Hi, fellow designer James Taylor here.
Station design has been a fun challenge for us, we wanted to bring aspects of real world stations to them like air gates, control booths and animated elements where applicable, whilst keeping them editable and able to work in conjunction with other aspects of the game. There's been a big team effort on this one and we think they will be a great addition.
Curved paths and the ability to build scenery on multiple, positional grids has been something we all wanted to add to the game as a next generation feature; we knew it would be a challenge to make interfaces that are usable and still powerful, but we didn't let that put us off, we're all passionate about making this game the best it can be and we felt this would bring the flexibility to create much more natural and authentic looking parks, whilst giving you the player greater freedom to create.
Simulation is another aspect we're making cutting edge, with reactive crowds, deep management options and a multitude of ways your decisions as a player affects your park, we challenge ourselves to make things the best we can and as a result, a lot of work has and continues to go into this.
Congratulations to Richard!
My questions: What would say are the most complex objects in the game to design, and what do you consider to be the most innovative feature for this park builder?
Station design has been a fun challenge for us, we wanted to bring aspects of real world stations to them like air gates, control booths and animated elements where applicable, whilst keeping them editable and able to work in conjunction with other aspects of the game. There's been a big team effort on this one and we think they will be a great addition.
Curved paths and the ability to build scenery on multiple, positional grids has been something we all wanted to add to the game as a next generation feature; we knew it would be a challenge to make interfaces that are usable and still powerful, but we didn't let that put us off, we're all passionate about making this game the best it can be and we felt this would bring the flexibility to create much more natural and authentic looking parks, whilst giving you the player greater freedom to create.
Simulation is another aspect we're making cutting edge, with reactive crowds, deep management options and a multitude of ways your decisions as a player affects your park, we challenge ourselves to make things the best we can and as a result, a lot of work has and continues to go into this.