SimpliJurassic + Into the Jungle - Devlog 1 - 7
DevLog 1 - (11/30/20)
Development Report!
Much of this week was a bunch of testing to see if some things work, some things don't, etc. Few things have been accomplished this week. The finishing of Gigantopithecus's model and texture, implementation of multiple mobs, and some future planning.
On the 27th, Gigantopithecus was completed after being dormant in the outline concept stage. Basing off of hypothetical, realistic proportions and patterns (other than size), it is as accurate in terms of model (still being too big, though that's debatable). Gigantopithecus's concept is to be a very rare mob, solitary, and massive. Purpose of Gigantopithecus has not been decided, but will not be one of those "panda" mobs.
Other development happened through programming for once. An updated Chimpanzee, Saltwater Crocodile, Cassowary, Gigantopithecus, and a secret mob have been implemented. All of which are very basic in terms of AI. Though a few things have been learned, such as swimming AI for the Crocodilian. The secret mob though, is a testmob. If you are in other Discords, you may know it's the Prehistoric Kingdom Tyrannosaurus. Other than visually looking cool, it serves as a random testmob to apply random code to, to see if it works. This may be kept in as an Easteregg or deleted later-on.
Also, next update will be for 1.17, 1.16 is not worth it to release since it'll be outdated by the time it's out anyways.
That is this report of the recent development
DevLog 2 - (12/20/20)
Short Development Report for this week!~
Much of this time was mostly spent debugging stuff, after porting to 1.16.4 from 1.16.1. Earlier on, lots of fixes were made to have this happen, though with the expense of some code outdated and having to be entirely replaced or removed. This won't affect the final project, but porting is insanely tough. Main reason to do this was to have functional registration of Crocodile attacking, which in the end, still doesn't work (though has been found to have an easy fix, so should be good soon).
Along with that, some new things are... new!~ Capuchin Monkeys are the newest showcased mob. Small primates that function in groups and are relatively common, and well known for their status in pop-culture regarding primates in general, Capuchins would be common to see in the Jungle. Their final behavior in their functionality hasn't been decided, but they will function as an ambient+pet+functionality mob (though avoiding any similar Capuchins from other mods). Regarding that, the design also might be subject to change due to similarities to others of the same species. Either
A. The Model itself will be more proportional (with the loss of detail seen now), but the gaining of accurate proportions and size
B. A Species change, with the model being kept.
Now the design might be kept entirely, keeping the current basis of the species decided, though it is in consideration.
Also a small revamp to the roadmap and things to appear in the future has been changed, though that'll be released later! Hope you enjoyed this Development Report for the last few weeks! (stuff regarding release mobs, release content, etc)
Weekly DevLog 3 - (6/28/21)
https://www.artstation.com/artwork/NxD4Ab
After some prolonged hiatus for both #jungle-talk and #simplijurassic, I will be resuming the development of both mods, even if for a short while programming won't be present with instead new or revised assets.
A few changes will come forth for both mods in terms of plans and specific concepts (once again...), some assets of both will be revised. Things, such as the Saltwater Crocodile or *Tyrannosaurus rex* will be overhauled, to name a few. Other things such as concepts will be slightly altered while keeping the original image and vision of both. Into the Jungle will keep it's focus on Jungle improvement and survival, with adding some real world concepts into it, but the restriction of only real-world creatures will drop, with some possibility of more "fantasy" Minecraft-Styled mobs mixed with the rest of the animals. Even though this was somewhat present to an extant with the Jungle variants of the Zombies, Creepers, Skeletons, and the *Gigantopthecus*, less restriction will be new.
For SimpliJurassic, a few concepts will change. Instead of focusing on the original trilogy, a mixture of both the original and new trilogy will be introduced, as seen with the Battle at Big Rock animals. While designs make lean towards one or the other with variants being held off for some time, the updates will instead focus on adding creatures of importance over creatures chronologically. Essentially, *Memenchisaurus* is a lot less likely to appear in the first few updates regarding the trilogy, and instead things such as the Indominus rex will come a lot sooner than it being further down the road.
I hope these changes and updates are pleasing to those. I very hopefully aim to keep this hiatus trend I have with these mods a lot less prevalent and impactful on development, instead hoping to learn new things and make new progress at least weekly, obviously if time is on my hands.
Hope everyone enjoyed this update! Stay tuned for some new content :wink:
Weekly Devlog 4 - (7/5/21)
The past week has mainly been focusing on creating some important assets for #simplijurassic, mainly some block, item, and mob textures/models, and some reorganization of the code structure. Today's highlight for one of the new features will include *Velociraptor*!
