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Dev Diary: November 2022





Welcome to November’s Development Update!

After a short break from Dev Diaries, we’re back! In this month’s post, we’ll be showcasing the 1.1 Update’s rich, arid architecture and providing more information on various aspects of development.



As the 1.1 Update draws closer, we’d like to show off a bit more of its eye candy while the mechanical side of the update is still being worked on. Our artists have had a great time drawing from various influences and cultures to bring these pieces to life.

We’ve been referencing a lot arabic, adobe and rural desert architecture to design a look that fits with Prehistoric Kingdom. We hope all these new pieces will give the builders a breath of fresh air to build inspiring creations.

Arid Scenery

A big update wouldn’t be complete without brand new scenery pieces! In Update 1.1, players can sink their teeth into over 60 new items and a handful of new wall and roof styles. The full list of scenery items will be available in the change log once the update goes live.









New Fences

New fences from a variety of themes are also being added in the 1.1 update. Available in 1, 2.5 and 4 meter variants, each height offers a unique design with inspiration from regions around the world.

The new fences are:
  • Basic Ironbar Fence
  • Arid Wooden Fence
  • Arid Pillar Fence
  • Arid Clay Fence
  • Tropical Stone Fence

We can’t wait to see all the new habitats you’ll make with them!





Where We’re At

Currently, we are developing the 1.1 Update, festive Holiday content and laying the groundwork for new releases in 2023. The team expects to release the next two updates before the end of 2022, though they may be merged into a single update (like on Halloween).

Holiday Items Concept Art.

During 2023, we will be looking to hire additional programmers to help get gameplay additions out faster and improve key areas of the game. Clarity in the UX and UI is something we want to look at overhauling due to some of the user feedback we’ve been receiving.

As detailed later in the post, we’re focused on getting guests into a better state before moving onto further animal development. We only have so much development bandwidth to work with, which means we have to stagger certain improvements in favour of others. Rest assured, after 1.1 we’ll be diving straight into expanding animal AI and behaviors.

Throughout the year, we’ll also be releasing new animal species outside of our major title updates. Keep your eyes peeled on our social media for any surprise announcements!

What’s in the Pipeline?

[h2]Animal Animations[/h2]
Since we last showed off behavioral animations, our library has almost been completed! All that’s left is to retarget any non-unique animations and design all their audio. We can’t wait to begin rolling these out in Update 1.1 and beyond!



Improvements to locomotion, AI and general polish will begin after we release the 1.1 update. There are a lot of things we want to do for the animals, but they’ll have to wait until we’ve improved the state of guests.

[h2]Guest Improvements[/h2]
As mentioned in our last Dev Diary, 1.1 will include a number of system improvements to guests.

Now, guests will naturally form congested crowds due to a new avoidance algorithm that prevents people from walking through each other. This is especially noticeable when visitors are seeking out facilities in the park, driving the economy.

We’ll be adding a new overlay to the Management View to show exactly where guests are demanding a certain type of facility, as pictured in the concept art below.

UI Concept Art

To further add depth, each guest features a certain level of wealth that dictates how long they’ll stay in the park and how much they can spend on facilities. This will be expanded upon during a second pass on guest systems in the future.

[h2]Research Tree[/h2]
Though being introduced in 1.1, the Research system is something that we will grow throughout Early Access as more features are introduced. Once the UI has been integrated and everything is up and running, we’ll talk more about this mechanic.



For this month’s Community Spotlight, we’d like to highlight our Community Manager, Rosie. She’s been such an integral part of keeping the community engaged, and sadly, this is her last week working with us! Whether it’s on stream or socials, Rosie has helped immensely in keeping you informed with all things Prehistoric Kingdom.

We’d like to send off this blog post with a word from Rosie and her last three community picks. Best of luck in the future, Rosie!

