Neolithic

Marketplace assets available can allow me to create settlements and AI tools configured for humans, the video shows an medieval example of what is technicaly possible

Gumelnita culture: Is particulary interesting for a reconstruction, it was a Chalcolithic culture of the 5th millennium BC (c. 4700–4000 BC), it would be an addition to the project

Settlements:

  • Architecture: Construct Neolithic dwellings using simple wooden structures, tents, and rudimentary stone buildings. Utilize modular construction kits to create variations while maintaining efficiency.
  • Campsites: Include campfires, animal skins, tools, and other elements that depict daily life in a Neolithic settlement.
  • Animations: Implement animations for villagers performing tasks like gathering food, crafting tools, and interacting with each other to add life and detail.

Additional Considerations:

  • Creatures: Aurochs, and other animals that existed during the Neolithic period, using animations and AI to simulate their behavior.
  • Soundscapes: Create immersive soundscapes with ambient wildlife noises, wind, and subtle human activity to enhance the atmosphere.
  • Weather System: Human AI can be used in more complex ways, for building, communication, etc

Seasons

Unreal Engine offers several ways to simulate seasons, allowing the possibility to create dynamic and immersive environments.

1. Material Parameters and Blueprints:

  • Create materials for each season with varying textures, colors, and parameters for snow, leaf density, etc.
  • Use Blueprints to control these parameters based on a timer or in-game events, transitioning between seasons smoothly.
  • This offers flexibility and allows for customization but requires scripting knowledge.

2. Level Streaming:

  • Design separate levels for each season, with unique visuals and details.
  • Use Level Streaming to seamlessly load and unload the appropriate level based on the season trigger.
  • Efficient for complex changes but requires managing multiple levels and potential loading times.

3. Procedural Generation:

  • Utilize procedural generation techniques to dynamically create foliage, snow cover, and other seasonal elements based on user input or in-game time.
  • Powerful for creating realistic and diverse environments but requires advanced programming skills.

4. Marketplace Assets:

  • Consider marketplace assets like “Advanced Procedural Dynamic Nature Seasons V2” which offer pre-built functionalities for simulating seasons with various effects and customization options.
  • Easier to implement but might require some investment depending on the asset’s features.

Additional Tips:

  • Utilize lighting and post-processing effects to enhance the seasonal atmosphere (e.g., warmer tones for summer, cooler tones for winter).
  • Consider particle systems for rain, snow, and falling leaves to add further immersion.
  • Experiment and combine different approaches to achieve the desired visual fidelity and performance balance for your project.

Upgradable Project

This project is an attempt to recreate extinct biomes in a realtime 3D enviroment as realistic as possible with recreated real plants and animals that lived on this planet.

The development of this simulator on the fossil forum

https://www.thefossilforum.com/topic/116310-3d-simulation-of-extinct-bio


Official youtube chanel where i post videos to show individual enviroments and the current state of the project

https://www.youtube.com/@paleobiome/videos


Official sketchfab page where almost all models are uploaded

https://sketchfab.com/paleobiome/models

The key to an upgradable project is to start with a solid foundation and gradually add complexity and features over time as your skills and resources allow. By continuously iterating and improving the project, you can not only showcase your developing skills but also create a valuable tool for education and exploration of extinct biomes.

Interactive exploration: Users can freely explore the environment in first or third-person perspective.

Informational panels: Provide basic information about the extinct creatures and the environment they inhabited.

Improved graphics: As my modeling skills progress, i will continually enhance the visual fidelity of the environment and creatures, adding textures, lighting effects, and more detailed models

Expanded biome: Introduce new locations within the biome, showcasing different landscapes and ecosystems.

Additional extinct creatures: Gradually populate the environment with a wider variety of extinct species based on your research and modeling capabilities.

Interactive elements: Consider adding interactive elements like weather systems, day/night cycles, or even basic AI behavior for the creatures.

Educational features: Implement features like interactive quizzes, narrated tours, or detailed information displays to enhance the learning experience.

Multiplayer functionality (planned for future): Allow users to explore the biome together, potentially collaborating on research or educational activities.