through Early Access and build a great experience.
We’ll be releasing an FAQ in June to try and answer the community’s most burning questions.
The May update needs about a weeks more prep time before the patch goes live - We're workin' hard to get the update out ASAP, and we'll keep you posted throughout the week.
We’ve been working around the clock to fix some of the main issues regarding performance, and while that’s going to be an ongoing task for us, we’ve located some of the main hotspots regarding high memory usage. This performance improvement update targets some of them by integrating more efficient engine memory utilization, substantially reducing RAM and VRAM across the board. This is going to be especially notable on low end machines, as we hope the game’s going to be less prone to crashing and generally easier to load up.
These are not going to be the last of our efforts on that front, as we’ve still got some further room for memory optimization going forward, as well as some more memory leaks to completely iron out (at the moment most notable by loading in and out of main menu repeatedly).
The good news doesn’t end here! We’ve been religiously testing all of our rendering systems, and were finally able to consistently pin-point the heaviest GPU hitters, allowing us to set in motion realistic optimization plans! We’re going to be addressing these changes in performance patches to be released throughout the month, in parallel with the gameplay updates currently laid out on our Trello roadmap.
Thank you for your patience!
Additions
Audio
Added incoming phone call to contextualize Nigel ending the tutorial
Options
New ‘Cinematic’ quality level
Changes
Foliage
Terrain Foliage is now repositioned properly after undo/redo
Rendering
Improved Shadow Rendering
Improved general AA stability and reduced jitter
Audio
Adjusted music mix for mammoth cinematic in the tutorial
Input
Reduced vertical camera movement speed
Bug Fixes
Critical
Fixed critical mammoth placement check that could cause the tutorial to get stuck
Fixed several exceptions that could seldom cause crashes or impact performance
Construction/Landscaping
Water brush undo/redo no longer create artifacts around updated area
Water brush remove no longer creates “jello” artifacts
Foliage brush no longer removes poop
Rendering
Fixed an issue that could sometimes cause shadows quality to degrade
Fixed a color masking issue on the Animal Nursery
Mitigated texture bleeding on the AC unit pieces
Changed color masking for windowed doors
UX/GUI
Fixed Landscaping Menu vegetation tooltips not displaying the right plant height and continent information
Fixed an issue that caused tutorial/scenario progression to not register
Performance
Optimized Memory Use of Prefab Previews
Optimized UI Background Blur Rendering
Revised Quality Settings for Increased Scalability
Improved Memory Management - shaved off around 1GB RAM on average
Notes Due to introducing a Cinematic setting to the Options Menu, some of your current settings might be defaulted to that. Upon opening the update, please ensure that your settings aren’t higher than they should be.
We are aware of several issues with scenario objective completion, exhibit data registering and savegame stability. Those are high on our priority list and are going to be addressed as soon as possible. Thank you again for your patience.