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Prehistoric kingdom all 50 animals
Prehistoric kingdom all 50 animals












prehistoric kingdom all 50 animals

Dominated by towering pines and fir trees, the delicate lady ferns and shrubbery provide ground coverage for tundra and forested areas alike.

prehistoric kingdom all 50 animals

Though a little cold, the boreal biome provides a home for your frost-dwelling animals. Take a look at the work in progress clothing variation below. As colors are grabbed from an existing array of palettes, visitor fashion should be easier to tweak and design when more assets are in the game! Using masks provided by Edson, we’re able to change not only color but the patterns for clothing like shirts and pants. Seth’s been helping out with visitors by developing a prototype for randomisation. Additional progress has been done reimplementing IK features like head tracking, but it won’t be long before pathfinding works with the new locomotion system.

prehistoric kingdom all 50 animals

Looking ahead, we plan to begin tackling economy simulation in August in conjunction with further work on the animals. Right now the team’s working on a lot of sneaky stuff - a whole bunch of goodies from all sides of development that we cannot wait to reveal! It’s hard to talk about what we’ve been up to without spoiling everything, so for that reason we hope you can forgive us for being light on the programming section this month. A lot of our tasks are currently shrouded in secrecy which means this blogpost will be a little shorter than usual, but that’s okay! There’s plenty of progress to be discussed. It’s been a busy month for the PK team as we continue to work towards our next development build and trailer. We don’t want to pick a dominant pole to show over another, so what’s the solution? Create a junction, of course! Intersections are tricky! A point where two objects meet in 3D space may result in nasty Z-fighting or excessive clipping, a definite issue that can crop up if two fence lines converge at a central point. rex transitions from various movement states (wip). The creatures can have great art assets, but if locomotion isn’t up to the same standard it all falls apart.īelow is a short look at the animator in action highlighting how the T. We’re shifting towards a system that’s more reliant on bespoke animation for transitions rather than allowing the engine to fill in the gaps - giving us direct control over how an animal begins or stops moving. As a whole, frame rate has seen some serious improvement since the PAX build and we’ll continue to make the game as performant as possible.Ĭonstruction was well underway to enhance the animal locomotion system in June using the mighty Tyrannosaurus as its base. Mau’s been making a lot of headway tackling trouble spots for performance, isolating issues and finding ways to optimize the overhead behind it. The team’s been swell, steadily focusing on their tasks and chipping away at the project as per usual. There’s a lot of assets we need to produce to increase building options, but it’s an incredibly promising direction! Once there’s more content to work with the possibilities will only continue to open up. To celebrate, we’ve gathered some scenes made by our team showing off more basic builds. There’s some things to add, fix or alter, but ~90% of the functionality is all there. On a coding level, the modular building system is essentially finished.

#Prehistoric kingdom all 50 animals update

We’re still working on getting the preview to update in realtime, but you can see some of the changes here! With increased performance and better mesh generation, a lot of the old visual artifacts have been eliminated whilst also allowing us to get data like exhibit size quicker.įences also now support dynamic separation in order to allow for additive objects like gates and viewing platforms. Adding support for smarter intersections and random signage decals, Matt’s made considerable usability improvements to the fence system.














Prehistoric kingdom all 50 animals