linercalendar.blogg.se

Prehistoric kingdom devlog
Prehistoric kingdom devlog









prehistoric kingdom devlog
  1. Prehistoric kingdom devlog update#
  2. Prehistoric kingdom devlog full#

Since we’re writing for an adaptive music system, what you’re hearing is the full mix (e.g. There’s a whole selection of music being written for specific scenes within the game, and we cannot wait for you to hear more. One that we’ve internally dubbed as “working” music, and the other that plays inside the Animal Nursery. This month we’ve got two work-in-progress samples from the game’s soundtrack to tease you with! Though there’s currently 11 minutes of goodness behind the scenes, we wanted to give everyone a small taste of what’s to come.īelow you can find two types of tracks. How you build and optimise your paddocks in Prehistoric Kingdom is a central component in ensuring your success as a player. Exhibits and how they’re scored are very much the driving force behind our management simulation, influencing everything from guest spawns to the park economy and rating. This provides us with a jumping off point to start figuring out the calculations for things like animal needs and their overall welfare. On the management side of things, we started with exhibit data. This functionality is expected to apply to object recoloring, though we’ll save the details for a later date when that’s implemented. Similarly, the backend for material switching and recoloring was rebuilt to allow for the new UI features. Check it out!Īs you can see, it’s now possible to mass-select a building and change all swappable materials on the fly. sniffing and scratching).Īs part of the on-going effort to improve our modular system, the grid is now super reliable! This should address a lot of the problems users experienced in alpha.

prehistoric kingdom devlog prehistoric kingdom devlog

Art highlights include new music, vegetation assets, 3D building sketches, dinosaur sculpting and extra types of idle animations for the animals (e.g.

Prehistoric kingdom devlog update#

In this shorter blog post we’ll be covering the usual what our team’s been up to and what the community can expect to see in the future! Most of our work in April was done on the game’s backend, so there’s not much to visually cover this month.Īfter pushing our last update to the alpha, our main priority was upgrading our engine version, source control service and fixing all the lovely issues that can occur as a result of that.ĭespite the expected and partial setback, a lot of exciting content started production in April.











Prehistoric kingdom devlog