Isla Prima
Development

Roadmap

Our development plan from the first playtest to full release. Subject to change as the project evolves.

1

Pre-Alpha

Core systems proven in a controlled environment. Small group testing.

Dynamic Growth System

Complete

Move growth out of debug-only testing and make it happen naturally through time, eating, drinking, reward and penalty modifiers, and per-dinosaur growth multipliers.

Drinkable Water

Complete

Add water sources that restore thirst when dinosaurs drink from them. This should support rivers, ponds, lakes, and watering holes.

Single Player Survival Loop

In Progress

Build the full core gameplay loop in single player first. Players should be able to spawn, move, eat, drink, grow, fight, die, leave a corpse, and return to character selection.

Shared Dinosaur Base System

In Progress

Build one reusable dinosaur framework that handles health, stamina, hunger, thirst, growth, weight, movement, diet, attacks, death, corpse data, and state handling for every playable dinosaur.

Weight-Based Stat System

In Progress

Use weight as the core balancing value for damage, movement, stamina drain, knockback, corpse meat amount, dragging, pinning, water behavior, and growth scaling.

Carnivore Feeding

In Progress

Allow carnivores to eat from corpses. Corpses should lose available meat as they are eaten and eventually disappear through decay or full consumption.

Basic Combat Feel

In Progress

Make one primary attack feel responsive, readable, and impactful. Add stamina cost, cooldowns, hit reactions, sound feedback, and camera shake before adding more attacks.

Main Menu and Character Selection

In Progress

Connect the main menu buttons, character selection screen, spawn flow, and death return flow so testers can play without developer tools.

Skin and Cosmetic System

In Progress

Add zone-based color customization, patterns, unlockable skins, rare variants, event skins, nesting inheritance support, and server-side validation.

Herbivore Food Sources

Planned

Add edible plants, bushes, grazing zones, or other world food sources for herbivores. These should restore hunger and support future food quality systems.

Death and Respawn Flow

Planned

When a player dies, trigger a death state, show a death screen, return the player to character selection, and leave a corpse behind in the world.

Corpse Decay System

Planned

Dead bodies should track available meat, eaten amount, spoilage, and decay time. They should disappear when fully eaten or when decay finishes.

State Machine Cleanup

Planned

Fix cases where dinosaurs get stuck in attacking, eating, drinking, resting, death, swimming, or movement states. Stable state transitions are required before multiplayer.

Pinning System

Planned

Prototype bipedal dinosaur pinning using weight difference, distance checks, and escape logic. Keep this simple until the math and gameplay feel are proven.

Placeholder Audio Pass

Planned

Wire temporary footsteps, attacks, hurt sounds, idle calls, eating, drinking, death sounds, and menu audio. Clearly track all placeholder audio so it can be replaced later.

Basic AI Prototype

Planned

Add simple AI that can wander, eat, drink, flee, chase, attack, die, and leave corpses. Use this only to prove the survival loop and world feel.

AI Distance Optimization

Planned

Use low-cost simulation for far AI, simple decision-making for medium-range AI, and detailed Behavior Tree logic only for close-range or combat AI.

Core Single Player Dinosaurs

Planned

Focus on Ceratosaurus, Tenontosaurus, Dilophosaurus, Herrerasaurus, Skorpiovenator, Edmontosaurus, Styracosaurus and Thalassodromeus if flight is ready.

Private Single Player Test Build

Planned

Pre-Alpha is complete when at least five dinosaurs are playable, the survival loop works, corpses function, basic AI exists, and testers can give feedback on gameplay feel, animations, audio, controls, and performance.

Player Persistence

Planned

Save and load each player's dinosaur species, growth, health, hunger, thirst, location, and death state so players can leave and return without breaking progress.

2

Alpha

Expanded testing with more players. Balancing and stability work.

Territory Zone Framework

Planned

Add basic territory zones that can detect players, AI, food, and water. These zones should later affect growth, resources, AI spawning, nesting, and migration.

Initial Multiplayer Dinosaurs

Planned

Target 8 to 10 playable dinosaurs including Ceratosaurus, Dilophosaurus, Herrerasaurus, Skorpiovenator, Tenontosaurus, Edmontosaurus, Styracosaurus, Iguanadon, one semi-aquatic carnivore, and Thalassodromeus if flight is stable.

Closed Multiplayer Test

Planned

Alpha is complete when 20 or more players can test together with stable spawning, movement, combat, growth, death, corpses, persistence, admin tools, basic AI, and early territory zones.

Dedicated Server Build

Planned

Create a stable dedicated server build that allows multiple players to connect, spawn, move, survive, fight, die, and respawn together.

Server-Authoritative Gameplay

Planned

Important gameplay values such as health, damage, stamina, hunger, thirst, growth, death, corpses, and food should be controlled by the server, not trusted from the client.

Multiplayer Character Selection

Planned

Players should be able to select a dinosaur, spawn into the server, and have their chosen species, stats, and growth state replicate correctly.