While not yet time to showcase, multiple block textures have been reworked, such as the *Analyzer* and *Cultivator*, with some rework of the general concepts, building off for a more complete and set roadmap and ideas in mind for the objective of **SimpliJurassic**. Other forms of assets, such as items have also been reworked, including the DNA items. Rather than vial-like items, DNA material will now use the water bottle texture with a DNA Icon to give use to the already ingame glass bottles. Other reworks are planned, especially on some of the mobs. Some new additions, mainly mobs, are also planned. There *might* be an additional species profile that may include a few beloved Hybrids.
Species Profile
For this species profile, we are focusing on ***Velociraptor***. This medium sized dromaeosaur is planned to be one of the more complex mobs ingame, with the ability to crowd and stick in a pack, climb blocks, and open doors, with multiple variants set to appear in the future. *Velociraptor* can be a dangerous mob to clone, with them having the ability to outsmart certain enclosure designs and needing special enclosures to prevent them from escaping, if you plan to have them in enclosures. They too are aggressive, likely attacking any player that gets too close.
SimpliJurassic will aim to implement in a fair portrayal, not being too complex in programming but having enough behaviors to not be stale, such as with the door interaction, aggression, packing, climbing, and two attacks if possible. Though, time will tell.
Hope everyone enjoyed this current report for this week's Development. This week will have some extra species showcases if time is on my hands.
Enjoy your week!
Weekly Devlog 5 - (7/23/21)
The past (few) weeks have been mainly focusing on the concepting process of SimpliJurassic and Into the Jungle, along with some asset creation and modification for SimpliJurassic.
Most concepts made are written concepts, as opposed to asset concepts. Much of the new end-game features planned eventually in the mod's development are being made and refined, such as the **Cloning Process**. I want SimpliJurassic to be simple rather than overcomplicated when it comes to cloning.
As of now, a few concepts exist for the stuff required for cloning. The main blocks are; Analyzer, Cultivator, Incubation, and optionally Gene Modification. Although while not final, the process mainly goes in order for the first 3 mentioned. Gene Modification though, such as hybridization or variants (which genetic variants may not be implemented, instead going for random variation) would realistically come after the Analyzing process.
Another new concept are **Fossil finding**, which mainly includes era-specific amber ore spawning at separate layers, such as **Triassic/Jurassic/Cretaceous** Amber Ore. I won't reveal much of the concept, since I would prefer to not reveal too much details that may or may not make it into the game.
For **Into the Jungle**, the previously mentioned "straying away from reality to make a more Minecraft-vanilla experience with both modern and fantasy creatures" concept is being taken. Although like again, that was mainly the original plan all the way to the mod's creation (with it being a Planet of the Apes dimension mod), I would like to add the fact that that is what the mod is going to be. I again can't reveal too many details and concepts for now, plus I'm wanting to focus on SimpliJurassic for the time being.
Species Profile
And for today's Species Profile, today we are introducing ***Tyrannosaurus rex***! A redesign of *Tyrannosaurus* was made, both a model and texture aiming to be more accurate to the in-film "Rexy" or "Roberta" coloration. *Tyrannosaurus* has some concepts in mind, mainly it being territorial to other theropods and aggressive to players. Not much has been made for the concepts for *Tyrannosaurus* other than these, it's drops, and ontogeny models (Hatchling-Adult), though it would be an animal that shouldn't be messed with at all.
Hope everyone enjoyed this week's DevLog, and stay tuned for later!
Weekly Devlog 6 - (8/18/21)
While a "bit" late when it comes to Devlog, the last few weeks have been fairly busy personally (mainly managing things before school begins, other science and art projects, etc), a few concepts have been made for both mods. When it comes to assets, not much has been made. Although when things for personal projects resolve, I can continue back with some new revamped assets. This will exclude a species profile or journal guide for this week. (Although these guides aren't restricted to DevLog postings only, so whenever)
**SimpliJurassic**:
Some may be questioning what animals are going to be included into the mod at which time and generally. What is going to be initially focused on for the first few updates with new animals will feature the more prominent and popular canonical creatures. This generally includes things from the first film and new trilogy (as seen with the Jurassic Park *Tyrannosaurus* and *Velociraptor* designs along with Battle at Big Rock *Allosaurus* and *Nasutoceratops*). Less canonical or important animals, such as *Corythosaurus*, *Memenchisaurus* will be held off later. Although all of the canon animals will most likely be implemented before any of the non-canonical (or soft-canonical) animals are implemented. This would include game+toy creatures. Trying to maintain focus on important animals is needed.
