Features I’d like to see in existing or new JWE

Playability more like Prehistoric Kingdom and Planet Zoo PLEEEEASE! As a console player I cannot play these games and they look awesome, albeit a little childish with the aesthetic.

Landscape: The landscaping tools in Planet Zoo look amazing!

1. Steeper/vertical landscaping tool. (coding: if: contour lines are insert distance apart, or overlapping then: dinosaurs cannot cross. Something like this would prevent them falling over the edges of cliffs. Vertical texture brush included. Rocks can be placed into vertical cliffs. Flying dinosaurs can perch on these rocks.
2. Deeper water tool like Prehistoric kingdom (add dinosaur swimming physics). Water should be able to be as deep as the lagoon so marine dinosaurs can be introduced into a natural habitat. Water’s edge can be against vertical drop or shallow gradient.
3. Waterfalls. Waterfalls should be able to be any height (adjustable similar to the circumference tool for landscaping). Auto-landscape-contour snap i.e. place waterfall - landscape automatically sets to a specific perimeter, much like how the landscaping tool wraps around buildings. (coding for dinosaurs only being able to walk on the bottom section). Multiple waterfall types: Thin. Wide. Overhang (so dinos can walk underneath). Adjustable depth in pool.
4.) Directional water flow for rivers.
5). Forest brush should cover invisible fencing / get closer to regular fencing.
6). Kelp brush of varying heights.
7). Forest brush of varying heights.
8). Lava brush Dinos do not walk on this area.
9). Active Gyser *deco item? Dinos do not walk on.
10). More detailed landscaping like Planet Zoo.
11). Foliage brushes get closer to objects i.e. closer to fencing and gyro tracks.


Buildings:
1). Guest swimming pools / spa / hot-tub (placeable on or off path).
2). Guest amenities: small food stands / gift stands (placeable anywhere / any direction on or off path).
3). Placeable Natural lagoon with shallow perimeter for Archelon and Nothosaurus to land.
4). Ticketing booths to separate areas of the park. i.e. VIP area just for “luxury guests”.
5). Boat cruise placeable on shallow water.
6). Submersible tour for deep water (see landscaping tools for deep water landscaping.
7). Helicopter tour map specific points to follow and hover over.
8). Lagoon walkway just like in a real aquarium (minimal metal structuring to allow for best viewing opportunities). Guests able to walk from one side of the lagoon to the other. Works just like gyrosphere does in the aviary.
9). Different sized aviary domes. All interconnectable via snap to.
10). Underground monorail system.
11). Small wall like the decorative wall/barrier but placable like fencing.
12). Live shark feeder.
13). Bridges / walkways for vehicles and by foot.
14). Jurassic tour V2 - programable via selected dinosaurs to create custom routes in natural ecosystem based park builds.
15). Docking platform ranger station for ranger squad aquatic vehicles. Hover craft / speed boat / submarine or pod.
16). Aviary that snaps over a lagoon with built-in perches. Fish feeders can sit upon the lagoon surface.
17). Option to turn off lighting on gyrosphere / tour track.



Building functions:

1). Goat delivery via helicopter. Supplies enclosure with adjustable amount of goats via airdrop. Door opens, goats are released, helicopter lifts crate and resupplies at ranger station. Redelivers once last goat is eaten.
2). Ranger station custom tours (see #14 above).
3). Aviary hatchery able to release species into the wild via secondary door.

Fencing:

1). Jurassic Park Column style fencing rather than individual decoration.
2). Low wall fencing in Malta style.
3). Glass fencing.
4). Bamboo screen fencing.


Dinosaurs:

Scaling for different sized dinos of the same species to give the illusion of adolescent and baby dinos.
Forest should provide food for Sauropods.
Dinos CANNOT WALK THROUGH EACH OTHER!
I’m not dino expert like a lot of you folks so you’re all better off suggesting dinosaur species than I ever will be.

Behaviours: for more realism.

