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  • 2 giorni fa
Secondo videodiario per Planet Coaster.
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00:06So modular building is a very clunky word for what ultimately is a very very free tool within Planet Coaster
00:15Allowing you to create vast swathes of the world exactly in the way that you would want them to be
00:20made
00:20And to integrate all the pieces of a part in a way that you would never have done before
00:25You know your guests will notice that and they'll appreciate that
00:28So your part will be notably different and more successful than one that's just barren and it's just rides and
00:34it's just shop shells
00:35Traditionally we kind of talk about creators playing this game
00:39Or you know are you a creator are you a manager are you there's other things
00:42In this it teases all of those people to actually enjoy using the building tools
00:47You might build your roller coasters first you might build your scenery first
00:50And you end up with these two separate items
00:51And you look at them and your brain just makes this connection and goes
00:55What if I made them part of the same thing
00:57And then you might move that building you might copy it you might take part of it
01:01Riff it apart and put it over different parts of that ride rebuild it in a different way
01:05And every time you look at your ride and reconsider it you might change something
01:09And you get to continually improve on what you've built in a very sort of piece by piece way
01:14That is the big challenge any any Planet Coaster like game
01:17Those games that deal with lots of systems all want to build on top of each other
01:20And they're all user generated content
01:24The technically they're a very difficult challenge
01:27So we have to try and keep things separate to make the actual development process same
01:32But we need the user to kind of appear to be seamlessly integrated
01:37So I think the landscape editing tools are fantastic in their breadth
01:42In the sense that like every user can use it on a basic level to kind of create some nice
01:49undulations
01:50And hilly areas in their parks or to just to create a little rocky outcrop or a little formation
01:56Which to guests can walk under or coasters can go through
01:59It's actually very very easy to do that with our tools
02:02The landscape is a voxel generated field of loveliness
02:07I think it's technical for you
02:10And each voxel, the voxel scale is a meter
02:12Which in our game is actually that's really quite well detailed
02:15Because then when you combine it with the customization that you can add on with the scenery pieces
02:23And the fact that you can kind of build out these really interesting lumps of rock
02:27You know combinatorially, you can kind of add stuff together to build up big rock forms
02:32And then push that into the landscape
02:34You can sculpt to the scenery, you know, you can effectively adorn it
02:38The landscape system, everything is building on top of it
02:41But we do some really interesting things with landscape systems
02:44So for example, when you put a path on the landscape
02:47Then it will conform to the landscape if it thinks that it's reasonable to put a path
02:51So it may not let you put a path up a cliff edge, for example
02:55But when we have that path down, we can then actually use the landscape system to put that path in
03:01a tunnel
03:01So as we pull the landscape over, the path will stay where it is
03:07And the volume of the path, i.e. the bit that you would expect the people to walk through
03:10Will remain as a hollow, as a tunnel
03:12But the landscape will sort of seamlessly blend over the top of it
03:16So you can create a really amazing kind of structures
03:19But with simple techniques as far as the user is concerned
03:21So one of the beautiful things you can do with a modular building system
03:25Is the way that you can overlap local grids
03:28So if I build my shop and next to it is some curious, broken, creepy old church
03:34Then I can have that thing sitting there on a local grid
03:39Then I can intersect another grid and start building off an angle
03:42So if I wanted to make it look like half it had fallen down
03:44Or actually I've got a wall which is connecting around my spooky graveyard or whatever
03:49I can do exactly that, because I can intersect the local grids
03:52Which makes grid building simple, but actually makes the complexity quite deep
03:59You can build some really beautiful staged spaces
04:02Which are conforming to a local grid, but actually look quite freeform
04:06So you can really kind of create an artificial area as much as you can create an authentic area
04:13And that's really nice having that sort of ability to kind of chop up your park into different biomes
04:20Within biomes and different zones
04:22So you really feel like you're taking your guests into different dimensions and different areas
04:28You can reuse scenery, so if you have two rides and you put a piece of scenery between the two
04:32of them
04:32Both those rides consider that scenery, so from a game perspective
04:35You saved money by building one scenery item that two rides have used
04:39And if you built a rollercoaster you might go past that scenery on the same rollercoaster multiple times
04:43So there's a little more use out of it
04:46And you have these high value items, so anything which is animated or, you know
04:51You've made it out of these bigger, more expensive blocks that have a bigger impact on the guests
04:56And you managed to reuse those a lot, then you saved even more money
05:01You've been creative in how you've approached the simulation
05:04And that's something we want to reward
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