**Into the Jungle**:
Into the Jungle with its more fictional and reality mixed setting are now going to feature jungle enemies that are unique beyond the Jungle variants of both the Creeper and Zombie. What these enemies are going to be will mostly be kept a secret for now, although one of the enemies in mind is a Gorilla-like hostile.
To confirm, other real-world animals will stay ingame, such as the Great Apes, Capuchuin, Kakapo, Kiwi, Cassowary, *Gigantopithecus*, the Saltwater Crocodile, among others. While not currently in mind to add all of them upon the same update, most of them are likely to appear whenever the mod is set to release if things go smoothly. Though some assets of these animals such as the crocodile, *Gigantopithecus*, Kakapo, and Kiwi are set to be redesigned (the latter two mainly to update from old to new styles).
Concepts relating to the jungle itself besides the trees (Banana, Palm, potentially Kapok) haven't yet refined. Feel free to create ideaas in #jungle-talk if needed.
Thank you for reading this DevLog for this week, although bit delayed and lackluster, I hope there was something to learn!
Species Profile - (9/5/21)
Introducing Baryonyx! An aggressive yet mostly unique medium sized predator known for hunting both aquatic and terrestrial prey. It is a highly aggressive and mobile animal, often being very territorial and attacking any animal near it in defense. When enabled to naturally spawn, you can expect to find it in swamps, beaches, or near rivers. It is well known for its crocodilian-like integument that allows for higher protection.
Species Profile - (9/18/21)
Say hello to our first herbivore profile, *Gallimimus*. This fast yet large orninthomimid is well known for its speed and agility, having the ability to outrun most mobs. Despite it's thin and "weak" appearance, *Gallimimus* is a force to be reckoned with. Much like the real-world Canadian Goose, it can be highly territorial to things of smaller or larger size that are least likely to kill it. This occasional territorial aggression will cause some theropods to avoid hunting it, if speed was not an issue. Unlike some other herbivores, *Gallimimus* is more omnivorous, it may occasionally kill very small mobs and accept meats, despite it preferring plants. If wild, *Gallimimus* is expected to live in open areas like Plains or Savannas.
Developer note: If cosmetics ever come to be a thing in the far future, *Gallimimus* will lack them for the time being. Although natural texture variants will appear much sooner.
Weekly DevLog 7 - (9/20/21)
Not a lot of work but many concepts have been increasingly being fleshed out as time goes on. Whenever concepts are near complete, programming will begin. As always, a programming position is open.
For **SimpliJurassic** especially this holds true. The roster for animals has been refined to be more realistic upon release. Like previously stated, it will focus more on important animals to the franchise initially, mainly the animals from recent films like Jurassic World and Jurassic World: Fallen Kingdom.
One concept that has been refined many times to be more realistic for the game is cosmetics and variants. Variants simply are skin variation that may naturally spawn when cloning an animal, a simple line of code. Variants will be determined by texture files of canonical or non-canonical skins that aims to add more variety, such as the Jurassic Park 1 and Doe *Tyrannosaurus*, Camp Cretaceous *Baryonyx*, or Jurassic Park 1 and The Lost World female *Velociraptors*.
Cosmetics though is obviously very likely to be difficult in execution. It's implementation would realistically be later down the line, but a lot Cosmetics are like skin variations but naturally not accessible. This would include ***possible*** Cretaceous variants, Jurassic Park 3 *Velociraptor*, or other possible modifications. Cosmetics would be done similarly to the hybridization process, combining a genome of the base animal (represented as an item) and the cosmetic genome (also as an item) inside of the machine. Though cosmetics would realistically be a very tricky and potentially advanced concept to deal with, so I do not imply it's existence right away but hopefully eventually.
To repeat past mistakes, I'll try to keep things more simple initially and have more complicated concepts not be a priority and focus more on the baseline concepts (paleontology, the base cloning process) first.
Species Profile
Though for today's species profile, we get the *Carnotaurus*, a quick and robust predator known for it's speed and aggression. Known as the "Meat Eating Bull", *Carnotaurus* is a both a heavily armored and quick animal, being able to chase down faster prey, outrun players, and deal with more hefty animals for food. They best function in open biomes such as the Plains or Savanna, and like *Baryonyx*, they're a force to be reckoned with with their more territorial attitude to players. They can be naturally cloned with one of two coloration variants, the basic variant and the "Demon" variant. Hope you enjoy this devil-ish dinosaur!













