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RimWorld => Mods => Topic started by: WalkingProblem on February 17, 2017, 11:51:20 PM

Title: [A17] DinoRim: Add Dinosaurs!
Post by: WalkingProblem on February 17, 2017, 11:51:20 PM

Above image is not in-game screenshot; its just an illustration of how it may look like when released

DinoRim A RIMWORLD DINOSAUR MOD


DinoRim was first announced at RimWorld Community facebook group (https://www.facebook.com/groups/1404635226524821/); I had been thinking of creating a Dinosaur add-on mod into the game after starting to play RimWorld in December last year (which is only around 2 months ago) - addicted and fascinated by the game - I can imagine all sort of possibility and awesomeness adding Dinosaurs into RimWorld would bring to my RimWorld sessions.

The Mod will be divided into 2-4 Releases, and may expand further to add even more cool ideas into a complete dino-theme mod. However, the current objective is to simply add Dinosaurs as wild animals into the game. We are currently into phase 2 of Release 1's development - where we are doing a master copy of all the dinosaur stats in an excel format (because balancing yeah?) as well as doing the coding work for Release 1. We had completed phase 1, which is the rough artwork that will be used in all partial releases before "Full Release" - so that we can concentrate on getting the mod moving quickly and working, before we go back to rework all the graphics into beautiful textures.



We currently do not have a fixed schedule for release, due to the fact that I still need to earn a living in the "real world". So until I find a way to fund the development on a more full time basis (if working on mods and games development can earn me a living - it would be childhood dream come true; but until then, I am perfectly okay doing all these for free at my own time, as I mentioned previously - I myself want to play RimWorld with dinosaurs), it will take a while. But dun worry, I will complete the mod sooner or later, its a promise!

(I'm also not work exclusive on this mod only, I will be working on multiple smaller mods along the way to learn more about modding RimWorld as well as creating interesting content for anyone whom would enjoy them - you should check out my first ever RimWorld Mod: Minions (https://ludeon.com/forums/index.php?topic=30647.0 (https://ludeon.com/forums/index.php?topic=30647.0))

The Dinosaurs shortlisted for Release 1:

Coelophysis
Compsognathus
Velociraptor
Ornithomimus
Deinonychus
Allosaurus
Tyrannosaurus Rex
Parasaurolophus
Brachiosaurus
Apatosaurus
Stegosaurus
Ankylosaurus
Triceratops
Protoceratops
Oviraptor

Not to get too long winded here, you can follow the development blog here: http://dinorim.mingjilim.com (http://dinorim.mingjilim.com) for the latest development information.




Full List of Dinosaurs to be included in the Full Release:

THEROPODA (small)
– Herrerasaurus
– Coelophysis
– Staurikosaurus
– Masiakasaurus
– Limusaurus
– Compsognathus
– Velociraptor
– Hypsilophodon
– Oviraptor

ORNITHOMIMOSAURIA (ostrich-like omnivores)
– Deinocheirus
– Gallimimus
– Ornithomimus
– Struthiomimus

THEROPODA (tiger-size equivalent)
– Liliensternus
– Elaphrosaurus
– Deinonychus

THEROPODA (slightly more powerful than tigers)
– Dilophosaurus
– Sinosaurus
– Cryolophosaurus

THEROPODA (big predators)
– Ceratosaurus
– Carnotaurus
– Megalosaurus
– Torvosaurus
– Allosaurus
– Spinosaurus
– Albertosaurus
– Tyrannosaurus Rex

ORNITHOPODA (big plant eaters)
– Tenontosaurus
– Iguanodon
– Parasaurolophus
– Hypacrosaurus
– Corythosaurus
– Pachycephalosaurus

DICYNODONT
– Lystrosaurus
– Kannemeyeriiformes

RAYUSYCHIANS
– Cheirotherium / Ticinosuchus
– Saurosuchus
– Postosuchus

SYNAPSID
– Edaphosaurus
– Dimetrodon

SAUROPODOMORPHA
– Plateosaurus

SAUROPODS
– Brachiosaurus
– Apatosaurus
– Diplodocus
– Camarasaurus
– Amargasaurus