1). Herbivores actively migrate away from carnivores when territories overlap.
2). Carnivores triangulate attacks. A herbivore within the triangle becomes hunted via animation.
3). Carinvore ambush on prey. When a carnivore is in ambush animation any herbivore to walk past triggers the animation.
4). Carnivore stalking.
5). All carnivores have pack hunt animation (for example T-Rex tears Gallimimus in half).
6). Pack / herd sleeping.
7). Better herd migration. Some RTS games allow you to chose infantry and have them “patrol” certain areas.
8). Herbivores migrate between food sources.
9). Food sources (fibre for example is depleted and needs to regrow over time).
10). Herd flocking when individual is hunted.
11). Not all hunts are successful (carnivore might slip or get knocked over by large herbivore during chase).
12). Carnivores eat hunted prey - scavengers also eat remains. Skeletal remains left behind.

Guests:

1). Path has viewing perimeter to allow guests to “view” dinosaurs from walkways.

Decorations:

1). Info boards for all species to place outside of enclosures.
2). Gyrosphere tour sign style with all species variants names.
3). Dead tree perches (multiple sytles) for flying dinosaurs.
4). Many more tree styles for all biomes.
5). Select / copy & paste rock formations like Planet Zoo.
6). Bamboo cluster.

I sit here and play and all these different things come to mind and I always just let it pass. I might come back and edit this as and when I think of more.

In fact, there’s a lot that JWE 3 could borrow from Planet Zoo. I hope it happens!!

@frontier please, please, please take notice.
 
Last edited:
Landscape: The landscaping tools in Planet Zoo look amazing!

1. Steeper/vertical landscaping tool. (coding: if: contour lines are insert distance apart, or overlapping then: dinosaurs cannot cross. Something like this would prevent them falling over the edges of cliffs. Vertical texture brush included. Rocks can be placed into vertical cliffs. Flying dinosaurs can perch on these rocks.
2. Deeper water tool like Prehistoric kingdom (add dinosaur swimming physics). Water should be able to be as deep as the lagoon so marine dinosaurs can be introduced into a natural habitat. Water’s edge can be against vertical drop or shallow gradient.
3. Waterfalls. Waterfalls should be able to be any height (adjustable similar to the circumference tool for landscaping). Auto-landscape-contour snap i.e. place waterfall - landscape automatically sets to a specific perimeter, much like how the landscaping tool wraps around buildings. (coding for dinosaurs only being able to walk on the bottom section). Multiple waterfall types: Thin. Wide. Overhang (so dinos can walk underneath). Adjustable depth in pool.
4.) Directional water flow for rivers.
5). Forest brush should cover invisible fencing / get closer to regular fencing.
6). Kelp brush of varying heights.
7). Forest brush of varying heights.
8). Lava brush Dinos do not walk on this area.
9). Active Gyser *deco item? Dinos do not walk on.


Buildings:
1). Guest swimming pools / spa / hot-tub (placeable on or off path).
2). Guest amenities: small food stands / gift stands (placeable anywhere / any direction on or off path).
3). Placeable Natural lagoon with shallow perimeter for Archelon and Nothosaurus to land.
4). Ticketing booths to separate areas of the park. i.e. VIP area just for “luxury guests”.
5). Boat cruise placeable on shallow water.
6). Submersible tour for deep water (see landscaping tools for deep water landscaping.
7). Helicopter tour map specific points to follow and hover over.
8). Lagoon walkway just like in a real aquarium (minimal metal structuring to allow for best viewing opportunities). Guests able to walk from one side of the lagoon to the other. Works just like gyrosphere does in the aviary.
9). Different sized aviary domes. All interconnectable via snap to.
10). Underground monorail system.
11). Small wall like the decorative wall/barrier but placable like fencing.
12). Live shark feeder.
13). Bridges / walkways for vehicles and by foot.
14). Jurassic tour V2 - programable via selected dinosaurs to create custom routes in natural ecosystem based park builds.
15). Docking platform ranger station for ranger squad aquatic vehicles. Hover craft / speed boat / submarine or pod.
16). Aviary that snaps over a lagoon with built-in perches. Fish feeders can sit upon the lagoon surface.



Building functions:

1). Goat delivery via helicopter. Supplies enclosure with adjustable amount of goats via airdrop. Door opens, goats are released, helicopter lifts crate and resupplies at ranger station. Redelivers once last goat is eaten.
2). Ranger station custom tours (see #14 above).
3). Aviary hatchery able to release species into the wild via secondary door.