“Hello Park Managers! I want to thank you all for a wonderful year, and for being such a kind and welcoming community. It's been a pleasure and a privilege to have worked alongside the talented devs that work on this game, and I am truly grateful for the opportunity to be a small part of Prehistoric Kingdom's legacy!”
- Rosie, Community Manager



Created by Magnanimous_Matt.


Created by Wikz.


Created by Black Heron.



Thank you for reading November’s dev diary!

2022 is coming to a close! We’ll be back next month to release our final development diary of the year, celebrating our festive cheer and looking on to 2023.

The team is highly eager for all to get you hands on the next update, explore the beautiful new map, and of course care for your new species! Stay tuned for more exciting news regarding the update, with more sneak peeks to be revealed in the upcoming weeks

Until next time,

- The PK Team

HALLOWEEN LIVESTREAM

Join us for a very spooktacular event where we'll be drawing more trick-or-treater cutouts as the chat takes part in choosing their festive costumes for the evening!

Social and News:
• Website: https://www.prehistorickingdom.com/
• Facebook: https://www.facebook.com/prehistorick...
• Twitter: https://twitter.com/PrehistoricK
• Instagram: https://www.instagram.com/prehistorick/
• Reddit: https://www.reddit.com/r/pkgame/
• Discord: http://www.discord.gg/pkgame

Prehistoric Kingdom - Halloween - Update 3 (1.0.6)



Welcome, Park Managers and Happy Halloween!

The third Early Access update is here. In this special update, we're celebrating spooky festivities by adding almost 70 new pieces themed around tricks and treats. From tombstones to pumpkins, there's plenty of Halloween festivity to carve into.

For the remainder of this update, we've fixed a number of player reported issues and made great quality of life improvements such as the new GUI scale slider, enhanced text legibility and expanded camera options within Screenshot mode. Animal Information Screens are making their debut, too! Featuring an image for all the genus in the game, they're a great way to add that extra edge of realism into your park.



Since one of our core team members has been in and out surgery over the last few weeks, our original 1.0.6 update could not be released sooner. The health of our developers will always take priority, so we thank you for your patience.

Development on the big 1.1 Update has continued to progress well while we work on these intermediary updates in tandem. Our first preview for the Desert biome was a huge success, so please be on the lookout for future sneak peeks.

Halloween Content


Boo! Our Halloween update brings a variety of new pieces to play with. Set the mood with waxy candles, some seasonal foliage, or even deconstruct your park with damaged props, rubble and cables! With almost 70 spooky items to use, we think you'll be screaming with possibilities!



Now, who might these dashing young characters be? It looks like we've found Die-no, Count Tacula and Nerdy going trick or treating! These are just 3 of the 14 cutouts included with the Halloween content.



Though we're always trying to fix bugs, we couldn't help but add two more in the form of statues! The Arthropleura and Meganeura are two delightfully creepy crawlies from the Carboniferous period, now immortalized as art pieces in the park.

You can even build a giant Arthropleura or design a new pose using the additional segment pieces.



Be sure to check the change log at the end of this post to see a list of all the new items!

1.0.6 Features


Animal Information Screens
Now available in 1.0.6 are Animal Information Screens! These can be placed around habitats to display information about a specific animal nearby.

Simply select your Animal Information Screen module and pick a genus from the list in the UI. You can do this while in a modular group, or by visiting the List menu when selecting a modular group.



Players can decorate their info screens by placing an Animal Information Sign Frame around their screen module. There are 3 different recolorable styles to pick from!



We've also included 5 different prefabs to get you started as quickly as possible.



Once the Paleopedia has been added in a future update, we'll be updating all the temporary lorem ipsem to use our extensive animal facts. We hope you enjoy this extra piece of scenery!

Achievements
Achievements are unlocked by completing various challenges or reaching certain milestones in the game. Starting with 24 on Steam (2 are workshop related) and 22 on Epic (coming soon), we'll be adding more achievements as we see fit over the course of development.

