Prehistoric Kingdom

Prehistoric Kingdom Dev Tracker




01 Aug

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Welcome to July’s development update!

It’s been a busy month for the PK team as we continue to work towards our next development build and trailer. 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.



Right now the team’s working ... Read more

07 Jul

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Welcome to June’s development update!

Last month was great for the dev team, showing an increase in quality for all aspects of development. There’s simply too much to cover, so let’s dive right into the content coverage for June.



Development Progress The team’s been swell, steadily focusing on their tasks and chipping away at the project as per usual. Mau’s been making a lot of headway tackling troub... Read more

01 Jun

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Welcome to May’s development update!

Over the past month the team has been working hard on furthering the development of Prehistoric Kingdom, bringing great progress to all areas across the board. We’re finally ready to reveal some of our new changes and additions to central parts of the project, so let’s dive in!



Maps: Meet the New Playable Area

... Read more

01 May

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Welcome to April’s development update!

The past month has been highly productive for the PK team! As always, there is much gameplay and art to cover, as well as more animal showcases than usual thanks to a certain theropod, so let’s dive in!



Development Progress Development continues to advance at a steady pace, with a lot of the work being put into the terrain... Read more

01 Apr

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Welcome to March’s development update!

There’s much to discuss in this month’s devlog for Prehistoric Kingdom: featuring new progress shots, concept art, animations and audio previews!



Development Progress Despite current conditions around the world, progress goes well. The team’s trying to stay as healthy as possible and work where we can on Prehistoric Kingdom.

In the background, our prog... Read more

01 Mar

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Welcome to February’s development update!

Today, we’ll be diving into what the team’s been up to over the past month and introduce you to a new team member. Work behind the scenes has continued to grow more exciting by the day as we buckle down on features and content pipelines. Let's get into the discussion!


New Hire! Joining the Prehistoric Kingdom team, we’d like you to introduce the project’s newest programmer, Seth! He’ll be overseeing developments such as water painting and assi... Read more

01 Feb

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Welcome to January’s development update!

This Devlog marks the beginning of our second year of hands-on development, following 2018’s year of pre-production and planning. It might seem like a long time, but we managed to accomplish a lot of great things during the past twelve months. 2020 is going to be filled with a lot of milestones for Prehistoric Kingdom, so the most exciting news is yet ahead, park builders!



Development Progress Over the past month, we’ve been searching for a potential candidate to join the programming team on Prehistoric Kingdom. Finalising a lengthy interview process, the newest team member will be joining us shortly to help develop additional gameplay systems.

Assisting with the weight of development, Matt’s been working on automati... Read more

01 Jan

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Welcome to December’s development update!

Though the holiday season has now just passed there are quite a few goodies to discuss and showcase in this month’s DevLog! With a handful of artistic treats and programming gifts, the team's been hard at work spreading festive joy to all the good little critters of Prehistoric Kingdom in time for the new year.



Development Progress The team’s been up to a lot of great stuff during December whilst tackling the usual engine headaches. Apart from addressing issues with the modular grid, support for new materials has begun to work its way into the game thanks to Mau’s automated setup procedures and Nathan’s exceptional patience in texturing new pieces.

In terms of keeping the community up to date, we’re looking to overh... Read more

01 Dec

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Welcome to November’s development update!

Getting closer to the holiday season, the team’s been busy conceptualising, revising and creating new ideas and assets for the project.



New Hire! This month we welcomed a new member to the team - Lis! As an additional skin design artist, she’ll be taking on a variety of roles such as finalising VIP backer skins and creating new animal designs for future post-launch content.



Examples of her past community-made content.

We’re grateful to have her on-board as a helping hand and can’t wait to see more excellent creations!

Development Progress Last month we talked about having to update our engine i... Read more

16 Sep

Comment
    Nano on Steam Forums - Thread - Direct
That's why I said prehistoric! :steamhappy:

09 Sep

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    Nano on Steam Forums - Thread - Direct
We currently have no plans to include prehistoric apes, hominids or monkeys as animals in Prehistoric Kingdom.

30 Aug


12 Jan


02 Sep

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    Nano on Steam Forums - Thread - Direct
Animal Keepers by default will wander your park in search of work which can be good for small parks. If players want to keep them more sustained and happy at a constant rate, they can be assigned to a paddock to respond quicker.

Other personnel such as Maintenance Workers will wander around clearing rubbish bins and will respond to damaged fences and buildings.

24 Jul

Comment
    Nano on Steam Forums - Thread - Direct
Originally posted by DareDev1L:
Originally posted by Nano: While the primary focus of the game will always lend itself to the construction and management of a prehistoric zoo, mating (and eventually genetic traits) is planned to be included in the full game.

Thank you very much for the reply. That's more than fine if the priority is management. Though I am glad to hear its still in the works and a part of the plan. I believe the full game is planned for approximately Q3 of 2019 or some...
Read more

23 Jul

Comment
    Nano on Steam Forums - Thread - Direct
While the primary focus of the game will always lend itself to the construction and management of a prehistoric zoo, mating (and eventually genetic traits) is planned to be included in the full game.

05 Apr

Comment
    Nano on Steam Forums - Thread - Direct
Yes, we have recently pushed a Mac version of the demo to Steam.

It appears to have more issues than the Windows client, but it should work for the most part. Full release is expected to be better across the board.

10 Jan

Comment
    Nano on Steam Forums - Thread - Direct
Hi!

Unfortunately there won't be a mac version for the demo as we don't have any machines available to actively test it. However, the full game will have support for the platform!

06 Dec


03 Oct

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    Mau on Steam Forums - Thread - Direct
No, Collision Course, or Project Crynosaur hasn't been in development for what I'd call "a very short amount of time"... in fact, I'm pretty sure they've been in development for longer than we've been. You might say their latest game iteration has been in development for a fraction of that, but then again, so has ours. Like our credits point out, our demo took around 1 year to make, completely unfunded. Either way, indie teams are different, different developers can come from different backgrounds, live under different circumstances, thus comparing unpaid workflows is never fair or accurate.

Other than that, yeah, we may not be the game for you if the park building is not what you enjoy in a park builder. Not to say we don't want our animals to feel more realistic eventually, as we fully express to expand on their AI, but that's simply not the focus right now, considering we've just released a first iteration on what is supposed to be a game with a huge scope.

A... Read more