Dinosaurs:

Scaling for different sized dinos of the same species to give the illusion of adolescent and baby dinos.
Forest should provide food for Sauropods.
Dinos CANNOT WALK THROUGH EACH OTHER!
I’m not dino expert like a lot of you folks so you’re all better off suggesting dinosaur species than I ever will be.

Behaviours: for more realism.

1). Herbivores actively migrate away from carnivores when territories overlap.
2). Carnivores triangulate attacks. A herbivore within the triangle becomes hunted via animation.
3). Carinvore ambush on prey. When a carnivore is in ambush animation any herbivore to walk past triggers the animation.
4). Carnivore stalking.
5). All carnivores have pack hunt animation (for example T-Rex tears Gallimimus in half).
6). Pack / herd sleeping.
7). Better herd migration. Some RTS games allow you to chose infantry and have them “patrol” certain areas.
8). Herbivores migrate between food sources.
9). Food sources (fibre for example is depleted and needs to regrow over time).
10). Herd flocking when individual is hunted.
11). Not all hunts are successful (carnivore might slip or get knocked over by large herbivore during chase).
12). Carnivores eat hunted prey - scavengers also eat remains. Skeletal remains left behind.

Guests:

1). Path has viewing perimeter to allow guests to “view” dinosaurs from walkways.

Decorations:

1). Info boards for all species to place outside of enclosures.
2). Gyrosphere tour sign style with all species variants names.
3). Dead tree perches (multiple sytles) for flying dinosaurs.

I sit here and play and all these different things come to mind and I always just let it pass. I might come back and edit this as and when I think of more.

In fact, there’s a lot that JWE 3 could borrow from Planet Zoo. I hope it happens!!

@frontier please, please, please take notice.
A. Attractions.
1. Land Rides.
River Tour that would work as the Park Tour.
Changing skin to.
i) Kayak like JW.
ii) Zodiac/Canoe Boat Ride like JP.
iii) Motor Boat like JP3.
iv) And the rides from the JP/JW theme park's Universal Studios.
2. Air Rides/Aviary Attractions.
i) The Hang Gliding from JWCC.
ii) Hot Air Balloon tour from JPOG.
iii) Metal Caged Staircase like JP3 and JWE1.
In the form of a Treehouse as a Alternative Skin. (Entering from one end, walking out the other end. Walking through an Aviary).
iv) Aviary Lodge like in JP Novel.
3. Aquatic Attraction for Lagoons.
i) Glass Walking Tunnel stretching from one side of the Lagoon to the other side. (A Underwater PathWay through the Lagoon).
 
Landscape: The landscaping tools in Planet Zoo look amazing!

1. Steeper/vertical landscaping tool. (coding: if: contour lines are insert distance apart, or overlapping then: dinosaurs cannot cross. Something like this would prevent them falling over the edges of cliffs. Vertical texture brush included. Rocks can be placed into vertical cliffs. Flying dinosaurs can perch on these rocks.
2. Deeper water tool like Prehistoric kingdom (add dinosaur swimming physics). Water should be able to be as deep as the lagoon so marine dinosaurs can be introduced into a natural habitat. Water’s edge can be against vertical drop or shallow gradient.
3. Waterfalls. Waterfalls should be able to be any height (adjustable similar to the circumference tool for landscaping). Auto-landscape-contour snap i.e. place waterfall - landscape automatically sets to a specific perimeter, much like how the landscaping tool wraps around buildings. (coding for dinosaurs only being able to walk on the bottom section). Multiple waterfall types: Thin. Wide. Overhang (so dinos can walk underneath). Adjustable depth in pool.
4.) Directional water flow for rivers.
5). Forest brush should cover invisible fencing / get closer to regular fencing.
6). Kelp brush of varying heights.
7). Forest brush of varying heights.
8). Lava brush Dinos do not walk on this area.
9). Active Gyser *deco item? Dinos do not walk on.