Screenshot Mode Additions
Screenshot Mode has received additional functionality, allowing players to hide the camera UI and make adjustments to the camera's exposure and roll amount.

Adjustable depth of field, bloom and vignette settings have been added through the brand new Effects panel at the bottom of the UI. Virtual photographers, enjoy!



1.0.6 Content

Want an extra touch of realism in your habitat builds? Check out our 2 new decal animal signs with 5 styles each! They're a sure fire way to make your park seem safer than it actually is.



We've also rounded out our ensemble of animal silhouettes by adding the remaining species.



Check the changelog below for all the details!

[h3]Full Patch Notes:[/h3]
Features
  • NEW: Achievements
    • 24 achievements have been added to Steam and 22 to Epic (coming soon), with more achievements available in the future as game mechanics are added to the game
  • NEW: Animal Information Signs
    • When placed near habitats, Animal Information Screens can display information about an animal in the park. Select the screen and then choose an available animal from the list.
    • Combine screens with an Animal Information Sign Frame to create beautiful custom designs.
  • NEW: Screenshot Mode Additions
    • Enabled the Exposure and Camera Roll slider in the Screenshot Menu, allowing users to set custom camera rotation and brightness
    • Added an ‘Effects’ tab to the bottom of the Screenshot Menu, coming with adjustable Depth of Field, Bloom and Vignette effects
Halloween Content
  • Buildings & Scenery
    • Added 14 Holiday cutouts (Anurognathids, Die-no, Nerdy, Tacula, Bones, Skulls, Spooky Clouds, Moons, Pumpkin and Tree)
    • Added Arthropluera statue (recolorable)
    • Added 2 Arthropluera segment pieces (recolorable)
    • Added 1 Meganeura statue (recolorable)
    • Added 2 Candles (recolorable)
    • Added 2 Construction Tapes
    • Added 2 Tombstones
    • Added 3 Rubble Piles
    • Added 4 Rubber Cables
    • Added 4 Steel Cables (recolorable)
    • Added Pumpkin (recolorable)
    • Added Pumpkin Jackolantern (4 styles, recolorable)
    • Added Spooky Bunting (3 styles, recolorable)
    • Added 4 Damaged Chainlink (recolorable)
    • Added 2 Damaged Concrete (recolorable)
    • Added 3 Damaged Glass
    • Added 2 Damaged Wood Posts (recolorable)
    • Added 10 Damage Decals (recolorable)
  • Foliage
    These items are only accessible within the modular gardening menu.
    • Added 3 Seasonal Oak
    • Added 3 Seasonal Elm
    • Added 4 Seasonal Birch
General Additions
  • Buildings & Scenery
    • Added Animal Information Screen
    • Added Animal Information Sign Frame (3 styles)
    • Added 4 new Animal Information Sign prefabs
    • Added 2 Decal Animal Signs, containing 5 styles each
    • Added 7 new Animal Silhouette Signs (Camarasaurus, Torvosaurus, Styracosaurus, Nasutoceratops, Iguanodon, Lambeosaurus & Pachyrhinosaurus)
  • UI/UX
    • The Screenshot Menu can now be hidden while in screenshot mode using the ‘Hide GUI’ keybind
  • Options
    • Added a GUI Scale option in the Interface Options menu, allowing players to resize their UI by up to a factor of 0.1
Changes
  • Gameplay
    • Reworked calculations for exhibit Forest density for better accuracy. This may affect existing Animal Welfare!
    • Spline type for Path and Fence actions has been changed to Curved by default
  • Foliage
    • Small tropical foliage now contribute less to Forest need
    • Drastically improved rendering for foliage, resulting in correct normals and fluffier plants. This is most noticable on the oak, elm, papyrus, horsetails and other dense vegetation that may have been prone to dark face
    • Color adjustments for papyrus, cattails, palm seedling and coconut palm
  • Graphics
    • Improved anti aliasing smoothing of sharp edges
    • Improved several atmospheric settings and colors
    • Improved visual fidelity of scrubland and temperate environments and lighting
  • UX
    • To compensate for the recently introduced camera changes, the rotation sensitivity slider’s max. amount in the Options Menu changed from 3 to 10
    • Modular grid graphics are now turned off on group placement actions where the current group doesn't contain any grid-bound pieces
    • Improved responsiveness for action start-up when inside modular editing - starting a non-modular action while editing a group now only requires one click
  • GUI
    • Improved readability of the Management View's Power section
    • Removed redundant GUI panels from the Special Exhibit menu
    • Massively improved font resolutions, which should improve GUI readability
    • Slightly upscaled several text elements that were below 12px in size, thus increasing legibility
Bug Fixes
  • Critical
    • Fixed a potential issue related to game loading
    • Fixed faulty event callback that would cause special exhibit creatures to not deregister from the game’s data when deleted
    • Fixed Steam Workshop bug that prevented certain item batches from properly showing up in the game’s UI
    • Fixed a Workshop issue that would cause failure to display all created items
    • Fixed critical feeder issue that would allow players to enable non-existent feed types for the Tall Feeder
    • Fixed an input reading error causing camera orbit length to not update properly with camera height
  • Animals
    • Reduced tail droopiness displayed by certain animal species
  • GUI
    • Fixed bug that would prevent the spline mode text to display the current context on first load
    • Fixed layout issue that would cause structure items in the building menu list to bleed outside of their rect bounds
    • Fixed major scaling issues with parts of the management menu
    • Fixed the Exposure Compensation setting in the Options Menu
    • Fixed Light Orientation label not changing in the Screenshot Menu
    • Fixed Time of Day settings being uninteractable during certain Sandbox games
  • Rendering
    • Fixed glitchy shadow rendering for several roof and wall pieces
    • Fixed exhibit selection graphics not showing up during management view mode
    • Completely removed white gizmo circle that would render through the corner of the map
    • Fixed outline graphics persisting during screenshot mode
Performance
  • Fixed a prefab loading related race condition that could cause lag on lower end machines
  • Massively improved memory handling regarding exhibits and tree painting, most crashes related to this issue should now be fixed
  • Fixed several memory leak issues
Notes
  • Some foliage may still display dark surfaces. This is an issue we will continue to look into.