THYREOPHORA (armored dino)
– Stegosaurus
– Kentrosaurus
– Ankylosaurus

CERATOPSIA
– Triceratops
– Styracosaurus
– Centrosaurus
– Pachyrhinosaurus
– Protoceratops
– Psittacosaurus




Do leave any suggestions, requests and comments below!
Title: Re: DinoRim: Add Dinosaurs!
Post by: Hydromancerx on February 18, 2017, 03:21:28 AM
Looks awesome!

Are you going to go with feather therapods or more scaley Jurassic Park ones?
Title: Re: DinoRim: Add Dinosaurs!
Post by: WalkingProblem on February 18, 2017, 06:56:47 AM
hyro - Actually both. I havent announced it or told anyone yet (so you actually got me release this information, lol).

The initial releases will only be "scale / traditional" type (as per the graphics you see). But I plan to create the more modern interpretations (feathered) type with different temperature insulation for colder biomes ; same species, different variants for different biomes. So the mod will end up having more than 55 different dinosaurs thats currently in the list. But it will not apply for all species - I havent even decide which dinosaurs should get feathered versions.

Hack, i dun even know what colors they should be~
Title: Re: DinoRim: Add Dinosaurs!
Post by: GideonHidolka on February 18, 2017, 02:17:20 PM
I love you.

Serious dino fanatic here and i'm pretty sure adding dinosaurs to any game makes it better by default. I would be so happy with dinosaurs in rimworld.
Title: Re: DinoRim: Add Dinosaurs!
Post by: danielee on February 18, 2017, 03:55:13 PM
Looks Great! Take your time! It would be a whole new world when this mod gets released. :D
Title: Re: DinoRim: Add Dinosaurs!
Post by: WalkingProblem on February 19, 2017, 05:59:12 AM
Thanks guys!

I personally loves dinosaurs too. Currently I'm working on master sheet for all the dinosaurs stats in an excel (so its easier to do balancing and comparison). When I'm done with it, I will convert them to the def codes and generate the Release 1.

Hope I have enough free time to work on it~ LOL
Title: Re: DinoRim: Add Dinosaurs!
Post by: FalconBR on February 22, 2017, 06:23:05 AM
This looks awesome! Please, keep up the great work! I would love to crash on a dino planet! Maybe with a Cadillac mod included.
Title: Re: DinoRim: Add Dinosaurs!
Post by: WalkingProblem on February 23, 2017, 12:37:45 PM
Hi Falcon,

Yeah I will do my best! (I wont be able to work on it until early March though, busy with work)

By the way, what's a "Cadillac mod"?
Title: Re: DinoRim: Add Dinosaurs!
Post by: Hydromancerx on February 24, 2017, 04:13:23 AM
https://www.youtube.com/watch?v=gr2iQ96em2w



Title: Re: DinoRim: Add Dinosaurs!
Post by: WalkingProblem on February 24, 2017, 11:12:41 AM
LOL!!! Cadillacs & Dinosaurs~

I never saw this cartoon before~ Interesting
Title: Development Update 25/2/2017
Post by: WalkingProblem on February 25, 2017, 01:52:58 AM
Just a quick update for DinoRim's development.



We are currently working on a master stats sheet for all the dinosaurs that will be included in the mod.

The reason for doing this step is to make sure that we can have a overall picture of all the dinosaurs, as well as to ensure balance within the game. Comparing dinosaurs stats side by side can easily see if the predators as powerful enough to hunt their prey as well as ensure the ecosystem we eventually create would look realistic. Currently the Master Stats is only around 33%-40% done. There are still some stats to complete for the individual species, as well as to create the Attacks that the dinosaurs may use.

