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Submitted URL: http://dinorun2.com/
Effective URL: https://www.pixeljam.com/dinorun/
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Text Content

WE'RE MAKING DINO RUN 2!


View the ROADMAP to get more info on each milestone, read the TLDR if you just
want the essentials, or scroll down for all the campaign details.



TLDR

       

FAQ

     

DISCORD

     

WISHLIST







ROADMAP:


CLICK TO VIEW DETAILS & PROGRESS REPORTS

$10000
Delivered 


FOUNDATIONS

Laying the groundwork for the long road ahead. Prototypes & experiments...
$20000
Delivered 


CREATIONS

We begin the methods of world building, physics fun and dino motion.
$30000
Delivered 


STEGOBALLIN'

We shape up Stegoball for its first public playable build.
$40000
Delivered 


RAPTOR SANDBOX ALPHA

A physics & animation sandbox showcasing the new capabilities of the game
engine.
$60000
Delivered 


RAPTOR SANDBOX FIRST PLAYABLE

Inching closer to a multiplayer physics demo for all funders to play
$75000
 


CORE GAMEPLAY ALPHA

Initial work on the classic escape-the-doomwall experience.


Sign up for the DINO RUN 2 Street Team & Mailing List and we'll send you
occasional emails with our progress on the project. This is a very long
endeavor... get involved when you want.

email:



SUCCESS!Thanks for joining theDino run 2 street team & mailing list.Expect to
hear from us soon...


WE'RE MAKING DINO RUN 2!

View the ROADMAP to get more info on each milestone, read the TLDR if you just
want the essentials, or scroll down for all the campaign details.









TOTAL RAISED:

$63924.62USD


TOTAL FUNDERS:

2704  


TOP FUNDERS:

SentryMan TRex HugSomeSunshine


RECENT FUNDERS:

Doggy Lovyxia RyanAllDayLong ManiacGrim CometAurora BootMan newnicemice Aidan
See all funders...


ROADMAP:


CLICK TO SEE FULL PROJECT ROADMAP

$10000
Delivered 


FOUNDATIONS

Laying the groundwork for the long road ahead. Prototypes & experiments...
$20000
Delivered 


CREATIONS

We begin the methods of world building, physics fun and dino motion.
$30000
Delivered 


STEGOBALLIN'

We shape up Stegoball for its first public playable build.
$40000
Delivered 


RAPTOR SANDBOX ALPHA

A physics & animation sandbox showcasing the new capabilities of the game
engine.
$60000
Delivered 


RAPTOR SANDBOX FIRST PLAYABLE

Inching closer to a multiplayer physics demo for all funders to play
$75000
 


CORE GAMEPLAY ALPHA

Initial work on the classic escape-the-doomwall experience.



ENTER USD AMOUNT:

$


REQUIRED:

Name

As you want to be publicly known (no spaces)

Email

So we can send you rewards and updates. Make sure it's correct!


CONTRIBUTING:

$

Pay with:





This is not a pledge! Your credit card / Paypal account will be charged and you
will immediately receive all qualifying digital rewards. Physical rewards will
be delivered shortly after.
This is not a pledge, contributions are processed instantly. See FAQ for
details.


LOADING REWARDS......




THANK YOU FOR SUPPORTING DINO RUN 2!




THANK YOU FOR FUNDING DINO RUN 2!

Here is what happens next:

You will receive an email confirmation with links to claim your digital rewards.
Your transaction number is what will get you access to the Dino Run 2
development stream and goodies - save it! We have a copy of it on our end as
well, just in case. If you qualify for physical rewards, we'll contact you soon
about those.



EMAIL US with any questions: contact@pixeljam.com

Help us spread the word about this campaign:




SEED FUNDER REWARD TIERS:


A note about "in-game credit": The core features (playable dinos + eras) of Dino
Run 2 will be free (or very low-cost), and the game will have extensive cosmetic
upgrades for purchase, as well as "in-game-crowdfunding". It will NOT feature
pay-to-win or lootboxes. In-game credit can be used to buy/unlock things within
the game.

If you contribute before we launch the game, you will be a SEED FUNDER, and will
get 2X your contribution to the campaign as in-game credit. There will also be
other rewards (customization unlocks + multiplayer name treatments) in the game
tied to each tier, but we don't know exactly what those will be yet...




