cascadia Posted May 31, 2016 Share Posted May 31, 2016 I don't think that these ideas will be incorporated into the game for a very long time, if ever, but why not post them, if only to stimulate some discussion. What do people think about the idea of incorporating customizable zoo exhibits and museum-type exhibits into the game, much like how you can build animal exhibits in RCT3? This would allow players (especially on NEDesigns) to build stuff like Epcot and SeaWorld more easily, and also open up entirely new ride categories. I know that there are some petting zoo and aquarium flat rides out there, but they just aren't the same and can't be customized at all. Another idea would be to have customizable multiblock stalls in the game, so people can design their own restaurants with tables for peeps to actually sit at and stores with clothing racks and product shelves for peeps to browse through. Again, this would open up new design possibilities and allow the building of more realistic parks. The third idea is for a new (somewhat silly) category of rides- paradrop rides. Basically, guests get parachutes and jump out of a tower (like this RL ride: https://en.wikipedia.org/wiki/Parachute_Jump ). This can be simulated with elevator rides (and someone can probably make a custom ride version with more excitment for guests using an elevator as a base), but I thought I would submit this off the wall idea, anyway. Link to comment
ziscor Posted May 31, 2016 Share Posted May 31, 2016 (edited) This is exactly the kind of thing we could have once plugins are a thing. I love the idea for a Parachute Jump, and I think an even more cool thing to have would be guests simply para-gliding across the park from a high spot you make ( like the Parachute Jump ride) and land safely to another spot. I don't even know how this could even be possible (if at all) but I love the picture I'm getting in my mind right now! As for multi-block stalls, that gives me an idea I've been keeping with myself for some while; I wish someone could make stalls in the same system like Plant Coaster: Generic Blocks of simple stalls to which you can attach your own extensions of walls and roofs to make a decent building. Modular-Building-friendly Shops, if you will: The shop would only go along with a certain type of wall that it was supposed to be for, though. I'm all for the brick walls et al. Here's how I'd imagine the stall like, but with more indoor detail and more tailored to modular building: Edited May 31, 2016 by ziscor 2 Link to comment
HookerHeels Posted May 31, 2016 Share Posted May 31, 2016 I like the idea of animal exhibits. I often make my own stalls with some 'counter only' stall I got somewhere (no idea) that allow you to design your own (looks like Ziscor used them.) As for the paradrop, ehh I think that would take a lot of work. I mean, if someone wants to, go for it. 1 Link to comment
ziscor Posted May 31, 2016 Share Posted May 31, 2016 Haha, I indeed used them. I don't know where I got them from while playing MP, but they have been a great thing to have! Also, that's the poorest execution I could think of, I might make a better image manually and post it here. Link to comment
HookerHeels Posted May 31, 2016 Share Posted May 31, 2016 HA. while being nosey, look what I found on Earl's site. "Chute drop" under SIM RIDEShttp://ae.rctspace.com/List-Frames.htm Link to comment
X7123M3-256 Posted May 31, 2016 Share Posted May 31, 2016 I would much rather see the object format changed to allow custom animation sequences than adding more hardcoded flat rides. Link to comment
cascadia Posted May 31, 2016 Author Share Posted May 31, 2016 30 minutes ago, ziscor said: As for multi-block stalls, that gives me an idea I've been keeping with myself for some while; I wish someone could make stalls in the same system like Plant Coaster: Generic Blocks of simple stalls to which you can attach your own extensions of walls and roofs to make a decent building. Modular-Building-friendly Shops, if you will: The shop would only go along with a certain type of wall that it was supposed to be for, though. I'm all for the brick walls et al. Here's how I'd imagine the stall like, but with more indoor detail and more tailored to modular building: My idea is that we could designate areas as restaurant or/and shop areas, and put in shop counters, serving areas, shelves, tables, walls, etc. There would also be staff and peeps would enter shops and restaurants that they like. 27 minutes ago, RedScope53 said: I like the idea of animal exhibits. I often make my own stalls with some 'counter only' stall I got somewhere (no idea) that allow you to design your own (looks like Ziscor used them.) I think Louis made them. Link to comment
cascadia Posted May 31, 2016 Author Share Posted May 31, 2016 1 minute ago, X7123M3-256 said: I would much rather see the object format changed to allow custom animation sequences than adding more hardcoded flat rides. I would, too, but my mention of a new flat ride was for people making custom rides now, rather then a call for the devs to add more custom rides based on existing rides. Link to comment
X7123M3-256 Posted May 31, 2016 Share Posted May 31, 2016 You can't really do a paradrop ride as a flat in the game as it stands. It would work as a tracked ride, but you'd have to hack the track to make it invisible since it's not actually tracked IRL, and you'd have to build the support structure from scenery. To implement it as an actual flat that doesn't require hacks to use would require a new object format - the flats in game are way too small and limited. 1 Link to comment
