DinoSystem is a sandbox and open-ended wilderness survival game immersed in an ecosystem simulation. It is planned for PC, MAC and possibly Linux. The game will be released as a DRM free download and backers will receive a Steam key, if it goes on Steam.
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. The latter 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.
Some elements are indeed fixed like mountains, but everything else changes according to real, simulated variables:
Weather is not regulated by scripted or random events; it emerges from real variableslike:
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!
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.
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 man, or woman, 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.
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 1.3 is now available! (both for Demo and Full Alpha builds). Try the updated demo or get the game HERE.
Go here for the full changelog
-World map reworked from scratch:
*World map is no more a silly 20 mb big sprite with pointless texture variations, bad looking mountains and a dormient volcano, but is now made by tiles.
*The tile textures are better looking then the old map, more suited for merging with the layers on it (terrains dynamically generated by the game) and much more performant.
*All map obstacles like mountains are removed, there's much more space to roam now.
*As a result, game size dropped from 70 to ~30mb, and RAM usage reduced from 150 to 50mb!
-Added two different difficulty modes: easy and hard:
*Hard mode is the same as game was previously, it's hard as hell.
*Easy mode has: less dark nights, health dublied, faster run speed, more breath and quicker breath recovery, slower consumptions (calories, water etc). It's much easier, so you can't whine anymore, ok?
*After starting a game with one of the two difficulties, the save is bound to that one and can't be changed in-game.
-New ranged attack mechanics:
*Ranged attack is not performed by clicking outside a yellow circle anymore, instead it's triggered by double clicking.
*The loading bar just below the player character represents the power of the ranged attack: the second click should be performed at a spcific time to get the optimal power.
*The loading bar turns red when the attack finishes and the attack delay starts, and vanishes when the delay ends, so that the player is aware of that brief time when he cannot attack.
*Ranged attacks performed while moving are less accurate depending on character actual speed.
*Projectile speed gains bonus or debuff from character moving speed (if throwing while running the projectile is faster).
-Added ingame Wiki, you can acces it with F1 (only crafting page for now).
-Added animal Skin:
*Skin can be gathered butchering a carcass with a flint, there's a chance to get skin after every butchering action.
*Skins can be worked just like carving for stones, using a flint to clean and prepare them.
*Worked skins can be used as protection from cold, or to craft stuff.
*Worked skin, when used as cloth, reduced the ratio at which the player gets wet while exposed to rain, but it also reduces the ratio at which he gets dry.
*Worked skin is easily inflammable and should be put off when player catches fire.
-Added animal Tendon:
*Tendon can be gathered butchering a carcass with an axe, there's a chance to get a tendon after every butchering action.
*Tendon can be used to craft some items.
-Added Bow, Quiver and Arrows (check the Wiki for how to craft those).
-Item decay system:
*All items dinamically decay depending on their condition.
*Conditions are: with warm, with cold, exposed to rain (not covered), into water, near fire, into fire.
*Every item responds differently to some conditions: meat spoils faster with warmth, while stones don't.
*objects like fruits, brances and leaves have random condition when dropped (not when gathered, which is always 100).
*Animal carcasses and skeletons are also affected by the decay mechanics and resources ghathered from them is also affected by the "quality" of the carcass.
*It is now possible to check the condition of an item with the mouse hover text, from 0 to 100%.
*When foods reach less than 25% condition they become spoiled and are unhealty to eat.
-Some key action mechanics reworked and expanded:
*Gathering: it can now be performed by both hands, not just the right one, and the object gathered falls on the ground nearby, not directly in the character's right hand.
*Drinking: it can now be performed by both hands, not just the right one.
-Day & night cycle, vegetation and water rebalancing:
*Day and night are longer (a whole 24h day lasts now 200 seconds, roughly 10% longer than before).
*Plants and fertility get their effects every 40 seconds, instead of 45 seconds. This to slightly accelerate the volatility of the ecosystem.
*Plants get their energy directly from sun exposure, not from general temperature as before.
*Pond formation mechanics revisited and steamlined, also rebalanced on the long term.
*Made some important tweaks to the seasonal temperature model, which is now even more realistic.
*Vegetation energy gains rebalanced to accomodate the new global balance.
-Added world color variation depending on weather conditions and daylight (a spring environment is colorful, while autumnal ambience is dull).
-Tree parallax (3d effect of trees) now totally scales with the zoom level, up to max and min zooms!
-Hover text now shows all temperature sources when hovering the mouse on the temperature bar!