![]() ![]() Because of this, you’ll also be seeing improvements to various structure designs in the coming months. This change reduces the workload for future additions and means we can create the assets at a much higher quality!Īt launch, fences and amenities will be listed under the Modern theme - a unified style that defines Prehistoric Kingdom as a brand in-universe. Taking things a step further, gates will now follow a homogenized style in order to fit in with the unified height measurements across fencing. Please take a look at a handful of our new designs below!ĭecorative fences will now be modular pieces due to these changes. With fewer fence assets to produce, we’re allowing players to recolor their fences from up to three presets per material type. Each fence material set now has three distinct height variants to work better with gameplay progression:īy putting more emphasis into materials, we’re able to squish security requirements and incorporate height as a reliable condition now that there’s consistency. With forty-seven down, there’s only three left to go!įor the past few months, a small part of the team’s been at work reorganising and cleaning up certain gameplay systems that felt bloated or messy, making areas of the game far clearer as a result.įrom a visual standpoint, we noticed that our fence designs came across as inconsistent in how they scale against both security rating and the park’s aesthetic. Paraceratherium and Stegosaurus took the spotlight this month as some of the last animals to be revealed. Now that we have an extra programmer to handle things like this, Matt and Mau are able to continue working on other parts of the project. Since terrain editing has some existing APIs already built into the engine, part of our challenge is keeping those components performant whilst integrating our own methods within that. Part of this optimization process has been cleaning up the backend side of terraforming to make way for water painting. With Seth helping out, we’re working on getting large FPS improvements across the board - searching for potentially troublesome areas under the hood that could use some code reworking or adjustments to speed up processing. Game Optimization & Water Painting StatusĪnother issue we’ve targeted over the past month has been performance and general optimization. ![]() ![]() We’ve also been finishing up the remaining pieces of core functionality by implementing group merging and object duplication! Although they’re expected parts of a modular building system, it’s an area we hadn’t gotten around to yet. Mehr Informationen dazu haben wir in unserer Datenschutzerklärung zur Verfügung gestellt. This feature is a huge gamechanger for the creative builders out there as it allows for rapid experimentation with various design combinations.ĭurch die Aktivierung der externen Inhalte erklären Sie sich damit einverstanden, dass personenbezogene Daten an Drittplattformen übermittelt werden. Mau continued work on the modular building system in March, bringing a lot of its most necessary functions to completion.Īs described in prior development updates, players can select multiple wall or roof pieces and change their texture to a unified color or material. For lower-end hardware, we’ll add quality options to outright disable fur just in case!Īnimals such as Smilodon will feature varying lengths of fur depending on which species have been bred, giving S. This new geometry based shading has already been seamlessly integrated into our existing animal technology, offering great visual fidelity alongside fantastic optimization techniques to help keep framerates high. As a side task to water painting, Seth spent a few days in March creating a highly flexible custom-built fur shader for our animals!Īs you can see below, this has a huge impact on the final rendering result of creatures: One area the project has been lacking in is how we handle the in-game rendering of fur and fluffy feathers. Providing better solidarity within the codebase is a considerable focus for performance at the moment in order to maximise efficiency and code structure. In the background, our programmers have been working on optimization, paths, water painting and modular building. The team’s trying to stay as healthy as possible and work where we can on Prehistoric Kingdom. There’s much to discuss in this month’s devlog for Prehistoric Kingdom: featuring new progress shots, concept art, animations and audio previews!ĭespite current conditions around the world, progress goes well.
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