DinoSystem is a sandbox and open-ended wilderness survival game immersed in an ecosystem simulation. It is planned for PC, MAC and possibly Linux and will be released both as a download and for the main browsers.
The game is planned to be free, depending on the result of future crowdfunding campaigns.
The setting takes place during the late Cretaceous period, and the end-game features a massive disaster marking the end of the age of Dinosaurs which the player must strive to survive.
The game simulates every imaginable variable such as advanced and basic needs, air and body temperatures, animal life and behavioral aspects, plant life cycles, natural disasters, soil fertility, water cycle, and various weather related elements such as atmospheric pressure, humidity, and seasonal changes among many more yet to be determined. Every variable works to create a dynamic and emergent survival experience where the player is not the center of the world, but can influence it with his actions.
DinoSystem can be played in both a Survival Mode and God Mode: In Survival mode you control a human somehow stranded in this ancient world, or even take the role of a dinosaur.
The God mode has you actively managing the simulated ecosystem a bit like SimEarth and SimLife.
DinoSystem is not a fixed world with destructible objects; it is a living world. Everything changes according to real, simulated variables:
This is a (quite old) preview of how the world changes over long times.
Weather is not regulated by scripted or random events; it emerges from real variables like:
All of the above depend on seasons, and are inter-connected. For example, with high humidity, the temperature perceived by the playable character is higher than if there was lower humidity.
Weather generated by those variables are unpredictable, and their emergent nature contributes toward making the world feel real, and subsequently being a driving force toward different scenarios. For example, rain can be mild and pleasant, or accompanied by fog, increases in air humidity, lightning storms, strong winds, and even snow storms if it is cold.
The game does not "decide" to trigger a storm; the storm emerges from the rules of physics, and it can be a big storm, a medium storm, a small storm or 42% of a storm. When air temperature is low enough, rain turns into snow, and here's a snowstorm!
Plants & Animals:
Both plants and animals have complex life cycles. They grow, spread seeds or mate, compete, hunt, lay eggs, protect their young, die, decompose, or become food.Nothing "spawns," as everything comes from a (virtual) seed, egg, or womb.
Animals in the game represent the late Cretaceous Hell Creek Formation fauna. The number of species does not represent that of a real ecosystem. Therefore each natural niche in the game is occupied by a maximum of two species. Animal species already in the game are:
Animal species currently planned are:
We are planning to have a total of 8 to 10 species; each having its own AI specific to males, females, young, and its natural niche. Other species will be decided through feedback from the community after the game official release.
Vegetation is, for now, represented by two generic species: small plants (ferns) and big plants (conifers). More species will be added in future developments; each with biological differences that remain consistent with historical authenticity of the geological period.
This is where the game meets the simulation.
You join the ecosystem as a human, stranded in this ancient world, and try to survive as long as you can in the best possible way.
Note: Although there is no story behind this setting yet, this concept does not support the idea that humans coexisted with dinosaurs as seen in The Flintstones, or the Creation Museum. We are still actively working on a story that legitimizes this fictional scenario.
Note2: Also dinosaurs will be playable in a future expansion of the game! (probably after its official release)
As for the ecosystem model, the survival mechanics are very complex and are a core concept of the game.
Main survival needs are:
The needs listed above are not mere bars that go down as time passes; they are actually inter-connected, and directly related to any actions performed as well as the environment itself.
Surviving the harsh enviroinment is a huge component of the survival aspect of DinoSystem, and temperature plays an important role in this.
Alpha 1.5 is now available!
This is the last public alpha demo before the next KickStarter, after which there will be another alpha testing round with a much more developed version of the game.
-Animal AI reworked
-Blood & gore
-Tons of improvements and fixes