If it's a Thrillville-like, I personally go to the Frontier offices to destroy all the source code ! Guaranteed ! [big grin]
Toxx Clause on that kind sir/madame!
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If it's a Thrillville-like, I personally go to the Frontier offices to destroy all the source code ! Guaranteed ! [big grin]
Did they even ever proudly said they were the creators of Thrillville?I'm surprised there are as many people worried about this as there are. I will state it again, if you review the videos we have seen already, review what Frontier has stated already and review the Q&A session that is posted, it is VERY clear that we don't have to worry about this being like Thrillville...
Not just that, it was developed in mind that it should be a straight forward, easy to play game for kids to understand. RCT3 wasn't really that focused on kids but also had more advanced tools under the hood for the more mature rollercoaster designers.Everybody also has to remember that Thrillville was a console and hand-held based game, never released on PC. That, in-turn, was part of the reason behind the building limitations of the game, given it had to port to hand-held devices as well, which would be a pain in the *bleep* to try and build path systems on, let alone theme and construct complex areas.
Not just that, it was developed in mind that it should be a straight forward, easy to play game for kids to understand. RCT3 wasn't really that focused on kids but also had more advanced tools under the hood for the more mature rollercoaster designers.
Oh man, the nightmare of raising the ground up for just 1 centimeter and it would f*** up the entire layout of the park. Paths would disconnect from each other, people get confused and you cannot build a new path over it... [mouth shut]I'm not sure if it was due to the technology back then with RCT3, but I remember having trouble with stairs and raised paths. Sometimes the next piece would not line up, and would go to the ground level. Very frustrating indeed. That and doing floors and roofs was my biggest issues.
How did you find it. [squeeeeee]Here is the screenshot from the tunnel RyanMnM did mention:
http://fs5.directupload.net/images/151030/mbhekhno.png
So i would say tunnels are somewhat confirmed
What i also thought to be pretty cool is that you can build paths through some of the attractions where it makes sense:
http://fs5.directupload.net/images/151030/b3vkriqy.png
May be it is just a short roller coaster where it is natural to build paths underneaths it, but this disc-o type of ride is usually fixed size, so it may be just a "plop-in" attraction. Anyway all attractions seem to integrate themselves very nicely into the environment.
Well true, if PC actually puts people in wheelchairs. But even in real life, people with disabilities face hurdles. Will PC also have braille signs for blind guests. I'm not trying to be insensitive, but realistic. Besides we're talking about a game, and you could just as easily do a ramp nearby.John Laws confirmed curved paths with creating your own width, and that you could create similar paths to disney parks (someone posted an aerial photo as an example for the question and he said you could accomplish similar things).
About curved stairs. while some parks do, indeed have stairs (in queues mostly), most patchs they have are flat or ramps so people in wheelchairs can have easy access. I read on on of my imagineer books they had to redesign some concept arts of toontown for the final version becuase the paths went all wobbly with stairs and bumps, and that would be a problem to people in wheelchairs.
Well true, if PC actually puts people in wheelchairs. But even in real life, people with disabilities face hurdles. Will PC also have braille signs for blind guests. I'm not trying to be insensitive, but realistic. Besides we're talking about a game, and you could just as easily do a ramp nearby.
Besides when I was thinking of curved steps, I was thinking of a half circle patio or overlook. Partially more for user scenery than as part of a line cue.