IMPORTANT: Pre-Release is coming (DevLog #21)
If you have been keeping up with our DevLogs in recent weeks, you will be aware that backers who pledged $60 or more on our Kickstarter will be getting access to a special demo of Saurian before the public Early Access release. Well, we are pleased to announce that this is very nearly complete and we will be releasing this to pertinent backers on the day of the next DevLog, the 8th of June. To reiterate:
Saurian pre-release demo will go live on Steam on the 8th of June 2017
In this DevLog we will give you a brief rundown of what to expect from the pre-release. Below you can see a shot of the menu with the three scenes you will initially be able to choose from. We have ideas for additional scenes we may add in later. The NPC Interaction scene will allow you to observe some of our AI animals interacting with each other and their environment via a free camera. We released a video of us playing around in an early version of this scene previously, the final version will be similar to this though it now looks much prettier and is without the many embarrassing bugs.
In the player interaction scene you get to play as Dakotaraptor and square off against Pachycephalosaurus. While the combat presented is rudimentary and not the final product, we feel like this is a pretty good representation of what early access combat is going to be like.
For those wondering if combat is going to be a one sided affair, I died while trying to screenshot the RPR.
In the Environment Showcase scene, you can freely explore a small piece of terrain without worry of other animals being present. The flora presented in this environment give an example of what our broadleaf forests will look like in the final game. This scene will also give you a preview of the day/night cycle and weather system. The square area you can explore is relative to a single tile in the final game map, which has 64 tiles total (to give an idea of final map size). We invite you to run around, smell the hops, and gaze at the stars.
With the pre-release stuff out of the way, we have one normal DevLog entry for you from Xico:
Since the majority of the sounds and music to be present in Pre-Release/Early Access are already finished and organized on our audio middleware software for Unity, the next step was to mix everything onto a cohesive whole, making you believe that you’re an inhabitant of Hell Creek. I’ve spent the last week organizing the mixer and sound events onto a comprehensive structure to facilitate any changes that might occur in the future, whilst mixing everything related with our environment.
Once that was finished and I was happy enough with the realism portrayed by the sounds I created, I tried to squeeze my music into the environment itself, making it feel like it belonged to the ecosystem without being too blatant and loud. You can hear the results below.
On this little example, you can hear some (rough) transitions between swamps, forests and beaches; with the occasional river or waterfall showing up as well. Now that the ambience of Hell Creek and some of its meteorological elements are finished, I can focus now on populating this soundscape with its inhabitants and their chirps, bites, wing flaps and many more.