00:07www.mesmerism.info
00:08Planet Coaster is all about the individual
00:09That little person is incredibly important
00:13Every little guy has a little bit of money in their pocket
00:16And what you're doing is ultimately designing a very twisted, exciting, terrifying machine
00:20Which is designed to get the money out of them
00:23They're only there for a very short amount of time
00:25And you want them to leave with far less money than they arrive with, preferably none
00:29But you want them all to be happy so more and more people come into the park
00:33The crowd reacts as a group
00:36But they're driven by the individual need and the individual response to things in the park
00:43The basic goal is to have crowds that were more believable
00:46So people far clearer than me will tell you exactly how this is working
00:50But traditionally, so in sim games, people don't matter
00:54So we'll take shortcuts and we'll let people walk through each other
00:57You know, and it looks ridiculous, you stop believing in people
01:00So we've designed a new kind of algorithm
01:02It's more like a fluid simulation
01:04You know, it's dynamic
01:06So it's like, imagine two sets of particles trying to go in different directions
01:10When they meet, they kind of, they form into lanes
01:13And then they move past each other and potentially form mini vortices
01:16And that means that you're planning the route for everyone at the same time
01:21And not planning each person's route individually
01:23But because we're tracking the individual and those little people matter
01:26And we want a really detailed super simulation
01:29They avoid each other, right?
01:30So not only do people want to take the shortest possible route for a park
01:33So they're not getting tired, right?
01:36It'll actually look like a real fluid system
01:38To be honest, it started with quite a simple idea
01:41But the more we thought about what that meant for the other areas of the simulation
01:46The more kind of ideas came out of it
01:48And the more sort of depth it seemed to add to the park management gameplay
01:52Yeah, I think we're playing around with congestion animations right now
01:54And that's looking quite promising
01:56People bunch up, they can't get around each other
01:59They look a bit frustrated
02:01They're trying to sort of peek around people's heads
02:03And then trying to look for other things at the same time
02:05And it's that sort of layer, there's complexity
02:07That are making the park feel quite rich
02:09The audio team have had a real challenge on their hands with the crowd system
02:13Because you can't hear thousands of guests at one time
02:18And not in any kind of intelligible way
02:21Not in a way that you can make sense of
02:23Normally we put a sound on every little thing in the world
02:25And it makes a sound and it works really well
02:27But with 2,000 people in a crowd
02:30Or even 20,000 people in a crowd
02:32That's the numbers we're looking at
02:34You're just going to be drowning in sounds
02:36There's going to be no other sound than a lot of people talking
02:39So we're designing these systems that very intelligently look at this large amount of data
02:44And pick up exactly those things we want to hear
02:46So with crowds, we're looking at informing that there's something that needs investigation
02:52But not actually trying to get all the little details in there
02:56Because if you know something's wrong, you're going to investigate
02:59And that's part of the gameplay
03:00So when you place a write down, there'll be a wave of reaction spilling out amongst your crowd
03:06And in this game we want to render a larger crowd than we've ever rendered before
03:09You know, we're talking about thousands of people
03:11So you'll see that ripple of reaction going through the crowd
03:15So it can run in real time, and that's the hard part
03:18And then also making it work with our POT system
03:21Which was being designed as well in that pre-production phase
03:24I'm a great people watcher
03:26All our animators are like that
03:27You know, they observe themselves, they film themselves all the time doing stuff
03:31And seeing that come through into the game
03:33And seeing it being supported by an engine
03:35Which is not going to cripple their animation when it gets half a mile away
03:38With, you know, hundreds of people in camera shot at any one time when you're low
03:43Thousands when you're up high
03:44You know, that's extraordinary
03:46It's hard to pick one thing that excites you when you've got that
03:49It will be the living UI
03:51And that's never really been done before
03:53We've got beautiful rides
03:55And you look at them in a viewer
03:56And it's just wonderful
03:57You know, the light playing over the surface
03:58As soon as you put the crowd on any one of those seats
04:02Suddenly that ride has personality
04:04Because they either look terrified
04:06Because it's a nightmare ride
04:08You know, it's a really intense ride
04:10Or they look pleased
04:11And there's little kids being all happy, you know
04:15The crowd bring everything you have to life
04:19Because they're the reason why you can build it in the first place
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