Development was stalled recently as I am was busy with my professional work (the one that actually feeds me), as well as my work on the Minions Mod. So far the Minions Mod had been received pretty well, and further development on the Minions Mod is currently planned (Minions Mod: https://ludeon.com/forums/index.php?topic=30647.0 (https://ludeon.com/forums/index.php?topic=30647.0)). However, a lot of the features requires C# coding (dll / assembly development) - something which I am not able to do at the current moment; so I will be trying to learn C# and see if I am able to make magic happen.

Learning to code is important for DinoRim too, because there may be some features (and some hidden features) which would require it. I am also exploring the possibility to coding another mini-mod which makes wild animal behaviors more realistic: preys actually avoid predators, and run away from predators when the predators is on the hunt. This is an essential part of making the dinosaur mod work as I wanted it to work. Another part of this mini-mod is to enable wild animals to mate. Currently they dun mate, so its making the entire wild animal ecosystem looking flat. So that needs to be changed.
Title: Re: DinoRim: Add Dinosaurs!
Post by: WalkingProblem on April 08, 2017, 02:35:24 PM


Using the artwork I had already done.... it feels a bit.... big.... and not "boxy" enough...

What you guys think? Should I redo the artworks?
Title: Re: [A16] DinoRim: Add Dinosaurs!
Post by: cesarjunior233 on April 08, 2017, 02:47:22 PM
Download link ?
Title: Re: [A16] DinoRim: Add Dinosaurs!
Post by: WalkingProblem on April 08, 2017, 03:02:38 PM
Quote from: cesarjunior233 on April 08, 2017, 02:47:22 PM
Download link ?

Its not released yet. Still under development. These 2 dinosaurs arent even behaving like themselves yet. Its just a texture test.

-------


Dinosaurs are really huge... thus its almost unavoidable to have them so big... pondering...
Title: Re: [A16] DinoRim: Add Dinosaurs!
Post by: Minnigin on April 08, 2017, 08:06:24 PM
ya the bigger sprites are the wonkier they become, I once made trees to scale with pawns and it looked like shit...
Title: Re: [A16] DinoRim: Add Dinosaurs!
Post by: WalkingProblem on April 09, 2017, 02:40:01 AM
Quote from: Minnigin on April 08, 2017, 08:06:24 PM
ya the bigger sprites are the wonkier they become, I once made trees to scale with pawns and it looked like shit...

the current one in the screenshot is more or less scaled to the trees, instead of the pawn. But i starting to feel okay with it... especially given the fact that they are supposed to be so huge even compared to an elephant.... 

So it could be case where I will limit the sauropods appearance to passing by events, like thrumbos (just more common). Pondering.
Title: Re: [A16] DinoRim: Add Dinosaurs!
Post by: SpaceDorf on April 09, 2017, 06:10:09 AM
you could also start with the small one's and work your way up to the big ones,
to develop a feeling for how "right" the size feels when they get bigger.
Title: Re: [A16] DinoRim: Add Dinosaurs!
Post by: Dragoon on April 17, 2017, 02:32:44 PM
Holy S***!

Me want! THIS IS FRACKEN AWESOME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

btw when I went to the page to see the develop meant I saw nothing so hows it going?
Title: Re: [A16] DinoRim: Add Dinosaurs!
Post by: WalkingProblem on April 18, 2017, 02:14:43 AM
Quote from: Dragoon on April 17, 2017, 02:32:44 PM
Holy S***!

Me want! THIS IS FRACKEN AWESOME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

btw when I went to the page to see the develop meant I saw nothing so hows it going?

So far, I have already completed the xml coding for the body parts for each genus of the dinosaurs, as well as setting up the templates for the attacks. Prior to that, I had already created all the artworks for the 1st release.

So now I'm working on the xml coding of the individual dinosaurs species.

So what's up now is that, while I'm on that, I'm pondering whether to rework the artworks (which is practically speaking, of low priority), to launch with the complete set of dinosaurs (which would mean I need to create artworks for the rest of the species that I have no created), I will need to create new artwork for dinosaur skeletons/remains and also create the dinosaurs' sound effects/calls.

