AI pathing/behavior, peep feedback, merch customization

These are some suggestions I have to add to the game to give it some more depth/make it more intuitive. If there's one thing I want, it's Photo-Op control. I want to make beautiful things, but I want to make sure peeps appreciate them too.

Pathing Rules
problem: you want to control how peeps travel and give them suggestions as to where to go
solution: have control that you can close down paths (maybe the game puts down a maintenance sign/cone to indicate) if they're dirty/congested so you force people to take new paths. if you see peeps are clashing a lot while traveling between rides, suggest routes in an editing mode by clicking path blocks that lead to specific rides.
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Detours
problem: Peeps are crowded and keep taking the shortest path to rides, causing congestion
solution: have peeps take longer routes on other paths to get to their destination. by heat-mapping congested areas, peeps can decide to walk around another path to get to their destination quicker.
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Photo Opportunity Locations

problem: your peeps walk around your park from ride to ride, but they never take the time to appreciate the time you took into making that amazing garden of flowers.
solution: specify paths, objects, or points that are good places to take photographs. see the next post to see how peeps could use actual photographs to influence how you operate your park. maybe even have animations of them sniffing flowers.
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Social Media
problems: you like looking at your park, but you want to see your park the the eyes of a peep. you also want to hear their feedback without having to ask.
solution: Fake version of twitter in-game that has peeps post pictures and feedback that comes up on your park's homepage so you can read/look at what people are experiencing in your park. I think it would be cool to see photos of peeps posing in front of photo-op locations. It'd be a funny thing to see a peep posing for a selfie while someone hurls into a trashcan. Not only would pictures be posted, but peeps could post about their experiences and how they feel. Maybe instead of having a hub where every single peep posts pictures that loads onto one page, each peep could have their own "fake twitter" page that you can look at by clicking on them then checkout out their profile to see what they're saying.
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Custom Decals/Logos
problem: your merch, coaster, and signs are missing flare
solution: build/pick your own decal/logo to put on merch, coaster cars, and signs. different shops/rides/merch can have different decals/logos
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Merch Variety
problem: peeps don't want to buy something they already have, so not all shops should be hat shops
solution: have balloon stands, souvenier cups at drink stands, toy shops that sell plushies/glowsticks/wacky hats, clothing/wearable shops that sell shirts/sunglasses/backpacks

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Merch Supply/Demand

problem: peeps want to buy more souveniers to remember rides they went into. they either already bought the hat or they don't like hats and want a shirt instead.
solution: have multiple tiers of merch you can add to a store. the higher the demand for an item, the more you should buy it. you could choose to sell ALL of the VARIED MERCH, or just change between items that pop up on the popularity radar
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Item Drops/Lockers:
problem: peep takes a drink, phone, or glasses on ride. They go over a loop and it falls out of their hands. this can litter pathways if a track goes over them.
solution: make a locker area/facility they can walk into before getting into a line. you can charge for lockers too.
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Pathing Rules
Sounds like a good idea, hopefully they will improve this before the official release

Detours
Sounds complicated/unnecessary

Photo Opportunity Locations

YES PLEASE

Social Media
cool but very unnecessary and probably very complicated

Custom Decals/Logos
Hopefully they allow UGC

Merch Variety
I'm sure they will have a lot more in the official game, we are only seeing the alpha

Merch Supply/Demand

eh?

Item Drops/Lockers:
cool idea, not super important
 
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Detours
Sounds complicated/unnecessary


Merch Supply/Demand

eh?

Detours I guess are a part of pathing rules to prevent congestion from worsening. I realize AI isn't fully fleshed-out, but I just want to make sure that the AI is smart enough to realize that it'd be easier to take the clearest path, not the shortest one.

as for supply and demand, I'm saying that you should be able to specify what a shop supplies/sells to peeps. if you pay for a large variety, you'll spend more money, but people will be happy because they have variety. but if you choose a shop to sell just one item, you save money but people will get tired of you only selling that single item and will want to see more variety.
 
Detours = one way signs, no? or you could design better paths [tongue]

Personally I like realism and depth, but I don't care to worry about supply and demand in this game beyond "guests are hungry, thirsty, bored, etc." I do wish shops had more options and variety, like a restaurant that offers fries, burgers and drinks all in one, but the logistics of how many items they have in stock is a bit much IMO. I just want more types of shops, large restaurants would be great, games, arcades, sit down tables, etc.
 
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Pathing Rules: Your "problem" isn't even one. Why should you be able to control where people are going?
Detours: The AI seems pretty sturdy to me. Can you provide any evidence for congestions?

In general, no to these points. This game isn't a traffic management sim.

Photo opportunity locations: sure
Social media: meh
Custom decals: sure
Merch variety: It's the first Alpha, they're not gonna leave it at three stalls.
Merch supply/demand: I don't get your point. My idea would be that you could sell a greater variety of items at a single stall, but it slows the shop keeper down and people have to wait longer. Choice vs. speed.
Item drops/lockers People shouldn't be able to take stuff on the rides in the first place. Give us proper ride operators, that check that and also check the safety restraints.
 
This game isn't a traffic management sim.

Hah, true. But the dev diaries have stated that congestion will be a problem for the player to take care of, as they've shown animation for crowded pathways. Right now, sure, everything runs smoothly, but if I plan to have a park with thousands of people in it, I want to make sure that the AI is smart enough to know that traveling the shortest distance isn't the fastest distance. Now, I'm not saying I want to micro-manage the paths that everyone takes, but I am saying that,at least on the backend of the game, there should be intuitive decision making for peeps to go down the path that isn't crowded.

My suggestion is to offer the player the tools to manage nodes that AI can path to, but I guess we'll see how their intelligence progresses throughout development.
 
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