[Steam Early Access] DinoSystem

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Post » Wed Jun 24, 2015 5:47 pm

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What is DinoSystem?

DinoSystem is a 2D, top-down ecosystem and survival simulation that allows players to either manage the ecology of a randomly generated island (inhabited by dinosaurs), or survive in it as a human, dealing with realistic survival mechanics, and with a deep character progression system that tracks how your character's body adapts over time.

Everything on the island is subject to biological and physical rules, and nothing comes from nothing: will you hunt the last dinosaur of a species for a steak, or will you protect it from extinction and make sure its eggs hatch? These are the dilemmas you'll face in the game, as long as YOU don't get extinct.


Current Features

This is the list of the features of the current Early Access version; to see all the features planned for the final game, and the ideas we are considering, please check this discussion, and feel free to join it and make suggestions!

Game modes:
***God mode: Manage the island ecology, change the weather, trigger devastating events, and see how the ecosystem adapts to your godly acts. NOTE: God mode still lacks a proper GUI and tools to fully interact with the world; expect it to be expanded throughout the Early Access phase.
***Survival mode: Join the island as a stranded human survivor, and see how long you can survive as part of it, and how your body changes in the process; the game offers the option to play either with casual or hardcore difficulty. NOTE: there is no story yet as a background for the Survival mode, we're still working on it, and you can help us find a good one!

World features:
***Ecology simulation: animals and plants don't "spawn", they are born, then grow, and reproduce.
***DinoSystem uses a complex seasonal model that calculates day/night length, relative position of the sun, and influences the weather. Seasons transition is gradual, no sudden change between two seasons.
***Realistic weather model that takes into account variables like time of day, humidity, temperature, and pressure; generating weather conditions like rain, snow, wind, sand/snowstorms, thunderstorm and fog.
***Thunders can trigger huge wildfires, burning down entire forests.
***Realistic water cycle: rain creates puddles that can either evaporate or grow into ponds and lakes. Evaporation takes into account air humidity, temperature and sun exposure.
***Terrain changes according to factors like presence of water, weather, vegetation, and location. Any area can become fertile or arid, new forest or grasslands may form or disappear over time.
***Fire (from torches to campfires and wildfires) consumes available fuel, releasing heat and light, and it's influenced by air humidity and wind; you body and all objects near a fire are heated up. Fire can spread to nearby vegetation and trigger a wildfire, if ambient conditions are favourable.
***Animals AI allows them to survive in their world and adapt; they'll reproduce, care for their youngs, look for protection or compete.
***Each new island is randomized at game start, based on parameters set by the player.
***Everything, from dead animals to branches, decomposes based on factors like temperature, humidity, and location. There isn't a timer after which an item or a carcass disappears.

Survival features:
***Deep, complex and rewarding character progression system: metabolism, body muscles and fat change according to your lifestyle, and even your character's sprite changes its look accordingly. Get fat to survive winter, get slim to be lighter and swifter, or get muscular to be stronger in combat and more capable of hard work, but make sure to eat enough proteins...
***Needs like thirst and hunger are not just bars that drop at a constant rate: everything, from performing actions to metabolism and body weight, influence the rate at which you burn calories, consume water or get tired. For example, high temperature or intense activity make you sweat, requiring you to drink more water.
***Dozens of skills, both mental and physical, that raise as you perform a particular action, but can also decade if you don't use them for a long time (only in hardcore difficulty).
***Crafting system allowing you to create items and weapons, advancing in technology at each step. NOTE: few items are craftable in the current Early Access build; expect many more to be added throughout the Early Access phase!
***Foods with different nutrition values: meat is valuable because of proteins, but make sure you cook it...

Much more features will be added throughout the development! Again, check this discussion for the development roadmap, and feel free to get involved and suggest new features.


About Capribyte Studios

We're two italian guys based in Capri, one of the most beautiful islands of the world. I, Daniele, am the lead developer and work on all aspects of the game, while Giulio helps me with various graphics-related stuff, along with creating the website, moderating the forum, and taking care of all burocratic affairs. Additionally, there are some external people contributing in different ways, see the credits in game for the full list.



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Post » Thu Jun 25, 2015 9:33 pm

nice one, a lot of depth here, it has potential, but remember the market its full of survival games, so be sure to bring something new, or do it differently.

Nice terrain and environment, good textures, lots of programming went into this judging by the features, hopefully you will be able to get better animal prerender models, and animations.

Good job:)
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Post » Thu Jun 25, 2015 10:46 pm

lwgames wrote:nice one, a lot of depth here, it has potential, but remember the market its full of survival games, so be sure to bring something new, or do it differently.

Nice terrain and environment, good textures, lots of programming went into this judging by the features, hopefully you will be able to get better animal prerender models, and animations.

Good job:)


Thanks! Yeah, the market is definitely filled with survival games, i've tried to overcome this by making DinoSystem two games in one, with a "God mode" allowing you to manage the ecosystem. One thing i made differenlty from most survival games is the ecosystem itself, which is truly emergent. The problem here is that the player needs to actually put time and effort in understanding the game to see this, because the world changes over years in-game.

One other strength point is the character progression, which is organic: character adapts to the way you make him survive in the world, getting fat or losing it, along with muscles and metabolism.
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Post » Fri Jun 26, 2015 10:18 am

Cool, i saw people on Steam appreciating the God mod system.
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Post » Fri Jun 26, 2015 10:24 am

I really love these type of games. Alot of thought has gone into this project :)

How did the Steam integration work out for you @Danwood does everything work as expected?
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Post » Fri Jun 26, 2015 1:18 pm

Anonnymitet wrote:I really love these type of games. Alot of thought has gone into this project :)

How did the Steam integration work out for you @Danwood does everything work as expected?


Basically, I've choseen not to integrate Steam for now, as i use the newest version of NW.js, and Greenworks doesnt support it. I will try the integration later in the development, hopefully!
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Post » Fri Jun 26, 2015 1:39 pm

I see. So you don't need the greenworks plugin to upload the game to steam and sell it? :)
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Post » Fri Jun 26, 2015 1:51 pm

Anonnymitet wrote:I see. So you don't need the greenworks plugin to upload the game to steam and sell it? :)

Nope you don't, all the Steam integration features are optional. I'm interested in Steam archivements though, and Greenworks allow you to have them in your C2 game, but not with newer version of NW as now. I can wait though 8-)
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Post » Fri Jun 26, 2015 2:26 pm

@Danwood Ok nice. Then I worried a bit too much about greenworks not working in my game at first. But got it working with help of lwgames with achievemts and overlays when I used an older steam sdk with greenworks 0.3 and NW10.5. But I think it will work with the newer versions as long as you use the older sdk:s

So you'll probably get it to work as well :D

It must feel good to see all the positive feedback on Steam ;) Good start on the steam journey
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Post » Fri Jun 26, 2015 6:51 pm

Anonnymitet wrote:@Danwood Ok nice. Then I worried a bit too much about greenworks not working in my game at first. But got it working with help of lwgames with achievemts and overlays when I used an older steam sdk with greenworks 0.3 and NW10.5. But I think it will work with the newer versions as long as you use the older sdk:s

So you'll probably get it to work as well :D

It must feel good to see all the positive feedback on Steam ;) Good start on the steam journey


Definitely, i want Steam archivements for my game, expecially since the game will have archivements anyways.
Yeah it feels nice xD but on a fairly big number of players, just a few actually reviewed it.
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