Buildings:
1). Guest swimming pools / spa / hot-tub (placeable on or off path).
2). Guest amenities: small food stands / gift stands (placeable anywhere / any direction on or off path).
3). Placeable Natural lagoon with shallow perimeter for Archelon and Nothosaurus to land.
4). Ticketing booths to separate areas of the park. i.e. VIP area just for “luxury guests”.
5). Boat cruise placeable on shallow water.
6). Submersible tour for deep water (see landscaping tools for deep water landscaping.
7). Helicopter tour map specific points to follow and hover over.
8). Lagoon walkway just like in a real aquarium (minimal metal structuring to allow for best viewing opportunities). Guests able to walk from one side of the lagoon to the other. Works just like gyrosphere does in the aviary.
9). Different sized aviary domes. All interconnectable via snap to.
10). Underground monorail system.
11). Small wall like the decorative wall/barrier but placable like fencing.
12). Live shark feeder.
13). Bridges / walkways for vehicles and by foot.
14). Jurassic tour V2 - programable via selected dinosaurs to create custom routes in natural ecosystem based park builds.
15). Docking platform ranger station for ranger squad aquatic vehicles. Hover craft / speed boat / submarine or pod.
16). Aviary that snaps over a lagoon with built-in perches. Fish feeders can sit upon the lagoon surface.



Building functions:

1). Goat delivery via helicopter. Supplies enclosure with adjustable amount of goats via airdrop. Door opens, goats are released, helicopter lifts crate and resupplies at ranger station. Redelivers once last goat is eaten.
2). Ranger station custom tours (see #14 above).
3). Aviary hatchery able to release species into the wild via secondary door.


Dinosaurs:

Scaling for different sized dinos of the same species to give the illusion of adolescent and baby dinos.
Forest should provide food for Sauropods.
Dinos CANNOT WALK THROUGH EACH OTHER!
I’m not dino expert like a lot of you folks so you’re all better off suggesting dinosaur species than I ever will be.

Behaviours: for more realism.

1). Herbivores actively migrate away from carnivores when territories overlap.
2). Carnivores triangulate attacks. A herbivore within the triangle becomes hunted via animation.
3). Carinvore ambush on prey. When a carnivore is in ambush animation any herbivore to walk past triggers the animation.
4). Carnivore stalking.
5). All carnivores have pack hunt animation (for example T-Rex tears Gallimimus in half).
6). Pack / herd sleeping.
7). Better herd migration. Some RTS games allow you to chose infantry and have them “patrol” certain areas.
8). Herbivores migrate between food sources.
9). Food sources (fibre for example is depleted and needs to regrow over time).
10). Herd flocking when individual is hunted.
11). Not all hunts are successful (carnivore might slip or get knocked over by large herbivore during chase).
12). Carnivores eat hunted prey - scavengers also eat remains. Skeletal remains left behind.

Guests:

1). Path has viewing perimeter to allow guests to “view” dinosaurs from walkways.

Decorations:

1). Info boards for all species to place outside of enclosures.
2). Gyrosphere tour sign style with all species variants names.
3). Dead tree perches (multiple sytles) for flying dinosaurs.

I sit here and play and all these different things come to mind and I always just let it pass. I might come back and edit this as and when I think of more.

In fact, there’s a lot that JWE 3 could borrow from Planet Zoo. I hope it happens!!

@frontier please, please, please take notice.
B. Different Feeders.
1. Land Feeders.
i) Eggs.
ii) Locust.
iii) Rats.
iv) Pigs.
v) Deer.
vi) Cow.
More Dinosaurs eating out of the Insect Feeder.
Compys/Dimorphodon/Ornithomimus etc.
2. Aviary Feeders.
i) Frogs.
ii) Snakes.
iii) Crabs.
iv) Lobster.
v) Octopus.
(For our Pterosaurs, not just fish).
3. Lagoon Prehistoric Feeders.
i) Belemnite/Orthoceras (Squid).
ii) Pleuroceras/Pravitoceras Ammonite.
iii) Horseshoe Crab/Redlichia Rex Trilobite.
iv) Live Small Prehistoric Sharks for our Large Aquatic friends.
v) Dead Fish Basket Feeder for Lagoon Plesiosaur Dinosaurs and Nothosaurus.
 
Landscape: The landscaping tools in Planet Zoo look amazing!

