Final Update Announcement
[p]First and foremost, we want to offer a
huge apology for the significant delay in getting this update to you. We know you’ve been waiting, and we appreciate your patience while we navigate some major behind-the-scenes changes.
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Launch Countdown
[p]The update is officially locked in for
this Saturday. Here is when you can dive in:[/p][p]
City / Region[/p][p]
Local Time (Saturday)[/p][p]
Bucharest (EET)[/p][p]
20:00[/p][p]London (GMT)[/p][p]18:00[/p][p]New York (EST)[/p][p]13:00[/p][p]Los Angeles (PST)[/p][p]10:00[/p][p]Tokyo (JST)[/p][p]03:00 (Sunday)[/p][p][/p]
[p][/p]
Technical Workflow & Polish
[p]We are currently in the trenches squashing some stubborn bugs. These arose from our transition from
Blueprints to C++. While this move makes the game much more stable and performant in the long run, we’re still mastering the new workflow and want to ensure a smooth experience.[/p][p]
What’s New & Improved:[/p]
- [p]Visual Identity: We have finally locked in a consistent, cohesive style for our level design. No more mismatched environments—the world feels unified.[/p]
- [p]Dino AI: Improvements have been made to dinosaur behaviors to make encounters more engaging.[/p]
- [p]UI/UX: We’ve overhauled the User Interface and general User Experience to make navigation much more intuitive.[/p]
- [p]Full Controller Support: This is finally here! You can now play Project DINOZ entirely with a controller.[/p]
[p] [/p]
Scope Adjustments
- [p]Crafting: Although the crafting system is technically implemented, it isn't polished to the standard you deserve. We’ve decided to hold it back for now and aim to launch a refined version in the February update.
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[p]Thank you for sticking with us as we evolve Project DINOZ. See you on Saturday!
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