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.
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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!
- Minimum score goal for Mountains level has been lowered from 15k to 8k in order to better balance it's difficulty. Judging by the number of people on each leaderboard, this level seamed to be a pretty significant difficulty spike. Due to this level's design, it's one of the tricker ones to maintain a large combo multiplier on, and so it's minimum score goal has been adjusted to compensate. This should hopefully prevent people from getting stuck on this level for an unreasonably long time.
- The Flight Sensitivity setting has been split into two separate settings, one for Controllers, and one for Mouse & Keyboard. If you previously changed the old setting, you may need to readjust it now. This should make it easier for people to experiment with the controls, and find their preferred setup.
- All sensitivity sliders can now be lowered to a minimum of 10% if desired (the previous minimum value was 50%). This change is to better accommodate people who might be playing with really high sensitivity mice or other input devices.
- The Invert Y Axis option has also been split into two separate settings for Mouse & Keyboard and Controllers. If you previously changed the old setting, you may need to readjust it now.
- The Flight Rating requirements to unlock levels after Sunken City have been lowered. Previously, many of these were set so that beating each of the previous levels with only a grade of 'D' was not enough to unlock subsequent levels, This is now only the case for the final few levels. I think this change will allow more people to experience more of the game, without compromising it's actual challenge (since the focus is really on achieving higher grades and climbing the leaderboards, rather than just beating the levels at the minimum goal).
- Leaderboards now display the grade achieved next to each score. This makes it easier to compare scores at a glance, and to quickly get a feel for each leaderboard's scores as a whole.
- The artist of each music track is now displayed on the music player under the track name, instead of just in the Credits. I'm guessing that most people probably don't actually look at the Credits screen, so this way the artists who made each track will get better recognition.
- Fixed issue that prevented Speed Demon achievement from triggering (thanks to Volticizer for pointing this one out to me!).
Not bad for a week worth of work! at this rate, we'll have a full functioning Sandbox in no time! Thank you all who participate in our Pre-Alpha and being a part of our Discord channel! You guys really make our community come alive! I will do my best to make this game, a space game you've always wanted to play :)
** Things to note ** - As of this update, you still cannot fly the capital ship, we still need to work on the navigation system, A.I., and many other mechanics before we lift the curfew on the big boat - Please take it easy on the walls and colliders during EVA flight, otherwise, you might get sucked out into space without an EVA suit!!! We are still working hard to continue to make the character system a good one. What we are trying to accomplish has not been done much before, so we kind of have to write our own book as we go sorta speak. - Buy/Sell is coming in the next update, so as of now you still cannot sell-off or modify your modules. - Mining is pointless at the moment since you still cannot sell what you've gathered, and there are no processing facilities. That is also coming in the next update.