1. Steeper/vertical landscaping tool. (coding: if: contour lines are insert distance apart, or overlapping then: dinosaurs cannot cross. Something like this would prevent them falling over the edges of cliffs. Vertical texture brush included. Rocks can be placed into vertical cliffs. Flying dinosaurs can perch on these rocks.
2. Deeper water tool like Prehistoric kingdom (add dinosaur swimming physics). Water should be able to be as deep as the lagoon so marine dinosaurs can be introduced into a natural habitat. Water’s edge can be against vertical drop or shallow gradient.
3. Waterfalls. Waterfalls should be able to be any height (adjustable similar to the circumference tool for landscaping). Auto-landscape-contour snap i.e. place waterfall - landscape automatically sets to a specific perimeter, much like how the landscaping tool wraps around buildings. (coding for dinosaurs only being able to walk on the bottom section). Multiple waterfall types: Thin. Wide. Overhang (so dinos can walk underneath). Adjustable depth in pool.
4.) Directional water flow for rivers.
5). Forest brush should cover invisible fencing / get closer to regular fencing.
6). Kelp brush of varying heights.
7). Forest brush of varying heights.
8). Lava brush Dinos do not walk on this area.
9). Active Gyser *deco item? Dinos do not walk on.


Buildings:
1). Guest swimming pools / spa / hot-tub (placeable on or off path).
2). Guest amenities: small food stands / gift stands (placeable anywhere / any direction on or off path).
3). Placeable Natural lagoon with shallow perimeter for Archelon and Nothosaurus to land.
4). Ticketing booths to separate areas of the park. i.e. VIP area just for “luxury guests”.
5). Boat cruise placeable on shallow water.
6). Submersible tour for deep water (see landscaping tools for deep water landscaping.
7). Helicopter tour map specific points to follow and hover over.
8). Lagoon walkway just like in a real aquarium (minimal metal structuring to allow for best viewing opportunities). Guests able to walk from one side of the lagoon to the other. Works just like gyrosphere does in the aviary.
9). Different sized aviary domes. All interconnectable via snap to.
10). Underground monorail system.
11). Small wall like the decorative wall/barrier but placable like fencing.
12). Live shark feeder.
13). Bridges / walkways for vehicles and by foot.
14). Jurassic tour V2 - programable via selected dinosaurs to create custom routes in natural ecosystem based park builds.
15). Docking platform ranger station for ranger squad aquatic vehicles. Hover craft / speed boat / submarine or pod.
16). Aviary that snaps over a lagoon with built-in perches. Fish feeders can sit upon the lagoon surface.



Building functions:

1). Goat delivery via helicopter. Supplies enclosure with adjustable amount of goats via airdrop. Door opens, goats are released, helicopter lifts crate and resupplies at ranger station. Redelivers once last goat is eaten.
2). Ranger station custom tours (see #14 above).
3). Aviary hatchery able to release species into the wild via secondary door.


Dinosaurs:

Scaling for different sized dinos of the same species to give the illusion of adolescent and baby dinos.
Forest should provide food for Sauropods.
Dinos CANNOT WALK THROUGH EACH OTHER!
I’m not dino expert like a lot of you folks so you’re all better off suggesting dinosaur species than I ever will be.

Behaviours: for more realism.

1). Herbivores actively migrate away from carnivores when territories overlap.
2). Carnivores triangulate attacks. A herbivore within the triangle becomes hunted via animation.
3). Carinvore ambush on prey. When a carnivore is in ambush animation any herbivore to walk past triggers the animation.
4). Carnivore stalking.
5). All carnivores have pack hunt animation (for example T-Rex tears Gallimimus in half).
6). Pack / herd sleeping.
7). Better herd migration. Some RTS games allow you to chose infantry and have them “patrol” certain areas.
8). Herbivores migrate between food sources.
9). Food sources (fibre for example is depleted and needs to regrow over time).
10). Herd flocking when individual is hunted.
11). Not all hunts are successful (carnivore might slip or get knocked over by large herbivore during chase).
12). Carnivores eat hunted prey - scavengers also eat remains. Skeletal remains left behind.

Guests:

1). Path has viewing perimeter to allow guests to “view” dinosaurs from walkways.