So there is still quite a bit of work before there is a proper release. Unless I do an early release with no sound, limited number of dinosaurs (which will be just the shortlisted for the 1st release) and other deficiencies....
Title: Re: [A16] DinoRim: Add Dinosaurs!
Post by: AngleWyrm on April 27, 2017, 07:20:24 PM

Quote from: Walking Problem on February 17, 2017, 11:51:20 PM
Do leave any suggestions, requests and comments below!

Pterodactylus? (https://en.wikipedia.org/wiki/Pterodactylus)

Title: Re: [A16] DinoRim: Add Dinosaurs!
Post by: WalkingProblem on April 28, 2017, 04:13:16 PM
Quote from: AngleWyrm on April 27, 2017, 07:20:24 PM

Quote from: Walking Problem on February 17, 2017, 11:51:20 PM
Do leave any suggestions, requests and comments below!

Pterodactylus? (https://en.wikipedia.org/wiki/Pterodactylus)


But they will not really "fly" - you think its okay to have them walking everywhere?

=\
Title: Re: [A16] DinoRim: Add Dinosaurs!
Post by: Hungry Colonist on June 11, 2017, 09:49:59 PM
Quote from: Walking Problem on April 28, 2017, 04:13:16 PM
Quote from: AngleWyrm on April 27, 2017, 07:20:24 PM

Quote from: Walking Problem on February 17, 2017, 11:51:20 PM
Do leave any suggestions, requests and comments below!

Pterodactylus? (https://en.wikipedia.org/wiki/Pterodactylus)


But they will not really "fly" - you think its okay to have them walking everywhere?

=\
You could make a model for them with their wings closed (for walking) and another with the wings opened (when flying), then tweak the movement speed for the flying model to be really fast and it's gonna give the impression of flying even if they are not. I don't know a lot about Rimworld modding, but it's a suggestion.
I hope you understand me, if not I'll be happy to explain with more details.
Title: Re: [A16] DinoRim: Add Dinosaurs!
Post by: Fregrant on June 12, 2017, 01:36:38 PM
I dont think game have yet any flying mechanic yet?
I mean, flying units would be able quickly pass over any obstacles without slowing down. Maybe harder to hit.
Title: Re: [A16] DinoRim: Add Dinosaurs!
Post by: WalkingProblem on June 13, 2017, 04:02:11 AM
Quote from: Fregrant on June 12, 2017, 01:36:38 PM
I dont think game have yet any flying mechanic yet?
I mean, flying units would be able quickly pass over any obstacles without slowing down. Maybe harder to hit.

Currently there is no flying mechanics in the game. (it may be problematic to create one....)

Quote from: AngleWyrm on April 27, 2017, 07:20:24 PM

But they will not really "fly" - you think its okay to have them walking everywhere?

=\

Yeap, if I add them, they gonna behave a lot like the Hopper Bugs I added in my Arachnid mod (https://ludeon.com/forums/index.php?topic=32625.0)
Title: Re: [A16] DinoRim: Add Dinosaurs!
Post by: milon on June 13, 2017, 05:18:58 AM
Subscribed :)
Title: Re: [A16] DinoRim: Add Dinosaurs!
Post by: SpaceDorf on June 13, 2017, 06:56:22 AM
there was someone developing a drone for rimworld .. in addition to the spinning blade traps and weird guns .. I will look up the thread, so a "flying mechanic" was possible somehow ..
( effectively a no clipping patch I guess )

==== EDIT ====

As promised :
third project, the freedom delivery system
https://ludeon.com/forums/index.php?topic=30322.0 (https://ludeon.com/forums/index.php?topic=30322.0)
Title: Re: [A16] DinoRim: Add Dinosaurs!
Post by: Jetpack_Maniac on June 13, 2017, 10:40:48 AM
Good idea, awesome art.  It will be a good addition to the game once complete.

