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  • 18 ore fa
Vediamo questo nuovo filmato di RollerCoaster Tycoon World, che ci mostra il dietro le quinte dello sviluppo del gioco, con interviste agli sviluppatori, oltre a delle nuove sequenze di gameplay. Vi ricordiamo che il titolo è in sviluppo per PC.
Trascrizione
00:05ROLLECOASTER TYCOON 2
00:0516 anni fa, Chris Sawyer made ROLLECOASTER TYCOON 3
00:08After that, he came out with ROLLECOASTER TYCOON 2
00:13This took many of the ideas in ROLLECOASTER TYCOON 1
00:16and brought them forward.
00:17Then we came out with ROLLECOASTER TYCOON 3
00:19This was the first time the franchise was introduced
00:22to the world of 3D graphics
00:24We're bringing a lot of that to our next game
00:27which is ROLLECOASTER TYCOON 2
00:28The vision behind RCCW is to really capture those things
00:35in the previous games that fans loved
00:38and then put a level of next generation polish on top of everything
00:42ROLLECOASTER TYCOON 2 is really the next generation of ROLLECOASTER TYCOON 2
00:49It brings the franchise forward
00:52In this game, we started from the ground level
00:54We read what fans wanted
00:56We saw what their behaviors were in our previous games
01:01and we combined all that knowledge along with the sort of passion of the team
01:06both at Atari and here in Invisio
01:08to come up with ROLLECOASTER TYCOON 2
01:11My favorite technical aspect in the game is by far the coaster editor
01:16Previous games you were building piece by piece track segment by track segment
01:20but now we've built a really robust spline based coaster editor
01:23which means you've got these long curves that you can manipulate however you want
01:27So as a user is creating a curved path or rollercoaster that can move anywhere in 3D space
01:34we kind of have to calculate the angles and the direction changes and the forces and everything that we need
01:40in real time
01:41to allow the user to make any type of shape that they want
01:44And we've done this with Six Flags
01:46We wanted to bring their expertise in running some of the world's greatest theme parks
01:52and building some of the coolest rollercoasters we've ever seen to Rollercoaster Tycoon World
01:57It's been an incredible partnership with Invisio and Atari
02:00and we've worked very closely to look at things like the schematics of our theme park
02:04the guest traffic patterns, you know of course all of our rides
02:07and the layout of our major coasters and our tallest thrill rides
02:10but it's really all of that little stuff, that attention to detail
02:13that I think will make this game the most realistic theme park game that's ever been made
02:17The simulation is something that we're really bringing a step forward
02:21We've rethought how we're doing the shops and the stall system
02:24and all the different operations that you have to use inside of the game
02:28Artificial intelligence in Rollercoaster Tycoon World differs from previous games
02:31in that in previous games the AI would sort of roam around discovering things
02:36and evaluating whether those things match their current needs
02:38and then deciding whether to participate or not based on that
02:41In our game it's much more about they know their current state of needs
02:45and they intentionally choose to go take whatever action is going to help them out
02:49according to their current needs
02:51They also care about the theming of objects in your park
02:54Some peeps are going to want to ride western type rides
02:57Some peeps are going to want to eat at science fiction themed restaurants
03:00Peeps have an internal preference for the type of cuisine that they like to eat
03:04All of these contribute to an experience where peeps are caring about a lot more of your park than they
03:10used to
03:10One of my favorite features is the terrain deformation
03:13I think our developers were able to create something that is easy to use
03:17but also gives the possibility for the players to customize their park and make it look the way they want
03:23So we really spent a lot of time making a tool that is simple for users
03:27but very powerful for our hardcore gamers
03:30So they really can personalize their park as much as possible
03:34A modern way of doing a simulation game means also using modern techniques
03:39So we're multi-threading the game as much as possible
03:42Yeah, that really expands the AI gives us a lot more room for breath
03:45because we have faster CPUs now so we can actually use that
03:4864-bit new-age graphics
03:50We're using a lot of high-end techniques to try to bring the graphics up to next-gen type of
03:56material
03:57What hasn't been done before in an RCT game is using modern rendering technologies
04:02For the first time we're integrating natively user-generated content support
04:06which we think is a huge innovation
04:08It's going to allow players to dream up things that we didn't even think was possible
04:14We've announced that we're going to be doing Steam Workshop support
04:17which in and of itself allows for a lot of different sharing features
04:21It's an evolutionary step for the franchise
04:24The game not only looks beautiful but it looks realistic
04:28I think it's going to really change the way some people play this game
04:44But we are going to get from you
04:47Thank you for having me
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