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Dinosaurs Prehistoric Survivors Activation Code [hack]

Dinosaurs Prehistoric Survivors Activation Code [hack]


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About This Game

Description

Dinosaurs Prehistoric Survivors is a Survival game combined with RPG elements set in an open world environment. The world of Dinosaurs Prehistoric Survivors changes as you grow, creatures migrate or go extinct, their behavior changes based on available resources and competition, Corpses decayed overtime, and many more! Giving you unique challenges that test your ability to adapt to the ever changing world. Aside from the world that continuously changes as you grow, Dinosaurs Prehistoric Survivors includes a variety of creatures from the small Chilesaurus, to the mighty Tyrannosaurus, and to the ever lurking Sarcosuchus with each having their own special traits. The creatures of Dinosaurs Prehistoric Survivors are modeled based on real world findings, giving them a sense of realism while also adding educational value to the game.

Core Features

  • Play as a prehistoric creature from juvenile to adult
  • A combination of Survival and RPG elements
  • Full open world with dynamic creature population
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Title: Dinosaurs Prehistoric Survivors
Genre: Action, Adventure, Indie, RPG, Simulation, Early Access
Developer:
Arcupion Art
Publisher:
Arcupion Art
Release Date: 18 May, 2018


Minimum:

  • OS: Windows 7 or Newer (64 bit Only)
  • Processor: Quad-core Intel or AMD processor, 2.6 GHz or faster
  • Memory: 4 GB RAM
  • Graphics: NVIDIA GeForce GT 720 or Equivalent
  • DirectX: Version 11
  • Storage: 5 GB available space

English



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very undevelopt game, slow as hell and cant chanfe the config keys. Where to begin, fun game, you die a lot, not many dinos to start off on the map so u have to find some, the attack graphics are TERRIBLE, basically you just much on stuff, half of the dinos are NOT AVAILABLE so you cant pick and choose, the tutorial is very bsic with poorly instituted graphics. That said this game still has potential and i would recommend as IF they keep going with this and spruce it up and fix some of the stuff.

As of 12/21/2018 I REALLY want to change my review to NOT recommended. They havent really dont much with the dinos still die right off the bat even with a Trex...The graphics have gotten slightly better so im still gonna hold out and say recommend IF ON SALE>

12/27/2018 Have changed my review to NOT RECOMMENDED at this time. This needs A LOT more work before i can recommend anyone spend money on it. The dinosaurs aren't realistic, they do too much damage, and it's too easy to be killed. Plus, there's no way to crouch, and everything takes too long to load. Not cool.. I would say its a good game, still needs time to improve. You have ways to make your dinosaurs faster, more health or stronger in combat. Its simple, easy to learn. So wish to see this game improve in time.

4\/10-Controls-Really want a way to change the keys in settings.

5\/10- Graphics- Could still be improved

5\/10- Over all


Campaign Update Part 2 - LIVE! (V.0.1.3.0):
Hi everyone,

Over the past few weeks we have been focusing our efforts on a new RPG element for the game, which is the trait and instincts system. Unlike skills where players would need to manually allocate a skill point every time the dinosaur levels up, traits and instincts will have to be earned and they will be allocated automatically when you earn them. Each trait and instinct have different ways of earning and will give out different effects, for example, a certain trait is earned by doing activities during the night, some requires the player to hunt certain dinosaurs, etc.

Due to the sheer number of things, it’s a bit difficult for us to list every detail that have been added for this system, because of this, we are going to just list out the general outline of this element and let you find out for yourselves in the game.

A bit of side note before we get into the general list of things, with the addition of traits and instincts to the game, we have decided to remove the class system for each dinosaur. We do this because the current functionality has enabled players to earn their way to become whichever class they choose to be based on their playstyle. We feel this is much less restrictive compared to the old method where the dinosaur class has been pre-determined in the character selection.

General outline:
•Added instincts and traits, two instincts and five traits for each playable campaign dinosaurs. Each instinct and trait have different effects and different methods of earning.
•Added new instincts and traits UI to the skills menu to help players keep track of their progression and help explain the different effects and earning methods of each instinct and trait.
•Class system removed. Class is now earned through instincts and traits based on the player’s playstyle.
•Highly toxic edible resources will deplete its nutrition when eaten.

Note:
Much of this functionality is still early and will be balanced later on.
. Devlog 9:
Hi everyone,

As mentioned in our previous post, we are currently doing a complete overhaul of our models. This means that almost all of our models will be remade and reanimated from scratch, which takes a bit of time to accomplish. However, we wanted to let you know that we have finished remodeling our models and we will be showing them here in this devlog. Keep in mind, some of them have not been rigged or animated yet so the pose would be a bit off.








As some of you might noticed, currently our models are based on dinosaurs from Cretaceous (early to late) North America. We do this because of two reasons.

The first is that, doing this enables us to bundle additional dinosaurs based on their time period and location, which means that if we were to add additional creatures later on, unless they are from Cretaceous North America, we will not only give you the creatures themselves, but also an entirely new world, with a whole new ecosystem and challenges. The second reason is that, having a bundled approach to our creatures would make it much easier for us to balance the game because we know which role each creature takes, for example: Tyrannosaurus as an apex predator that hunts tanks, Parkosaurus as a small and easy prey, etc.

A bit of a disclaimer though, we are not looking to make a full representation of the prehistoric world, because of this we must strongly emphasize that the biomes are not and may not be a correct representation. In a nutshell, we wanted to have full artistic freedom for the environments and gameplay elements, but we wanted each environment to have a specific set of creatures.