NEW Halloween Content!

Hello Park Managers!

Join Rosie in today's livestream as she shows off the new spooky content coming to Prehistoric Kingdom!

Weekly streams every Tuesday on Twitch & YouTube!
Twitch: https://bit.ly/3CoTrPZ
YouTube: https://bit.ly/3ycFjIh

Prehistoric Kingdom: Halloween Update is coming!

Hello, Park Managers!

Take your prehistoric park to the next level with our brand new in-game Halloween decor and items! All spooktacular objects will be available starting on October 25, 2022 for Steam Scream Fest. Check out some of the new decorations coming to the game:

Prehistoric Pumpkins
Be it traditional gourds or carved Jack-O-Lanterns, illuminate your park with these Halloween classics with a prehistoric twist!

Candles
Create a chilling ambiance using customizable wax candles to guide both guests and spirits through your park. Customize the color of your candles and select from a variety of sizes.

Prehistoric Insect Statues
Bring in the creepy crawlies! Keep visitors on their toes as they’re greeted with statues of the insects of old.

Buntings
A classic addition to any holiday or celebration, drape decorative buntings throughout your park. Multiple styles are available!

“Destroyed Pieces”
Nothing offers better atmosphere than crumbling wall decals and eerie piles of debris. Create your own horrifically interesting displays and wow park visitors with your creativity.

“Tricera-Tombs”
A must have for every haunted dinosaur park! Upgrade your regular Halloween decor to give it a prehistoric flair like this dedicated tombstone for the Triceratops.

Until next time,
- The PK Team