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Steam News26 October 20205y ago

Devlog 20

Hi everyone, Over the past few weeks we’ve been working on a bunch of core elements for our new survivor mode, and we would like to showcase some of them, so sit tight because this will be a lengthy post.

Full notes

Full Dinosaurs Prehistoric Survivors update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes3 additions4 changes0 removals
  • Gameplay
  • Maps
  • Performance
addedOver the past few weeks we’ve been working on a bunch of core elements for our new survivor mode, and we would like to showcase some of them, so sit tight because this will be a lengthy post.
addedThe DinosBy far the first task we did as soon as the previous devlog went live was to model and animate the new roster of dinosaurs.
addedThe DinosAs mentioned in the previous devlog, the survivor mode will feature dinosaurs from Cretaceous Asia, and because of the major difference in theme between the current modes and this new mode, it has become necessary for us to build these models from the ground up.
changedThe DinosWe feel that texturing is a very important step in order to make our dinosaurs look unique and interesting, yet only does little to propel development further. Because of this we have decided to postpone texturing the dinosaurs into the polishing stages of development, and focus on elements that would further the development of this mode.
changedThe EnvironmentThe picture above shows an in engine render of some of the assets we’re currently using for the creation of our environment.
changedThe EnvironmentBy using Quixel assets as the foundation to build the environment for this mode, we not only have access to create stunning looking worlds, but also have visual consistency, which makes it easier to develop multiple biomes.

Dinosaurs Prehistoric Survivors changes

addedOver the past few weeks we’ve been working on a bunch of core elements for our new survivor mode, and we would like to showcase some of them, so sit tight because this will be a lengthy post.
addedBy far the first task we did as soon as the previous devlog went live was to model and animate the new roster of dinosaurs.
addedAs mentioned in the previous devlog, the survivor mode will feature dinosaurs from Cretaceous Asia, and because of the major difference in theme between the current modes and this new mode, it has become necessary for us to build these models from the ground up.
changedWe feel that texturing is a very important step in order to make our dinosaurs look unique and interesting, yet only does little to propel development further. Because of this we have decided to postpone texturing the dinosaurs into the polishing stages of development, and focus on elements that would further the development of this mode.
changedThe picture above shows an in engine render of some of the assets we’re currently using for the creation of our environment.

Hi everyone,

Over the past few weeks we’ve been working on a bunch of core elements for our new survivor mode, and we would like to showcase some of them, so sit tight because this will be a lengthy post.

The Dinos

By far the first task we did as soon as the previous devlog went live was to model and animate the new roster of dinosaurs.

As mentioned in the previous devlog, the survivor mode will feature dinosaurs from Cretaceous Asia, and because of the major difference in theme between the current modes and this new mode, it has become necessary for us to build these models from the ground up.

These base models have been rigged and animated and will serve as a foundation for additional dinosaurs for this mode. However, aside from our Alioramus, these models have not yet been textured as of now.

We feel that texturing is a very important step in order to make our dinosaurs look unique and interesting, yet only does little to propel development further. Because of this we have decided to postpone texturing the dinosaurs into the polishing stages of development, and focus on elements that would further the development of this mode.

Which brings us to the next core element, the environment.

The Environment

Aside from the models, the look and feel of the environment is just as important in order to give an immersive experience for players to enjoy. And one of the most important piece of this puzzle is by using great quality assets, which is why for this mode we’ve decided to use assets from one of the best asset library available, Quixel Megascans.

The picture above shows an in engine render of some of the assets we’re currently using for the creation of our environment.

By using Quixel assets as the foundation to build the environment for this mode, we not only have access to create stunning looking worlds, but also have visual consistency, which makes it easier to develop multiple biomes.

Here is a quick preview of how these assets were used to create the environment.

Aside from the visual aspect, we’ve also taken into account the performance of these assets as well and we are committed to having this game being playable on our current minimum system requirements.

Because of this it would take some time to develop the environment as we would need to implement additional elements to insure the game runs smoothly.

That’s currently it for this devlog. There is still much to be done and as always, more updates coming soon.

Be sure to follow us on Twitter to check out our work in progress, and subscribe to our YouTube channel for more videos.

Source

Steam News / 26 October 2020

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