The answer to this question is simple - provide benefits! When disaster strikes and the worst occurs, staff may quit if they don’t feel safe. “My park sucks but I don’t want my staff to leave what can I do?” To efficiently manage your park, we suggest keeping an eye on your staff members and ensure that they’re operating to the best of their ability. If a staff member’s mood drops below their minimum tolerance level, they are far more likely to quit as a result. These four statistics can influence each other in addition to outside forces such as animal escapes, deaths and natural disasters. Much like the animals, staff have their own set of needs that must be satisfied to prevent issues such as dissatisfaction, lack of efficiency and quitting their position.īasic needs include a worker’s mood, effectiveness, energy and salary. Featuring far more detailed textures with some slight design revisions, Ankylosaurus, Camarasaurus and Diplodocus have never looked better in Prehistoric Kingdom! Our chunky herbivore friends saw massive improvements courtesy of Cindy’s ongoing remakes and enhancements. Expanding the range of Prehistoric Kingdom’s music as a continuation of the icy mammal themes, this piece introduces the solo cello and viola to help incorporate a more personal and rigid sound to the music. In the future, we will be moving away from the animation video format in favour of more managable content that allows us to share our best animations without losing time that could be spent elsewhere.Īpart from designing the new sounds for Megaloceros and a few other creatures, Byron wrote the newest animal introduction track titled Giganteus. Animated by Nathan and Mau, we’ve looked at a wide variety of reference material to make this animal move, sound and behave appropriately. Oh, deer! Made famous by its large rack and title as the Irish elk, Megaloceros stands tall alongside our menagerie of mammals included in Prehistoric Kingdom. October was filled with a dozen of deadly dinosaurs with no mammals in sight, how spooky! Featuring many first looks at the new models of old classics, this was definitely a bigger month for our continued reduxes. Overall, the team is happy with the graphical direction of the game with the assured goal of only getting better with time! Miscellaneous adjustments included a more focused vignette and increased chromatic aberration alongside bigger changes like time-based fog colors, increased fog rendering distance, modified lighting colours and color-grading tweaks to give the game a deeper spectrum of color. In addition to the occasional overcast sky, dynamic cloud shadows are cast over the island as thicker clouds roll-in overhead! During gameplay we’ve found that this improvement has gone a long way in making the setting of Prehistoric Kingdom feel more grounded in reality.Īs per usual, new graphical tweaks were brought to the project in our continued effort to make the game as pretty as possible. Whilst not focused on, work was put into an iteration of the dynamic weather system during October to experiment with how fog, clouds and lighting changes can affect the game’s tone and feeling. Next month we’ll be developing the 3D gizmo tools that allow for precise movement, scaling and rotation of modular objects like props, foliage and decoratives. With a variety of different objects and pieces coming in the final game as well as helpful building options, we can’t wait to see what designs, props and facades the community constructs! Now, it’s beginning to become the fully-developed and expansive creative suite that this genre’s fanbase has come to expect from modern simulation management games.įeaturing temporary icons and basic functionality, you can find a short demonstration video below. Originally, our plans from Kickstarter were to add wall pieces to what would essentially be the very basic modular tools found in the Steam demo. Now that it’s mostly dealt with (had to get it over with at some point!) new progress in other fronts should appear more frequently.Īs the tycoon genre continues to push forward with precise modular construction tools, we’re following suit to bring a high level of customization and variety in creative opportunities to our audience. As we’re quite far into core systems now, you can imagine that this was quite a big task to ensure that nothing broke along the way. While the rest of the team continue to work on their assignments, Matt’s had the lovely task of porting the project to the latest version of Unity so that we can make use of some new features and address issues that had been resolved in the most recent iteration. Development in October saw the beginning of the new modular building system as well as a full month of animal reduxes, animation, and sound design.
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