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Devlog 8

Hi everyone,

We have a lot of very exciting things to show, so sit tight because this is going to be a lengthy post.

After months of work and improvements, we are finally confident to say that the rhino update will be live for the public very soon. This update allows players to play as our second playable character, the Triceratops, from juvenile to adult in the main campaign.

Just like the Tyrannosaurus, the Triceratops will also be faced with unique challenges for each growth stage, making each growth stage unique and offer diverse challenges to the player.

Aside from the Triceratops we are also working on something very special, very ambitious. After a few weeks consulting internally, we have decided that we will do a complete overhaul of our models. At first we plan on doing this in the polishing stage once everything has been set in place. But throughout development, it is clear that this must be done early due to the amount of restrictions we faced with the old models and things that would potentially pile up later if left unattended. We have taken steps to remodel our models and so far everything is going rather smoothly.

The slight caveat of a complete model overhaul is that it is very time consuming. Because of this, rather than completely reworking on our models and giving a massive update once it’s done, we have also decided to use some of our newly finished models and use them in a new, smaller mode, the adventure mode.

With a new, smaller, much linear mode in place, we have the ability to experiment new mechanics much quicker and showcase not just our models, but several mechanics and how we plan for the game to look visually later on. Currently the adventure mode features our new adult Tyrannosaurus and Triceratops.

At this moment, only the new Tyrannosaurus and Triceratops have been implemented to game and are only available in the adventure mode as the rest are still in the works. Once all of them have been finished we will take steps on implementing them not just to the adventure mode, but to all modes in the game.

Aside from the models and visuals, we have also implemented several new mechanics and gameplay elements for the adventure mode. The first is environment settings and weather effects. The character selection for the adventure mode allows players to customize how they would like the environment to be, such as choosing weather type, time of day, etc.

These will have an impact during gameplay, if we were to look at a much milder example, choosing heavy rain or light rain will resulted in edible plants to regrow much faster but carcasses to decay quicker, or if we were to look at a much more extreme example, choosing storm will resulted in higher water levels that causes flooding, which then resulted in several edible resources to not be accessible.

The comparison between the two pictures above shows how extreme weather effects could impact the environment. The top picture shows that water level is stable. This is visible if we look at the rocky pathway, which is dry. The bottom picture shows that water level has increased. This is visible when looking at the rocky pathway that has been flooded.

Because of this, players would be able to customize their own challenges through the environment rather than through a difficulty settings.

The second thing that we have been working on is execution. This new mechanic allows players to execute a target when the target has low health.

https://www.youtube.com/watch?v=3b0iRjtgT6s&feature=youtu.be
Currently the execution mechanic is still very limited and only available for the adventure mode. We will expand this functionality as we develop the game.

That’s currently it for this devlog, we are looking forward to hear your thoughts about this new update once it’s live.

More updates coming soon!