Aside from the models, we have also done a minor overhaul of our environment so that they will not look disjointed with the new models. This includes better terrain textures, grass, image effects, and the addition of volumetric lighting. Here are a couple of screenshots of our models in the game.





Currently volumetric lighting is performance intensive, especially with a map of this size, so we need to optimize this a bit further.

The next step for us is to animate the remaining models and integrate them into the game. If everything goes accordingly, by the time our next post is up, the major update would have been live. This major update would be called the “Super Model” update.

That’s currently it for this devlog, more updates coming soon!

. Devlog 11:
Hi everyone,

Over these past few weeks we have been revising and improving the combat and AI for the game. We realized that our old combat system was a little too stationary, because of this we have implemented a new system that would make it more active.

In this new system, creatures in combat will be able to push or be pushed by others, we have also coupled this with an improved “Get-Hit” animation and stationary attack animations to make attack animations feel and look more powerful.

https://www.youtube.com/watch?v=ikooHjKDK1g
Because of the ridiculous amount of time creating proper and fluid attack animations, we have decided to add and improve these animations much later on when all other core elements have been implemented into the game.

Another thing about the new combat system is that we have also differentiated between moving and stationary attacks.This made sure that moving creatures will play different sets of animation depending on their movement, so attack animations between moving creatures will be different compared to stationary creatures.

Aside from the combat system, we have also improved a bunch of things for the AI. One of the most noticeable one is that AIs will now have a need for resources, this means that AIs will eventually grow hungry and would need to look for resources.

https://www.youtube.com/watch?v=7DG4uDJjOJ8
Currently all of this is available in our DevLab branch (V.0.1.2.1.S.1). With the amount of things that have been added, we wanted to make sure that there aren’t any game breaking bugs before we go public with this update.

That’s currently it for this Devlog, more updates coming soon.
. Devlog 3:
Hi everyone,

In this Devlog we wanted to show some of the things we’ve managed to integrate to the game and also some experiments we’ve been working on to help improve the game later on.

One of the things we’ve been working on for the next major update is integrating edible plants. Unlike the Tyrannosaurus, the Triceratops is a herbivore, therefore it eats plants. Because of this, we’ve integrated several types of plants into the game as edible resources for the Triceratops to eat.



Each of these plants will have different nutrition level, toxicity level, rarity level, and some can only be found in particular areas. These plants will also be influenced by the population system, which would change dynamically as the player grows.

Aside from working for the next major update, we’re also running some experiments to find other methods that can help us through development and enhance major gameplay elements. Here’s a look at one of our most recent experiments, Ragdoll Physics:

https://www.youtube.com/watch?v=VUftKwUIBxo&t=0s&list=PL71e...
If implemented properly, ragdoll physics would make creatures look more realistic when killed or dead. However, we would still need to test this out further to make sure that it works properly and doesn’t give too much of a performance hit due to its physics calculation.

That’s currently it for this Devlog, and more updates coming soon!. Devlog 8:
Hi everyone,

We have a lot of very exciting things to show, so sit tight because this is going to be a lengthy post.

After months of work and improvements, we are finally confident to say that the rhino update will be live for the public very soon. This update allows players to play as our second playable character, the Triceratops, from juvenile to adult in the main campaign.



Just like the Tyrannosaurus, the Triceratops will also be faced with unique challenges for each growth stage, making each growth stage unique and offer diverse challenges to the player.

Aside from the Triceratops we are also working on something very special, very ambitious. After a few weeks consulting internally, we have decided that we will do a complete overhaul of our models. At first we plan on doing this in the polishing stage once everything has been set in place. But throughout development, it is clear that this must be done early due to the amount of restrictions we faced with the old models and things that would potentially pile up later if left unattended. We have taken steps to remodel our models and so far everything is going rather smoothly.



The slight caveat of a complete model overhaul is that it is very time consuming. Because of this, rather than completely reworking on our models and giving a massive update once it’s done, we have also decided to use some of our newly finished models and use them in a new, smaller mode, the adventure mode.

With a new, smaller, much linear mode in place, we have the ability to experiment new mechanics much quicker and showcase not just our models, but several mechanics and how we plan for the game to look visually later on. Currently the adventure mode features our new adult Tyrannosaurus and Triceratops.



At this moment, only the new Tyrannosaurus and Triceratops have been implemented to game and are only available in the adventure mode as the rest are still in the works. Once all of them have been finished we will take steps on implementing them not just to the adventure mode, but to all modes in the game.





Aside from the models and visuals, we have also implemented several new mechanics and gameplay elements for the adventure mode. The first is environment settings and weather effects. The character selection for the adventure mode allows players to customize how they would like the environment to be, such as choosing weather type, time of day, etc.



These will have an impact during gameplay, if we were to look at a much milder example, choosing heavy rain or light rain will resulted in edible plants to regrow much faster but carcasses to decay quicker, or if we were to look at a much more extreme example, choosing storm will resulted in higher water levels that causes flooding, which then resulted in several edible resources to not be accessible.





The comparison between the two pictures above shows how extreme weather effects could impact the environment. The top picture shows that water level is stable. This is visible if we look at the rocky pathway, which is dry. The bottom picture shows that water level has increased. This is visible when looking at the rocky pathway that has been flooded.

Because of this, players would be able to customize their own challenges through the environment rather than through a difficulty settings.

The second thing that we have been working on is execution. This new mechanic allows players to execute a target when the target has low health.

https://www.youtube.com/watch?v=3b0iRjtgT6s&feature=youtu.be
Currently the execution mechanic is still very limited and only available for the adventure mode. We will expand this functionality as we develop the game.

That’s currently it for this devlog, we are looking forward to hear your thoughts about this new update once it’s live.

More updates coming soon!


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