Decorations:

1). Info boards for all species to place outside of enclosures.
2). Gyrosphere tour sign style with all species variants names.
3). Dead tree perches (multiple sytles) for flying dinosaurs.

I sit here and play and all these different things come to mind and I always just let it pass. I might come back and edit this as and when I think of more.

In fact, there’s a lot that JWE 3 could borrow from Planet Zoo. I hope it happens!!

@frontier please, please, please take notice.
C. Decorations.
1. Land Decorations.
i) Long Grass.
ii) Waterfalls.
iii) Deeper Water. (For Swimming).
iv) Swamp Foliage.
v) Dinosaur Skeletons. (Couple more would be nice).
2. Aviary Decorations.
i) Tall Long Rectangle Rocks. (Pterosaurs to land on Like we saw in JP3 and in JWE).
ii) Trees that they can Land On.
3. Lagoon Decorations.
i) Internal Lagoon Wall's.
ii) Lagoon Foliage. Seaweed, Kelp Forest etc.
iii) Tall Rocks.
 
Landscape: The landscaping tools in Planet Zoo look amazing!

1. Steeper/vertical landscaping tool. (coding: if: contour lines are insert distance apart, or overlapping then: dinosaurs cannot cross. Something like this would prevent them falling over the edges of cliffs. Vertical texture brush included. Rocks can be placed into vertical cliffs. Flying dinosaurs can perch on these rocks.
2. Deeper water tool like Prehistoric kingdom (add dinosaur swimming physics). Water should be able to be as deep as the lagoon so marine dinosaurs can be introduced into a natural habitat. Water’s edge can be against vertical drop or shallow gradient.
3. Waterfalls. Waterfalls should be able to be any height (adjustable similar to the circumference tool for landscaping). Auto-landscape-contour snap i.e. place waterfall - landscape automatically sets to a specific perimeter, much like how the landscaping tool wraps around buildings. (coding for dinosaurs only being able to walk on the bottom section). Multiple waterfall types: Thin. Wide. Overhang (so dinos can walk underneath). Adjustable depth in pool.
4.) Directional water flow for rivers.
5). Forest brush should cover invisible fencing / get closer to regular fencing.
6). Kelp brush of varying heights.
7). Forest brush of varying heights.
8). Lava brush Dinos do not walk on this area.
9). Active Gyser *deco item? Dinos do not walk on.


Buildings:
1). Guest swimming pools / spa / hot-tub (placeable on or off path).
2). Guest amenities: small food stands / gift stands (placeable anywhere / any direction on or off path).
3). Placeable Natural lagoon with shallow perimeter for Archelon and Nothosaurus to land.
4). Ticketing booths to separate areas of the park. i.e. VIP area just for “luxury guests”.
5). Boat cruise placeable on shallow water.
6). Submersible tour for deep water (see landscaping tools for deep water landscaping.
7). Helicopter tour map specific points to follow and hover over.
8). Lagoon walkway just like in a real aquarium (minimal metal structuring to allow for best viewing opportunities). Guests able to walk from one side of the lagoon to the other. Works just like gyrosphere does in the aviary.
9). Different sized aviary domes. All interconnectable via snap to.
10). Underground monorail system.
11). Small wall like the decorative wall/barrier but placable like fencing.
12). Live shark feeder.
13). Bridges / walkways for vehicles and by foot.
14). Jurassic tour V2 - programable via selected dinosaurs to create custom routes in natural ecosystem based park builds.
15). Docking platform ranger station for ranger squad aquatic vehicles. Hover craft / speed boat / submarine or pod.
16). Aviary that snaps over a lagoon with built-in perches. Fish feeders can sit upon the lagoon surface.



Building functions:

1). Goat delivery via helicopter. Supplies enclosure with adjustable amount of goats via airdrop. Door opens, goats are released, helicopter lifts crate and resupplies at ranger station. Redelivers once last goat is eaten.
2). Ranger station custom tours (see #14 above).
3). Aviary hatchery able to release species into the wild via secondary door.


Dinosaurs:

Scaling for different sized dinos of the same species to give the illusion of adolescent and baby dinos.
Forest should provide food for Sauropods.
Dinos CANNOT WALK THROUGH EACH OTHER!
I’m not dino expert like a lot of you folks so you’re all better off suggesting dinosaur species than I ever will be.

