Posted July 18, 2025 by DREXTHEDRAKE
#DINOSAURS #SURVIVAL
Date: July 18, 2025
Goal: Make the first island fully playable, coherent, and immersive for the public demo on Steam.
Implemented additive scene loading for smooth transitions between areas without returning to the main menu.
Seamless switch between main menu and savanna scene.
Fixed bug where camera would spawn below terrain — now corrected with ground-check repositioning.
Integrated new MouseCharacter
script with full Animator control: idle
, walk
, run
, death
.
Stamina system: sprinting drains stamina, which regenerates when idle.
Health system: drops to zero triggers death animation automatically.
Objects tagged Food
, Fruit
, or Eating
now show an "F" icon when in range.
Pressing F triggers an eating animation, locks movement, and restores health.
If interrupted before completion, no health is restored — fully safe and timing-based.
When damaged by an enemy, TakeDamage()
applies:
health reduction,
blink shader effect (flashing visual),
pushback force using Rigidbody based on hit direction,
and impact VFX if set.
Environmental sounds added: wind, insects, birds, distant roars...
Basic autonomous creatures wander in a fixed radius (ground birds, small dinos).
Added first predators with AI logic (still under refinement without NavMesh).
๐ง Enemy AI: some predators still not reacting properly without NavMesh setup.
๐ Climbing interactions: still rough on certain trees, rocks, or tangled roots.
๐ฆ Bird system: random flight is functional, but birds sometimes leave camera range — needs bounding.
๐ Blink shader visibility: effect works but is too subtle with some URP materials.
Implement end-of-demo event trigger when reaching the key zone.
Finalize toggleable HUD (simple health/stamina bars).
Optimize Steam build size for the public PC demo release.