Join us for a very spooktacular event where we'll be drawing more trick-or-treater cutouts as the chat takes part in choosing their festive costumes for the evening!
The third Early Access update is here. In this special update, we're celebrating spooky festivities by adding almost 70 new pieces themed around tricks and treats. From tombstones to pumpkins, there's plenty of Halloween festivity to carve into.
For the remainder of this update, we've fixed a number of player reported issues and made great quality of life improvements such as the new GUI scale slider, enhanced text legibility and expanded camera options within Screenshot mode. Animal Information Screens are making their debut, too! Featuring an image for all the genus in the game, they're a great way to add that extra edge of realism into your park.
Since one of our core team members has been in and out surgery over the last few weeks, our original 1.0.6 update could not be released sooner. The health of our developers will always take priority, so we thank you for your patience.
Development on the big 1.1 Update has continued to progress well while we work on these intermediary updates in tandem. Our first preview for the Desert biome was a huge success, so please be on the lookout for future sneak peeks.
Halloween Content
Boo! Our Halloween update brings a variety of new pieces to play with. Set the mood with waxy candles, some seasonal foliage, or even deconstruct your park with damaged props, rubble and cables! With almost 70 spooky items to use, we think you'll be screaming with possibilities!
Now, who might these dashing young characters be? It looks like we've found Die-no, Count Tacula and Nerdy going trick or treating! These are just 3 of the 14 cutouts included with the Halloween content.
Though we're always trying to fix bugs, we couldn't help but add two more in the form of statues! The Arthropleura and Meganeura are two delightfully creepy crawlies from the Carboniferous period, now immortalized as art pieces in the park.
You can even build a giant Arthropleura or design a new pose using the additional segment pieces.
Be sure to check the change log at the end of this post to see a list of all the new items!
1.0.6 Features
Animal Information Screens Now available in 1.0.6 are Animal Information Screens! These can be placed around habitats to display information about a specific animal nearby.
Simply select your Animal Information Screen module and pick a genus from the list in the UI. You can do this while in a modular group, or by visiting the List menu when selecting a modular group.
Players can decorate their info screens by placing an Animal Information Sign Frame around their screen module. There are 3 different recolorable styles to pick from!
We've also included 5 different prefabs to get you started as quickly as possible.
Once the Paleopedia has been added in a future update, we'll be updating all the temporary lorem ipsem to use our extensive animal facts. We hope you enjoy this extra piece of scenery!
Achievements Achievements are unlocked by completing various challenges or reaching certain milestones in the game. Starting with 24 on Steam (2 are workshop related) and 22 on Epic (coming soon), we'll be adding more achievements as we see fit over the course of development.
Screenshot Mode Additions Screenshot Mode has received additional functionality, allowing players to hide the camera UI and make adjustments to the camera's exposure and roll amount.
Adjustable depth of field, bloom and vignette settings have been added through the brand new Effects panel at the bottom of the UI. Virtual photographers, enjoy!
1.0.6 Content
Want an extra touch of realism in your habitat builds? Check out our 2 new decal animal signs with 5 styles each! They're a sure fire way to make your park seem safer than it actually is.
We've also rounded out our ensemble of animal silhouettes by adding the remaining species.
Check the changelog below for all the details!
Full Patch Notes:
Features
NEW: Achievements
24 achievements have been added to Steam and 22 to Epic (coming soon), with more achievements available in the future as game mechanics are added to the game
NEW: Animal Information Signs
When placed near habitats, Animal Information Screens can display information about an animal in the park. Select the screen and then choose an available animal from the list.
Combine screens with an Animal Information Sign Frame to create beautiful custom designs.
NEW: Screenshot Mode Additions
Enabled the Exposure and Camera Roll slider in the Screenshot Menu, allowing users to set custom camera rotation and brightness
Added an ‘Effects’ tab to the bottom of the Screenshot Menu, coming with adjustable Depth of Field, Bloom and Vignette effects
The Screenshot Menu can now be hidden while in screenshot mode using the ‘Hide GUI’ keybind
Options
Added a GUI Scale option in the Interface Options menu, allowing players to resize their UI by up to a factor of 0.1
Changes
Gameplay
Reworked calculations for exhibit Forest density for better accuracy. This may affect existing Animal Welfare!