Behaviours: for more realism.

1). Herbivores actively migrate away from carnivores when territories overlap.
2). Carnivores triangulate attacks. A herbivore within the triangle becomes hunted via animation.
3). Carinvore ambush on prey. When a carnivore is in ambush animation any herbivore to walk past triggers the animation.
4). Carnivore stalking.
5). All carnivores have pack hunt animation (for example T-Rex tears Gallimimus in half).
6). Pack / herd sleeping.
7). Better herd migration. Some RTS games allow you to chose infantry and have them “patrol” certain areas.
8). Herbivores migrate between food sources.
9). Food sources (fibre for example is depleted and needs to regrow over time).
10). Herd flocking when individual is hunted.
11). Not all hunts are successful (carnivore might slip or get knocked over by large herbivore during chase).
12). Carnivores eat hunted prey - scavengers also eat remains. Skeletal remains left behind.

Guests:

1). Path has viewing perimeter to allow guests to “view” dinosaurs from walkways.

Decorations:

1). Info boards for all species to place outside of enclosures.
2). Gyrosphere tour sign style with all species variants names.
3). Dead tree perches (multiple sytles) for flying dinosaurs.

I sit here and play and all these different things come to mind and I always just let it pass. I might come back and edit this as and when I think of more.

In fact, there’s a lot that JWE 3 could borrow from Planet Zoo. I hope it happens!!

@frontier please, please, please take notice.
D. Animations.
1. Aviary Animations.
i) Pterosaurs Walking and Hunting on the Ground. Especially the large Pterosaurs like the Quetzalcoatlus etc.
2. Swimming Animations.
All Dinosaurs, Especially for Spinosaurus, Suchomimus, Baryonyx and if Ichthyovenator, Siamosaurus make it in the game.
3. Guest Animations.
i) Sitting on Benches or Spawning on them.
ii) Throwing Garbage in the Trash Bin.
iii) Holding a Bag coming out of the Gift Shop.
 
Landscape: The landscaping tools in Planet Zoo look amazing!

1. Steeper/vertical landscaping tool. (coding: if: contour lines are insert distance apart, or overlapping then: dinosaurs cannot cross. Something like this would prevent them falling over the edges of cliffs. Vertical texture brush included. Rocks can be placed into vertical cliffs. Flying dinosaurs can perch on these rocks.
2. Deeper water tool like Prehistoric kingdom (add dinosaur swimming physics). Water should be able to be as deep as the lagoon so marine dinosaurs can be introduced into a natural habitat. Water’s edge can be against vertical drop or shallow gradient.
3. Waterfalls. Waterfalls should be able to be any height (adjustable similar to the circumference tool for landscaping). Auto-landscape-contour snap i.e. place waterfall - landscape automatically sets to a specific perimeter, much like how the landscaping tool wraps around buildings. (coding for dinosaurs only being able to walk on the bottom section). Multiple waterfall types: Thin. Wide. Overhang (so dinos can walk underneath). Adjustable depth in pool.
4.) Directional water flow for rivers.
5). Forest brush should cover invisible fencing / get closer to regular fencing.
6). Kelp brush of varying heights.
7). Forest brush of varying heights.
8). Lava brush Dinos do not walk on this area.
9). Active Gyser *deco item? Dinos do not walk on.


Buildings:
1). Guest swimming pools / spa / hot-tub (placeable on or off path).
2). Guest amenities: small food stands / gift stands (placeable anywhere / any direction on or off path).
3). Placeable Natural lagoon with shallow perimeter for Archelon and Nothosaurus to land.
4). Ticketing booths to separate areas of the park. i.e. VIP area just for “luxury guests”.
5). Boat cruise placeable on shallow water.
6). Submersible tour for deep water (see landscaping tools for deep water landscaping.
7). Helicopter tour map specific points to follow and hover over.
8). Lagoon walkway just like in a real aquarium (minimal metal structuring to allow for best viewing opportunities). Guests able to walk from one side of the lagoon to the other. Works just like gyrosphere does in the aviary.
9). Different sized aviary domes. All interconnectable via snap to.
10). Underground monorail system.
11). Small wall like the decorative wall/barrier but placable like fencing.
12). Live shark feeder.
13). Bridges / walkways for vehicles and by foot.
14). Jurassic tour V2 - programable via selected dinosaurs to create custom routes in natural ecosystem based park builds.
15). Docking platform ranger station for ranger squad aquatic vehicles. Hover craft / speed boat / submarine or pod.
16). Aviary that snaps over a lagoon with built-in perches. Fish feeders can sit upon the lagoon surface.



