
Paleo Pines is a dinosaur themed ranching game being developed by Italic Pig. This game is currently still in development, so some information here will be scarce, and all screenshots and images are taken from already existing social media channels.
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![]() Nintendo Game Details |
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![]() ![]() Official PlayStation™Store UK |
![]() Microsoft Store en-GB |
Responsibilities
I had the following responsibilities on this project.
- Inventory and Items: I wrote a number of systems for inventories;
- Inventories: I wrote a handler for the inventories for the player, and any other kind of inventory in the game, such as chests, dinosaurs saddlebags and the ranch's storage. Each inventory was made up of slots that could store several of one kind of item. Methods were provided to easily add or remove items, or to move items between inventories, handling any edge cases that might arise.
- Items: Items were stored as scriptable objects. This allowed for them to be referenced individually. I also wrote editor tools that allowed for items to be created and edited easiliy in-editor. Some data pertaining to the items (such as nutritional info for food items, or decorative values for decoration objects) were worked on by the designer in CSVs. These CSVs would be downloaded and could then be converted into Scriptable Objects as "Additional Data", which would then be reference by the original Item Scriptable Object.
- Shops: Utilising the methods I made for inventories above, I wrote a way for items to be bought from shop vendors, transferring items from one inventory to another via both buying and selling, and handling the exchange of currency in the process.
- UI: All of the above required UI. I took the designs from the UI Designer and implemented them within Unity and gave them functionality. The Inventory screens allowed for dragging and dropping of stacks of items, both around the player inventory and between inventories. Items could be equipped and unequipped with a single click, meaning they could be seen being held by the player character. Players could also assign favourite items to a hotbar that could be accessed with the scrollwheel.


The troughs were "chests", as far as the code was concerned, with the exception that their inventories could be filtered to only allow food items to be added. The in-game model would also change and animate depending on the contents of the trough.
- Plants: I was responsible for the Plants and Crops system in the game. The gameplay of the plants is similar to how other farming games handle plants and crops (Games such as Stardew Valley).
- Player Tools: The player could use a tool to dig a tile on their ranch to prepare it for planting, resulting in a tile of tilled earth. They could then either Fertilise the earth, or plant a Crop.
- Crop Data: Data pertaining to crops was held in "Additional Data" (mentioned above), attached to the seed items. The data contained stages for each stage of growth, each one specifying how long in days each stage lasted, which model represented that stage of growth, and whether or not any crops could be harvested at that stage. This system had to be versatile, as there were many other factors affecting the stages (some plants could be harvested many times, some stages could only be entered during certain seasons).
- Fertiliser: Further complexity was added via fertilisers. Some fertilisers increased the quality of crop (which were copies of the original crop item, created at runtime), and others increased the growth speed of crops.

Dinosaurs could till seceral tiles of land at once (Notice how the textures connect to each other when adjacent).
- Localisation: I wrote a tool within Unity that could read a CSV file, and create Unity Scriptable Objects from it to hold lines of dialogue. In this case, unique keys were listed in the first column, and language codes were written along the top row.
en ga es fr start_game Start Game Tosaigh Cluiche Empezar juego Démarrer jeu load_game Load Game Cluiche lódála Juego de carga Chargement du jeu quit_game Quit Game Cluiche Scoir Salir del juego Quitter le jeu
Here is an example snippet of a CSV being used. The system I designed held this data in a dictionary at runtime. I also designed Unity Components that would update at editor time so that we could view how the lines looked in different languages whilst the UI was being built within Unity.