$5: HALF RAPTOR

This gets you access to early deliverables while we are making the game,
including the currently playable SANDBOX ALPHA.

You also get 1 Steam key for our original game DINO RUN DX.

As a Seed Funder, you will get 2X your contribution ($10) as in-game credit to
use in the final game. You can always contribute more money later (using the
same email address), and that will bump you up into higher tiers.




$10: THE FULL STEGO

You get everything we create in the entire development process, and you also get
$20 worth of in-game credit .. You also get 2 Steam keys for Dino Run DX.




$15: INSIDER

All above rewards, $30 worth of in-game credit, and access to the funders-only
channels of our Discord server, where we spill even more beans about process and
progress.

Also includes 2 Dino Run DX Steam Keys and your choice of a single older
Pixeljam game (see the list under the Pixeljam Collection description).




$25: DIGITAL TREATS

All above rewards, $50 worth of in-game credit, plus access to our TREATS
COLLECTION, an ever-growing directory of Pixeljam-related digital goodies
including prototypes, unfinished or rare games, bonus soundtracks and more.
Click here for a preview of the current treats. New ones are added about once a
month.




$30: PIXELJAM COLLECTION

This tier gets you all above rewards, $60 worth of in-game credit, and every
game we've made so far and their soundtracks if available:

Potatoman Seeks The Troof + OST
Glorkian Warrior + OST
Last Horizon + OST
Dino Run DX + OST
Gamma Bros
Snowball
Cheap Golf




$60+: GET PHYSICAL

All above rewards, $120 worth of in-game credit, and a high quality Dino Run
T-Shirt. This is the real deal made with thick ink, screen-printed by real human
hands, like your parents used to wear. See the color choices here.
Important: If you live outside of the USA, please contribute $75 or more to
cover the current cost of international shipping.








TLDR

Here are the most important things to know about this campaign:

We'll be working on Dino Run 2 for a very long time.
You can support the ongoing development by becoming a FUNDER.
Funders get rewards listed above, and in-game rewards as they are available.
We are going to release Dino Run 2 in many stages. The first stage was STEGOBALL
and the current stage is the SANDBOX ALPHA, both of which are currently
available to all funders at or over the 5$ tier.
We will be updating and evolving the current playables until they become the
full Dino Run 2 experience.
Dino Run 2 will be Free, or very low-cost to obtain, and everyone will be able
to access all of the playable dinos and eras without paying much at all. Most of
the customizations will also be available if you play enough.
IN-GAME-CROWDFUNDING (IAC) will support the ongoing development of the game.
Funders will get access to in-game credit to use towards customization unlocks
and other perks, some of which will be exclusive to funders.
All contributions in and out of the game (like on this site) are CUMULATIVE. As
you contribute more, you gain more reward tiers and goodies.
Questions? Contact us.


ABOUT DINO RUN 2







-A WORTHY SEQUEL TO THE CLASSIC PREHISTORIC RACING GAME-


Dino Run 2 is a hyper-evolved pixel-art single and multiplayer platformer with
procedurally generated terrain, multiple dino types to play as with different
strengths and skills, tons of character customization, and most importantly an
unstoppable doom wall that's constantly on your tail.



The inner workings of a typical level - click to view larger


It's the sequel to Dino Run, which we made 10 years ago and is still going
strong today.

This is a massive endeavor, easily the biggest project we've ever taken on. Big
projects are very risky and very hard to make estimates for. So instead of doing
an all-or-nothing campaign, we're taking it little by little, creating the game
in small milestones, and delivering what we make to everyone that funds it...
experiments, prototypes, concept art, dino animations, music, YOU GET IT ALL.
And if the stars are aligned, we'll make it to the very end, to the ultimate
goal - a game we will be proud to call DINO RUN 2.


FAQ

Q: SO ARE YOU RAISING MONEY FOR THE FULL GAME?

A:

Not yet. This current campaign is to fund and deliver the initial stages of game
development - the exciting part where we discover how the game will work, look,
sound and feel. Whatever we produce, funders will get: concept art, music,
animations, physics tests, playable prototypes and alphas. Right now, all
funders at or over the $5 tier get the SANDBOX ALPHA:




The alpha will continue to evolve until it includes a single playable level of
Dino Run 2, and then we'll just keep going from there. We're also raising money
to create the in-game funding system that will take us all the way to the end,
which is explained below:



Q: WHY AREN'T YOU USING AN ESTABLISHED CROWDFUNDING PLATFORM?