If big dinos are a problem perhaps v1 will exclude the problem children?
Title: Re: [A16] DinoRim: Add Dinosaurs!
Post by: WalkingProblem on June 13, 2017, 02:57:19 PM
Quote from: Jetpack_Maniac on June 13, 2017, 10:40:48 AM
Good idea, awesome art.  It will be a good addition to the game once complete.

If big dinos are a problem perhaps v1 will exclude the problem children?

What is "the problem children"?

So far, I think big dinos should be okay... Tanker Bugs and Plasma Bugs seems okay on my arachnid mod. So I will keep the art style for DinoRim
Title: Re: [A16] DinoRim: Add Dinosaurs!
Post by: WalkingProblem on June 13, 2017, 02:59:44 PM
Quote from: SpaceDorf on June 13, 2017, 06:56:22 AM
there was someone developing a drone for rimworld .. in addition to the spinning blade traps and weird guns .. I will look up the thread, so a "flying mechanic" was possible somehow ..
( effectively a no clipping patch I guess )

==== EDIT ====

As promised :
third project, the freedom delivery system
https://ludeon.com/forums/index.php?topic=30322.0 (https://ludeon.com/forums/index.php?topic=30322.0)

Ah~ Its our Godly Chjees working on it~

Looks interesting. =}
Title: Re: [A16] DinoRim: Add Dinosaurs!
Post by: Jetpack_Maniac on June 14, 2017, 09:07:14 AM
That's great.  I'm looking forward to your release.
Title: Re: DinoRim: Add Dinosaurs!
Post by: Rexaurius on June 19, 2017, 12:09:49 PM
Quote from: Walking Problem on April 08, 2017, 02:35:24 PM


Using the artwork I had already done.... it feels a bit.... big.... and not "boxy" enough...

What you guys think? Should I redo the artworks?

even the thrumbo isn´t that big, i think you need to reduce the bigger ones, like the brach on the image
Title: Re: [A16] DinoRim: Add Dinosaurs!
Post by: Hydromancerx on July 10, 2017, 12:07:03 PM
Any progress on this?
Title: Re: DinoRim: Add Dinosaurs!
Post by: WalkingProblem on July 28, 2017, 01:31:37 PM
Quote from: Rexaurius on June 19, 2017, 12:09:49 PM
even the thrumbo isn´t that big, i think you need to reduce the bigger ones, like the brach on the image

Actually a Thrumbo is only slightly smaller than an elephant (according the stats in the Rimworld)

Whereas a Branchio is significantly more huge than an African elephant.

Quote from: Hydromancerx on July 10, 2017, 12:07:03 PM
Any progress on this?

I havent had time to work on any of my mods lately, because had been busy with Real Life. Need to earn money for food and bills.
Title: Re: [A17] DinoRim: Add Dinosaurs!
Post by: WalkingProblem on August 04, 2017, 03:45:01 PM
Just to update on the development status of the mod.

I had been (and still is) very busy with my professional work. However, I had resumed work on this Dinosaur mod.

The development was previously in progress right before the released of A17. But A17 changed some of the xml syntax which, caused some of my work to be "outdated". Which is some of demotivating. So I went on to just focus on updating my existing mods then.

So to update, the anatomy/bodies of all the dinosaurs are done. In fact, all the xml coding work, related to the dinosaurs are mostly done actually. And I had updated all the stuff that are outdated, to A17 as well.

So whats left to do is:

- Translating all the artwork that I had previously done, into Rimworld-format (high priority)
- Create the textures for the rest of the dinosaurs (high priority)
- Adding all the attacks for all the dinosaurs (mid priority)
- Adding all the bodypartgroup codes associated with the attacks (midpriority)
- Attack Balancing (low priority)
- Adding biomes that the dinosaurs will auto spawn in (low priority)
- Sound FX (low priority)
- Adding special dinosaur events (low priority)
- Adding all sort of items that can be acquired after butchering dinosaurs (super low priority)
- Adding feathered dinosaurs (super low priority)(edited)

So my focus now will be the texture / art side of the mod.