Building functions:

1). Goat delivery via helicopter. Supplies enclosure with adjustable amount of goats via airdrop. Door opens, goats are released, helicopter lifts crate and resupplies at ranger station. Redelivers once last goat is eaten.
2). Ranger station custom tours (see #14 above).
3). Aviary hatchery able to release species into the wild via secondary door.


Dinosaurs:

Scaling for different sized dinos of the same species to give the illusion of adolescent and baby dinos.
Forest should provide food for Sauropods.
Dinos CANNOT WALK THROUGH EACH OTHER!
I’m not dino expert like a lot of you folks so you’re all better off suggesting dinosaur species than I ever will be.

Behaviours: for more realism.

1). Herbivores actively migrate away from carnivores when territories overlap.
2). Carnivores triangulate attacks. A herbivore within the triangle becomes hunted via animation.
3). Carinvore ambush on prey. When a carnivore is in ambush animation any herbivore to walk past triggers the animation.
4). Carnivore stalking.
5). All carnivores have pack hunt animation (for example T-Rex tears Gallimimus in half).
6). Pack / herd sleeping.
7). Better herd migration. Some RTS games allow you to chose infantry and have them “patrol” certain areas.
8). Herbivores migrate between food sources.
9). Food sources (fibre for example is depleted and needs to regrow over time).
10). Herd flocking when individual is hunted.
11). Not all hunts are successful (carnivore might slip or get knocked over by large herbivore during chase).
12). Carnivores eat hunted prey - scavengers also eat remains. Skeletal remains left behind.

Guests:

1). Path has viewing perimeter to allow guests to “view” dinosaurs from walkways.

Decorations:

1). Info boards for all species to place outside of enclosures.
2). Gyrosphere tour sign style with all species variants names.
3). Dead tree perches (multiple sytles) for flying dinosaurs.

I sit here and play and all these different things come to mind and I always just let it pass. I might come back and edit this as and when I think of more.

In fact, there’s a lot that JWE 3 could borrow from Planet Zoo. I hope it happens!!

@frontier please, please, please take notice.
E. New Dinosaurs.
Land Species.
1. Herbivore Dinosaurs.

Small.
i) Microceratus.
Medium.
i) Mussaurus.
Large.
i) Shantungosaurus.
2. Carnivores.
i) Simosuchus.
ii) Shringasaurus.
iii) Edaphosaurus.
iv) Prestosuchus.
v) Siamosaurus.
vi) Ichthyovenator.
vii) Tyrannotitan.
Just a little more variety to are list of Four Legged Crawling Carnivore's and Semiaquatic Species. (Would be nice to see our Spinosauridae Swim).
3. Aquatic Dinosaurs.
Small.
i) Xiphactinus.
ii) Dolichorhynchops.
Medium size.
i) Temnodontosaurus.
ii) Tanystropheus.
iii) Sarcosuchus.
Large size.
i) Basilosaurus. (The Big King Himself).
ii) Aristonectes.
Just a little more variety to are list of Crawling Lagoon Reptiles.
4. Arial Dinosaurs.
Small.
i) Microraptor.
ii) Nyctosaurus.
iii) Darwinopterus.
Medium.
i) Thalassodromeus.
ii) Tupandactylus.
iii) Pterodaustro.
Large.
i) Hatzegopteryx.
ii) Arambourgiania.
iii) Dearc.
 
Dinos CANNOT WALK THROUGH EACH OTHER!
Well actually, it has been proven on multiple occasions that, during the Mesozoic, dinosaurs frequently walked through each other. This was considered perfectly normal behavior and the dinosaurs would have done this extremely often.

(Truest statement ever)
 
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