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Juvenile Dakotaraptor looking to a DePalma's Ornithuran.

Other than scent, vision and audition are two of the very important senses the player has access to, and both of these can manifest in various different ways.

Sight and reaction to it is something that varies between AI's. Each animal has a certain degree of binocular and peripheral vision, in accordance to real life. Tyrannosaurus, for example, will exhibit a wide binocular vision, while Thescelosaurus will be mainly peripheral. Audition is also incorporated into the AI, as animals can hear the player's footsteps, meaning they will react different to the player walking rather than running. Walking will make the player stealthier, while running will announce the player's presence. Big animals will have trouble in detecting footsteps of smaller animals, but smaller animals will easily detect footsteps from bigger beings.

The player's vision is from a third-person perspective, and so the player can roll his viewpoint, looking to the player from the sides, from the back or from the fron, which will allow the player to see threats from various directions. Because the player's creature has a specific range of sight, the creature will often turn its head to accomodate the player's perspective. Sometimes, the player's creature can see things the player doesn't. The playable animal will often point its head to another animal that will indicate its presence. The player locks its sight to another creature, even if the player can't see it, like a Chamops hidden in the foliage. This is a useful alternative tool to locate nearby prey, but the sight also locks itself to predators, carcasses and other offensive or inoffensive living animals.

Another alternative sight feature is the "target mode", which is achived by holding down RMB. The target mode displays a visual perspective, where the player sees through the animal's shoulder, and proceeds to aim to a specific prey item. This feature is still very primitive in the game, but it can be used to take down small animals like lizards and birds, snatching them with precision.

The player also has night vision, specially the Dakotaraptor gameplay. The night vision will make things easier to see at night, leaving the surroundings with a certain higher palette of cyan blues, therefore making some scent nodes with a slightly different colour tone.

Animals also generate vocal sounds. The player can press 'F' to create a threat display, and this can lead to an attack, if the animal you're threatening is larger than you, or lead the threatened animal to leave and run away, if the animal is smaller than you. Not all animals will visibly react to your threats.

Other animals also create sounds of their own, to which the player can react. Chamops only sound are their loud and tiny footsteps, that announce their presence nearby. Palaeosaniwa will hiss, like a snake, to warn the player of its poisonous bite. Crocodylomorphs will create threatening crocodile roars, as the player approaches so close that they attempt to bite. Thescelosaurus make very few noises, making them hard to spot just by hearing. Pachycephalosaurus make low typical herbivore noises, but they can make high pitched noises of pain. Triceratops make very low deep noises. Tyrannosaurus make few noise, which makes them incredibly stealthy. Ornithomimids produce high pitched seabird-like calls when threatened, but their threat display is a much more throat-derived version. Acheroraptor usually make many noise, as they produce raspy screeches that are very distinguishable. Dakotaraptor make different calls as they age, as hatchlings have a sort of songbird-like screech, but as they grow they have a deeper, bird of prey sound. Turtles, mosasaurs and birds don't make vocalizations.

Sometimes the background music in the game also reflects the player's status. If the player is close to a crocodylomorph, a specific composition will play, and the same goes if the player is close to a Acheroraptor or a Pachycephalosaurus. Other compositions will play randomly during the gameplay.