A:

We are covering all the bases: you can support our Patreon campaign right now,
and earlier in 2018 we wrapped up a round of funding on Kickstarter. The funds
from those 2 campaigns are rolled into this one. We maintain and update all the
various ways of funding and promoting, but this one is the headquarters for our
main operation.





Q: WHAT'S WITH THE ROADMAP?

A:

This is the heart of our campaign, and we encourage everyone to click on it to
explore the full-screen version. From here you'll be able to see exactly what we
are targeting with each funding goal. If you click on Progress Report, you'll
get a more detailed task list that details how we intend to achieve that goal.

Q: IS THIS ALL-OR-NOTHING? WHAT HAPPENS WHEN I CONTRIBUTE MONEY?

A:

This campaign is NOT all-or-nothing. All contributions made through this site
will be immediately charged / debited and you will instantly receive any rewards
you qualify for, in addtion to access to the process of making Dino Run 2 and
any deliverables it creates.





Q: I'D LIKE TO CONTRIBUTE NOW, AND THEN MORE LATER IF THINGS ARE GOING WELL.
WHAT HAPPENS WHEN I FUND IT MORE THAN ONCE?

A:

As long as you enter the same email address for both contributions, they will be
totalled under a single "funder" and your rewards will aggregate as well. For
example if you contribute 10 now and 20 later, you will receive the 30 dollar
tier if you use the same email address for both.

Q: I DON'T HAVE THE MEANS TO CONTRIBUTE MONEY, CAN I HELP?

A:

Of course! Sign up for Street Team membership and you will receive email updates
with action items to help us promote this project to the world.

Q: WHAT HAPPENS IF YOU RAISE MORE THAN 75K?

A:

We will add more milestones, all the way up to the full final game. We will also
carry over this crowdfunding campaign to inside the game.



Let's do this.
and/or





COMMENTS:











FOUNDATIONS

A game of this size can't just be jumped into. The very beginning is a critical
time for proper decisions to be made: the best engine, libraries and plugins to
use, the best way to handle the camera and physics, and how the dinos move and
interact with their environment.



Sky's the limit

This is when we figure that out. We have thought about it quite a bit and have
already made an entire game based on these concepts (Dino Run DX), but to truly
bring it to the next level, we need to lay the proper foundations.

We have already done the following work:


Establish the engine (Unity)
Establish a solid candidate for the 2D engine within Unity (Corgi)
Run some initial Unity camera and rendering tests
Developed a tool (currently in beta) for conveying our progress on the project,
called the DinoStream.

We still need to do for this milestone:
New concept art, evolving the style we created for the original Kickstarter
campaign.
More camera and physics tests to make sure the game looks and feels like Dino
Run.
Design Doc Phase 1 - not just just a collection of ideas on how it will work,
but a long & detailed blueprint for how we will build it, after some research
and experimentation.


DELIVERABLES (What funders get):


Concept Art (Images)
Camera & Physics tests (executables)
Design Doc Phase 1 (document)



Delivered


$10000

Progress Report

Progress Report


Task ✔ DinoStream Beta - deployed to dinorun2.com ✔ Initial physics test w/
placeholder art ✔ Determine physics engine (Box2D for now) ✔ Design Doc v 0.1 ✔
New playable dino concept (Deinon) ✔ DinoStream alpha ✔ Determine overall engine
(Unity) ✔ Determine camera (Pro Camera 2D + adjustments) ✔ Advanced physics test
✔ Advanced camera testing ✔ Simple parallax test using Unity camera choice


CREATIONS

Once the foundations are laid, it's time to get to work and figure out how
levels are created, and what will make them unpredictable and exciting even
after hundreds of plays.


One of the many screen chunks from the original game

In the original version it was pretty simple - we had a series of screen
"chunks" that were semi-randomly put together to make each level. This worked
fine, but the terrains in Dino Run 2 need to be more than a simple grid, and
with the addition of a modern 2D physics engine, special care needs to be taken
to make sure combinations of physics elements (teeter totter, huge boulders,
destructible terrain, dominos, etc) are combined in ways that encourage fun and
don't accidentally block progress or dampen excitement.


Physics events need to be combined for MAX EFFECT

And of course, the dinos all need to move smoothly through these levels. But
first, we start with the humble Stego, or more specifically, the Stegoball.
We'll first roll a simple ball down an arrangement of terrain chunks, and then
go from there.