Multiplayer Movement Replication

Planned

Walking, sprinting, resting, swimming, attacking, eating, drinking, dying, and growing should appear correctly to other players with minimal desync.

Multiplayer Combat Replication

Planned

Damage, hit detection, attack cooldowns, stamina use, hit reactions, and death should be validated by the server and replicated clearly to all nearby players.

Server-Owned Corpses

Planned

Corpses should be spawned, tracked, eaten, decayed, and removed by the server. Multiple players eating from the same corpse should not duplicate meat value.

Multiplayer Growth System

Planned

Growth should happen server-side and replicate to all players. Size, stats, and visual changes should update correctly as dinosaurs grow.

Admin Tools

Planned

Add basic admin tools such as teleport, heal, grow, slay, respawn, locate player, view player list, and server announcements.

Limited Multiplayer AI

Planned

Add controlled AI to multiplayer servers while heavily testing server performance, perception cost, pathfinding, tick rate, and corpse generation.

3

Beta

Networked multiplayer testing. Server stress, anti-cheat, moderation.

Public Survival Experience

Planned

Turn the game from a test build into a real public survival game where players can join, survive, grow, fight, explore, and understand the basics without developer help.

UI and Settings Polish

Planned

Polish the main menu, character selection, death screen, status UI, graphics settings, audio settings, controls, keybinds, and basic accessibility options.

New Player Onboarding

Planned

Add basic tutorial prompts and readable UI so players understand eating, drinking, growth, scent, combat, death, and survival without Discord hand-holding.

First Full Release Dinosaurs

Planned

Target 12 to 16 polished dinosaurs across carnivores, herbivores, fliers, and limited semi-aquatics. Priority candidates include Ceratosaurus, Dilophosaurus, Herrerasaurus, Skorpiovenator, Carnotaurus, Baryonyx, Suchomimus, Tenontosaurus, Edmontosaurus, Chasmosaurus, Styracosaurus, Iguanodon, Padillasaurus, Thalassodromeus, and one heavy defensive herbivore if ready.

Polished Survival Loop

Planned

Hunger, thirst, growth, food, water, stamina, death, corpses, and respawning should feel complete, readable, and balanced enough for public testing.

Combat Polish Pass

Planned

Improve hit detection, impact feedback, stamina costs, attack timing, injury effects, and balance. Add alternate attacks where animations and design support them.

Territory System V1

Planned

Territory should affect gameplay through region identity, food quality, water value, AI density, growth modifiers, nesting potential, and migration relevance.

Diet Quality System

Planned

Add meaningful food preferences and diet quality so eating the right food improves growth and poor diet slows progression without making the game miserable.

AI Ecosystem v1

Planned

Add world-supporting AI such as prey animals, ambient life, fish, limited predators, and territory-influenced spawns while keeping server performance stable.

Original Audio Replacement

Planned

Replace temporary audio with original vocals, footsteps, attacks, pain sounds, death sounds, ambience, UI sounds, and species-specific sound identity.

Public Server Readiness

Planned

Add logging, crash tracking, moderation tools, server settings, admin commands, player support tools, and enough stability for public play sessions.

First Full Public Release

Planned

Beta is complete when the game has stable multiplayer, 12 to 16 playable dinosaurs, polished survival systems, territory gameplay, AI support, original audio, readable UI, admin tools, and enough repeatable content for public play.

4

Future

Content and features planned beyond initial release.

Full Aquatic Gameplay

Planned

Add true aquatic survival with oxygen, diving, swimming combat, underwater food, aquatic AI, aquatic corpses, shoreline ambushes, and marine predators.

Advanced Territory System

Planned

Expand territory into claiming, scent marking, dominance pressure, group presence, nesting value, resource depletion, conflict zones, and long-term region identity.

Migration System

Planned

Add moving resource zones, food quality shifts, migration rewards, herd movement incentives, predator attraction, seasonal routes, and AI migration behavior.

Full Nesting System

Planned

Add courtship, nesting, eggs, hatchlings, parent tracking, inherited traits, skin inheritance, nest defense, and juvenile family gameplay.

Advanced Injury System

Planned

Add bleeding, fractures, limping, visible wounds, scar progression, healing behavior, rest recovery, and weight-based injury resistance.

Weather and Seasons

Planned

Add rain, fog, storms, droughts, heat, seasonal food changes, water changes, visibility effects, scent changes, and migration pressure.

Expanded AI Ecosystem

Planned

Add herd behavior, predator packs, scavengers, fish schools, flying AI, territory-aware AI, migration-aware AI, and long-distance stat simulation.

Apex and Giant Dinosaur Expansion

Planned

Add high-complexity dinosaurs such as Tyrannosaurus, Spinosaurus, Argentinosaurus, Hatzegopteryx, Mosasaurus, Megalodon, Deinosuchus, and other specialty animals after the core game is stable.

Living Island Ecosystem

Planned

Grow Isla Prima into a dynamic ecosystem where territory, migration, AI, weather, nesting, food, water, combat, and player behavior all shape the island over time.