Saurian DevLog #34
Our last DevLog of 2017 is a humble one, as much of the team has been spending time with loved ones for the holidays. We're still plugging away on the next patch, which we expect to release in early January and contain improvements to jump handling, AI social behavior, and more. We're also still in the process of reorganizing our assets with OSX functionality in-mind, and will likely have more Mac news soon.
With the new year, we will be taking time to reflect on the successes and failures of Saurian so far. We read your reviews, comments, and suggestions; we're thrilled by the enthusiasm we see, and driven to improve by the criticism we receive. Your communications help us make Saurian into the game we want it to be, and we're deeply grateful for them.
While we spend most of our time looking toward Saurian's future, it's worth reflecting on what we've achieved already simply by existing. When Colin Trevorrow announced featherless raptors in his upcoming Jurassic Park sequel in 2013, he signaled that mainstream media no longer had reason for accuracy in its depictions of dinosaurs. Jurassic World's box office results likely guaranteed the influence of this approach, as we continue to see deliberately inaccurate representations of dinosaurs dominate their media presence.
Saurian was never going to be the 'chosen one' that turned the tide of this unfortunate trend--but it does represent a small beacon of hope for those who love dinosaurs for what they really were, and want to help others do so as well. We're not alone, either: Prehistoric Kingdom's developers have worked for years as volunteers, just like us, out of a shared passion for accurate dinosaurs (and if you appreciate that, you should absolutely consider voting with your wallet on their ongoing Kickstarter). Only with the support of so many like-minded people can projects like these exist and leave their mark on pop culture, and that's worth being proud of.
Navel-gazing aside, we actually do have a small update and treat for you!
While I've mostly been working on unexciting bug fixes recently, I was able to further expand on my previous AI sensory improvements. Visual sensing is now split into binocular and peripheral vision, both of which have separate ranges, sensitivities, and angles. This allows us to much more accurately simulate the vision of our animals by, for example, giving T. rex very good binocular vision with significantly wider but shorter-ranged peripheral vision, as seen in the image below. We will be actively seeking feedback on this new system once our next patch goes live, so please be sure to let us know how well animals are sensing you!
[Bryan was unavailable for comment this week, leaving only this cryptic video. We don't know what it means, but we were nonetheless left in a state of deep, spiritual awe after viewing it.]
That's all for this year; thank you for reading. We'll see you in 2018!