DELIVERABLES:
Very early Stegoball prototype - simple hill rolling
More concept and character art
Design Doc Phase 2 (document)


Delivered


$20000

Progress Report

Progress Report


Task ✔ Automated Terrain Chunk Import from PSD file ✔ Roll a Stegoball down the
generated terrain chunks ✔ Terrain Chunk details import from bitmap ✔
Hand-Sequence some terrain chunks ✔ Additional camera work to follow the
Stegoball ✔ Terrain Chunk physics import from Bitmap ✔ Terrain Chunk Import test


STEGOBALLIN'

In this phase we continue on with the basics of Stegoball, which are really the
basics of the entire game:

How levels are built
How dinos of different sizes move through these levels
How the physics system makes it all fun and exciting
How to give a proper feeling of weight and momentum



By the time we are done with this milestone, we should have a solid Stegoball
Alpha, and also some new music to accompany it.

DELIVERABLES:
- Stegoball Alpha
- New Design Docs (document)
- 1 or 2 music tracks


Delivered


$30000

Progress Report

Progress Report


Task ✔ UI refinements ✔ Map the Stegoball Animations to the stego physics shape
✔ Advanced Parallax for Stegoball demo ✔ Advanced terrain sequencing
(non-manual) ✔ Add basic controls for Stegoball - give a feeling of weight


RAPTOR SANDBOX ALPHA

With a playable version of Stegoball available to funders, we pivot to a
vertical slice of the new game engine in a non-stego setting.

The raptor is the core experience of Dino Run, and with a newly expanded team we
tackle the tasks of raptor control, animation and environments. We also lay the
foundations for Multiplayer, so it's baked into the engine from the start.



DELIVERABLES:
- Videos showing our initial raptor physics, animation & parallax tests
- Videos showing our initial multiplayer features

Delivered


$40000

Progress Report

Progress Report


Task ✔ Parallax implementation into sandbox ✔ Dino animation pipeline (Asperite
+ Unity) ✔ Initial Netcode - no prediction yet ✔ Raptor animations (Photoshop) ✔
New parallax layer artwork creation - jungle ✔ Physics refinements - boulder
rolling, pivot on teeter totter ✔ Animation integration with basic physics &
key/gamepad control


RAPTOR SANDBOX FIRST PLAYABLE

We work towards the first playable multiplayer experience - a P2P raptor sandbox
featuring the more advanced aspects of our new framework:

TexelRot: our fancy name for handling large rotating objects like big boulders
and logs - the sprite is rotating slightly but it's barely noticeable, and
offset by a huge amount of pixel-perfect rotation frames.
An interface that lets the player place any physics object they want, anywhere
they want. Build little structures and topple them over!
Full audio immersion: deep background ambience, subtle collision sounds (wood on
stone, raptor feet on grass, etc)
Emote to yourself (or other players) using the 0-9 keys.
Simple gamification: get the egg in the other raptor's cave and score a point.

DELIVERABLES
Playable multiplayer raptor sandbox with full audio and some gamification (get
the egg in the cave)
First public peek at the new engine & features

Delivered


$60000

Progress Report

Progress Report


Task ✔ TexelRot - advanced system for rotating large pixel objects ✔ Audio:
background ambience ✔ Audio: material-on-material collisions ✔ Audio: emotes &
jumps ✔ Raptor emotes (press 0-9) with flexible speech bubble ✔ Dynamic raptor
recoloring ✔ Object placement interface ✔ Background ambient objects
(dragonflies, etc) ✔ Basic gamification


CORE GAMEPLAY ALPHA

With the Raptor sandbox mostly done, we start work on the core gameplay
experience - running from the Wall Of Doom:

Creating new terrain chunks
Stitching together a level from those newly created and pre-existing terrain
chunks
Adjusting parallax foreground layers to only show at key moments (lower in
altitude, etc)
Initial work on the wall of doom (graphics & audio) Gamification - win/loss
states

DELIVERABLE:
-Playable wall of doom experience




$75000

Progress Report

Progress Report


Task ✔ Win/loss states ✔ New terrain chunk creation ✔ Basics of level generation
(manual or random) ✔ Wall of doom basics (graphics & audio + integration) ✔
Terrain chunk creation & import pipeline