Dino Island Interviews Taken from the official site Dino Island Developer Interview ------------------------------- 1. Was there a lot of research on dinosaurs required when you developed Dino Island? Yes indeed. We have bought almost every available book on dinosaurs, using their descriptions and data, rather than what we had seen in movies and other video games. Dino Island is a fun game, but we have thoroughly studied these creatures to produce an accurate simulation. These books were a great source for data such as dimensions, diet, speed, weight, or even sociability. Most of this data has been used in the simulation. 2. Were there any features which weren't included in the final game? Well of course, we had a lot of weird features that were removed from the game by the end of pre-production. We were supposed to have flying dinosaurs, aquatic or amphibian dinosaurs. We had contemplated using trains and safari-cars as an alternate mean of traveling for the visitors. We preferred to focus on the 3 main design aspects : park building, genetic engineering, shows. Another question that is often asked is "Why dinosaurs can't escape?". Simply said, it would have been yet another main design development, and we preferred to focus on our 3 original ideas. Also, we wanted the game to be played by kids, and maybe their parents would not have approved seeing visitors gored by dinosaurs. 3. What makes Dino Island different to other management games on the market? There are other park management games, and I have to admit that Roller Coaster Tycoon was a source of inspiration. The genetic simulation is the first aspect that makes it differ from other games. Dino Island is the only 3D game (on the market) which offers such a wealth of creation, allowing billions of dinosaurs. Maybe Impossible Creatures will propose something equivalent, but from what I have seen, their choice of possible mutations is limited. The creation of shows is the other original aspect of the game. While RCT and Theme Park offer ride creation features, their operation involves only visitors progressing at a given pace. In Dino Island, the dinosaurs have their own intelligence and are not simpletons lead along a predefined path. They react to their environment (tiles, obstacles, other dinosaurs), and react accordingly, based on their abilities and situation. 4. Is there a possibility of an expansion pack for Dino Island in the future? We are currently assessing the possibility of a sequel. 5. Was the movie Jurassic Park a major influence for you? What made you choose to develop a game about a dinosaur theme park? Of course Jurassic Park had an influence, but less than dinosaur books as I stated above. But we decided to avoid the violent aspects of Jurassic Park, to suit a young audience. Besides, Jurassic Park (any one of the 3) has never shown a working Dinosaur Park, but rather an island where panic has overthrown fun. We were looking for a game that would offer both a precise scientific simulation, and lots of fun. Dinosaurs seemed like a good option. 6. Did you enjoy developing Dino Island and were you faced with any obstacles/problems along the way? Yes we enjoyed developing Dino Island, the team was great and the morale was high up to the end. We were all committed to making the game a success, even when it involved working evenings and week-ends. The dinosaur AI was ambitious and took a lot of time to tune properly, since there was no scripting but actual life simulation. I would gladly concur to the rule that states that Game AI involves 20% development and 80% tuning. 7. There are many different dinosaurs to choose from, each with their own personalities. Which are your favourites? I love almost all the 20 basic dinosaurs equally, but they are not my favorites. If you want to check our favorite monsters, you can use one of our cheat codes, to unlock the monster list in the dinosaur purchase panel. In the game (not the menus) Hit F11, type the text "dinomaniac", hit F11 again, and the special dinosaurs are unlocked. There is a favourite dinosaur from each member of our team. 8. How does the final game compare to the initial thoughts that you had before you started to develop it? All in all, the game is pretty close to what we had in mind at the inception of the project. We had to abandon some features, small or big, but we remained focused on our goals. We have created a fun park management game with mutated dinosaurs racing each other while the crowd goes wild! DINO ISLAND Development Team interview -------------------------------------- 1. How would you describe DINO ISLAND in a few words? DINO ISLAND is a theme park management game, in which you transform dinosaurs on a genetic level in order to show them off to the public in spectacular attractions. Our references for the game come from the "Jurassic Park" trilogy, the documentary "Walking with Dinosaurs", the Walt Disney film "Dinosaur" ... and many more. 2. When did the development team begin work on DINO ISLAND ? The pre-production phase began in April 2001. 3. What is the difference between DINO ISLAND and other Dinosaur/Theme park games ? DINO ISLAND deals with the Dinosaur theme through two areas, up until now, ignored : the modification of Dinosaurs on a genetic level and the total customisation of park attractions. Using genetics, you can cross-breed dinosaurs at will ; you can give them a dose of radiation, clone them, as well as modify their physical condition : you can add horns or a shell etc ... certain results are very surprising and unexpected. These transformations are represented by changes of the 3D mesh and the textures, and not by a sort of patchwork of 2D images like in other games. As well as this, in DINO ISLAND, the player is able to create their own attractions with which they may show off the dinosaurs they have created in their laboratory. Many items are at your disposal : fences, public stands, obstacles and squares placed on the ground which the dinosaurs walk on with differing effects (invincibility, invisibility, endurance boost, speed boost, holes, traps..) . Basically, there are no limits. You can hold obstacle courses, fights, team games, Capture the flag. The attractions will be much more successful if the dinosaurs are well adapted to them: fast dinosaurs for the races, aggressive ones for the fights, and so on. DINO ISLAND includes many "ready made" attractions that you normally find in theme parks, house of horrors, dino bumper cars. 4. Can you tell us about the graphical style? Graphically, the game is very colourful, bright and warm. The Dinosaurs are caricaturised: all forms that stand out have been accentuated (ex : the T-Rex has enormous feet and an oversized head). We have really tried to work on the heads as well so that the carnivorous dinosaurs have a real "nasty" appearance and the herbivorous dinosaurs a "docile" one. There was also lots of work done on the creation of textures and extra objects that can be added to the dinosaurs to enrich their appearance (stripes, protective shells, horns, and even feathers!). 5. Can you tell us a little more about the gameplay and the Artificial Intelligence ? Each dinosaur has its own genetic code, composed of genes which influence their physical appearance (shape, horns, shell), as well as its abilities (aggression, endurance). In mixing dinosaurs, you combine the genes of the parents and can get the best elements of both of them in the new creature. Be warned though, there is not an "Ultimate" dinosaur, but simply dinosaurs which become better adapted to certain attractions. The dinosaurs are driven by their needs (food, violence, security, rest, etc.). A special display allows the visualisation of the current needs of the dinosaur, in order to understand its current actions. The different squares placed on the ground generally respond to these needs: the goat placed at the finish line of a race course encourages the dinosaurs to get there first to devour it, whereas a wrecked car in ® Destruction Derby ¯ mode responds to their need for violence. The park visitors also have needs and, according to their character, will prefer either tame, violent or spectacular attractions. The aim of the game is to satisfy the needs of all of the visitors, by creating dinosaurs and attractions that are adapted to them. The main point of the AI was to have tried to create an artificial life, to let the dinosaurs become their own boss with a free will, rather than behaving in a manner forced upon them. 6. What, for you, are the strong points of the game DINO ISLAND ? The game has two strong points : the transformation at a genetic level allowing for billions of different looking dinosaurs the depth of customisation of the park attractions In turn, these two points are linked by the management of the park and the different scenarios and campaigns. 7. Do you have any interesting stories about the game and its development ? Well, we got some of the team working on the animations for the game. Noteworthy is the T-Rex that dances, an animation inspired by Yanik, that we all can't wait to see. Working on the game's intro movie is Fran‡ois, a big fan of the Matrix. This shows in the movie : a fight scene with two dinosaurs with a real Matrix camera style and feel. - o -