I think completing all the artworks would make things easier, since most of the xml codes stuff will be easy to settle when I can test the dinosaurs in the game ; but without the textures would be difficult


Title: Re: [A17] DinoRim: Add Dinosaurs!
Post by: Zenzi on September 18, 2017, 08:13:46 PM
Hello, is there any chance of us seeing any sort of release for this before the end of 2017?
Title: Re: [A17] DinoRim: Add Dinosaurs!
Post by: WalkingProblem on September 19, 2017, 12:08:30 AM
Quote from: Zenzi on September 18, 2017, 08:13:46 PM
Hello, is there any chance of us seeing any sort of release for this before the end of 2017?

Yeah there is.

Because I'm currently working on the Arachnid Mod 3.0 (should be release by end of this week). So I kept pushing back on the DinoRim~ haha

I pushed back so much, there are 2 other dinosaur mods appeared~ haha (but its good!)

I will be focusing on the dinosaur mod after I launch the Arachnid 3.0. Because I need to quickly release something since "competitions" appeared~ haha
Title: Re: [A17] DinoRim: Add Dinosaurs!
Post by: Zenzi on September 19, 2017, 02:38:24 AM
oh, that's good to hear.

Though as for kicking the can down the road and other dino mods appearing.
I was also considering starting my own dino mod lol. So i look forward to seeing it, or you may end up with even more competition lol.
Title: Re: [A17] DinoRim: Add Dinosaurs!
Post by: WalkingProblem on September 24, 2017, 12:29:20 AM
Quote from: Zenzi on September 19, 2017, 02:38:24 AM
oh, that's good to hear.

Though as for kicking the can down the road and other dino mods appearing.
I was also considering starting my own dino mod lol. So i look forward to seeing it, or you may end up with even more competition lol.

If you really want to start your own, really you should go ahead.  =}

So the rimworld players can have more choices to choose what kindda scenario or "feel" of the game they prefer. 

Jurassic one is interesting as it introduces DNA research to clone your own dinosaurs - which is very fulfilling if its done I'm supposing.
Dinosauria introduces dinosaurs with very stylised look.
DinoRim (mine) will be pretty "anatomically" correct but less stylised I guess when is fully completed.

Its really each to their own. =}
Title: Re: [A17] DinoRim: Add Dinosaurs!
Post by: SunsetInvader on November 11, 2017, 01:19:20 PM
Hi, I love the mod, but I have one slight problem with it. I feel dinosaur leather is too expensive. With skins of 4.60 ish and 5.30 ish, it makes it too easy to earn silver quickly. In my opinion it should be toned down to, for only the priciest skins... 4.50? Just my opinion, but I hope it's considered. Thanks!
Title: Re: [A17] DinoRim: Add Dinosaurs!
Post by: WalkingProblem on November 12, 2017, 03:06:39 AM
Quote from: SunsetInvader on November 11, 2017, 01:19:20 PM
Hi, I love the mod, but I have one slight problem with it. I feel dinosaur leather is too expensive. With skins of 4.60 ish and 5.30 ish, it makes it too easy to earn silver quickly. In my opinion it should be toned down to, for only the priciest skins... 4.50? Just my opinion, but I hope it's considered. Thanks!

I havent launch my mod.... how do you even find the leather expensive? LOL

I think you are referring to Dinosauria~ I saw ppl commenting about that~
Title: Re: [A17] DinoRim: Add Dinosaurs!
Post by: SunsetInvader on November 12, 2017, 06:08:28 PM
 :o Whoops! I feel very stupid right now.. sorry about that! Thanks anyways!
Title: Re: [A17] DinoRim: Add Dinosaurs!
Post by: WalkingProblem on November 13, 2017, 01:56:35 AM
Quote from: SunsetInvader on November 12, 2017, 06:08:28 PM
:o Whoops! I feel very stupid right now.. sorry about that! Thanks anyways!

Dun be! haha

It will be funny when this mod is actually launch, and see 2 different looking T-rexes face each other~ XD