Spline type for Path and Fence actions has been changed to Curved by default
Foliage
Small tropical foliage now contribute less to Forest need
Drastically improved rendering for foliage, resulting in correct normals and fluffier plants. This is most noticable on the oak, elm, papyrus, horsetails and other dense vegetation that may have been prone to dark face
Color adjustments for papyrus, cattails, palm seedling and coconut palm
Graphics
Improved anti aliasing smoothing of sharp edges
Improved several atmospheric settings and colors
Improved visual fidelity of scrubland and temperate environments and lighting
UX
To compensate for the recently introduced camera changes, the rotation sensitivity slider’s max. amount in the Options Menu changed from 3 to 10
Modular grid graphics are now turned off on group placement actions where the current group doesn't contain any grid-bound pieces
Improved responsiveness for action start-up when inside modular editing - starting a non-modular action while editing a group now only requires one click
GUI
Improved readability of the Management View's Power section
Removed redundant GUI panels from the Special Exhibit menu
Massively improved font resolutions, which should improve GUI readability
Slightly upscaled several text elements that were below 12px in size, thus increasing legibility
Bug Fixes
Critical
Fixed a potential issue related to game loading
Fixed faulty event callback that would cause special exhibit creatures to not deregister from the game’s data when deleted
Fixed Steam Workshop bug that prevented certain item batches from properly showing up in the game’s UI
Fixed a Workshop issue that would cause failure to display all created items
Fixed critical feeder issue that would allow players to enable non-existent feed types for the Tall Feeder
Fixed an input reading error causing camera orbit length to not update properly with camera height
Animals
Reduced tail droopiness displayed by certain animal species
GUI
Fixed bug that would prevent the spline mode text to display the current context on first load
Fixed layout issue that would cause structure items in the building menu list to bleed outside of their rect bounds
Fixed major scaling issues with parts of the management menu
Fixed the Exposure Compensation setting in the Options Menu
Fixed Light Orientation label not changing in the Screenshot Menu
Fixed Time of Day settings being uninteractable during certain Sandbox games
Rendering
Fixed glitchy shadow rendering for several roof and wall pieces
Fixed exhibit selection graphics not showing up during management view mode
Completely removed white gizmo circle that would render through the corner of the map
Fixed outline graphics persisting during screenshot mode
Performance
Fixed a prefab loading related race condition that could cause lag on lower end machines
Massively improved memory handling regarding exhibits and tree painting, most crashes related to this issue should now be fixed
Fixed several memory leak issues
Notes
Some foliage may still display dark surfaces. This is an issue we will continue to look into.
Journeying to the blistering sands of the Jordan desert, this future update adds a wealth of new features and desert themed content for players to sink their teeth into. In this preview, we’ll be unveiling some of the secrets that’ll be found within Prehistoric Kingdom’s first major title update.
The Jordan Desert
In Update 1.1, players will be able to build amongst the sands of our new locale, Bahr Harin. Inspired by the Jordan desert, this location provides a unique look not found anywhere else in Prehistoric Kingdom - offering endless horizons and towering cliffs.
Alongside its sparse yet hardy vegetation, two rocky outcrops stand tall within the playable area. A remnant of the past, these formations can be flattened, built on or built around.
The Desert Biome
Even the hottest conditions are not without plants! The desert biome uses a selection of flora from around the world, offering 9 new species of vegetation (24 plants total).
These plants provide excellent vegetation for the latest arrivals coming in Update 1.1 - a perfect home for some beautiful but deadly theropods.
The following animals and alt species will have Desert added to their biome preferences in Update 1.1:
Brachiosaurus
Camarasaurus (grandis, lentus, supremus)
Dryosaurus
Protoceratops
Psittacosaurus (mongoliensis)
Torvosaurus (tanneri)
For the biome’s terrain textures, players will be able to pick from two shades of sand, an earthy rock, and yellow sun-bleached grass. The red sand is especially great for mimicking a rusty Australian environment or simply spicing up an area of the park.
Roadmap
Update 1.1 will be launching later this year adding Coelophysis, Dilophosaurus, Scelidosaurus and new gameplay features that expand upon research, guest needs and their simulation.
We’ve been hard at work producing additional content that will be launching prior to Update 1.1, culminating in our upcoming quality of life patch (adding achievements, animal signs) and a spooky update for Halloween.
To lead us out of 2022, we’ll be launching a holiday update with appropriately festive scenery items. Inspired by classic holiday imagery with a prehistoric twist, we think you’ll love the decorations in this gift of an update.
We hope you’ve enjoyed your first look into the next big title update for Prehistoric Kingdom! We’ll be releasing more previews in the future as we take a deeper look at what else will be arriving in Update 1.1.
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.