ziscor Posted May 31, 2016 Share Posted May 31, 2016 Upon reading the idea I too thought of it as a tracked ride, yeah. However, if someone were to go in that direction, it would destroy the feeling of randomness and gliding to the ride. The most we could ask for is lifting the limitations preventing such possibilities so that the game can have more dynamic rides. Then, we could even have the restaurant idea cascadia mentions maybe. Restaurants could be a flat ride with benches being the core vehicles and peeps sitting on them doing the eating animation would count as them being on the ride. Staff movement could be simple animations that happen all the time while the ride is functional. Ride breaking could be something like the chef accidentally causing a fire and is having to use the extinguisher. You'd have to not use the mechanic to fix these, though. Or, better yet show cooking machinery breaking and generating smoke, to which a mechanic responds. Again, this is all only possible when massive limitations are lifted, and even then this is extremely ambitious work that will take a lot of wizardry to make possible. Also, thanks @RedScope53 for showing that ride. Will download immediately. 1 Link to comment
HookerHeels Posted May 31, 2016 Share Posted May 31, 2016 11 minutes ago, ziscor said: Also, thanks @RedScope53 for showing that ride. Will download immediately. But of course, Good Sir. Link to comment
X7123M3-256 Posted May 31, 2016 Share Posted May 31, 2016 (edited) 22 minutes ago, ziscor said: Upon reading the idea I too thought of it as a tracked ride, yeah. However, if someone were to go in that direction, it would destroy the feeling of randomness and gliding to the ride I'm not saying I think it should be a tracked ride, I'm saying that's the only way to do it at the moment. Animation sequences are hardcoded, so unless there's a ride already in the game that moves in a similar way you're SOL (in this case, the problem is that none of the rides have enough animation frames for the greater range of motion involved with this ride). There's also the problem of size: flat rides in RCT2 can't be larger than 4x4, and that's only for the dodgems/flying saucers. That's woefully inadequate for most actual flat rides - even some of the default rides are way undersized (for example, any actual Top Spin has two rows of guests, not one). 22 minutes ago, ziscor said: Restaurants could be a flat ride with benches being the core vehicles and peeps sitting on them doing the eating animation would count as them being on the ride I suggest a much simpler solution: add "tables" as a new path object. Actually, you wouldn't even need to do that - just change the benches so that the peep sprites are included in the DAT, and then tables would become a special case of that. That's all you'd have to do to get a working restaurant, and it'd be much more flexible since you could place the seats where you wanted instead of just plonking down a prebuilt "restaurant" object. Edited May 31, 2016 by X7123M3-256 1 Link to comment
imlegos Posted June 1, 2016 Share Posted June 1, 2016 Why has somone not made a bench object that was litterally a table and chairs/booths Link to comment
cascadia Posted June 1, 2016 Author Share Posted June 1, 2016 3 hours ago, ziscor said: Upon reading the idea I too thought of it as a tracked ride, yeah. However, if someone were to go in that direction, it would destroy the feeling of randomness and gliding to the ride. The most we could ask for is lifting the limitations preventing such possibilities so that the game can have more dynamic rides. Then, we could even have the restaurant idea cascadia mentions maybe. Restaurants could be a flat ride with benches being the core vehicles and peeps sitting on them doing the eating animation would count as them being on the ride. Staff movement could be simple animations that happen all the time while the ride is functional. Ride breaking could be something like the chef accidentally causing a fire and is having to use the extinguisher. You'd have to not use the mechanic to fix these, though. Or, better yet show cooking machinery breaking and generating smoke, to which a mechanic responds. Again, this is all only possible when massive limitations are lifted, and even then this is extremely ambitious work that will take a lot of wizardry to make possible. Also, thanks @RedScope53 for showing that ride. Will download immediately. I'm not talking about making restaurants a flat ride, but rather being able to add customized restaurant and shops of any size and shape you choose. You would be able to "zone" areas as restaurant/shopping areas, and build food/store counters, racks, tables, etc. within those areas. Peeps would flock to them to eat the shop. 2 hours ago, X7123M3-256 said: I'm not saying I think it should be a tracked ride, I'm saying that's the only way to do it at the moment. Animation sequences are hardcoded, so unless there's a ride already in the game that moves in a similar way you're SOL (in this case, the problem is that none of the rides have enough animation frames for the greater range of motion involved with this ride). There's also the problem of size: flat rides in RCT2 can't be larger than 4x4, and that's only for the dodgems/flying saucers. That's woefully inadequate for most actual flat rides - even some of the default rides are way undersized (for example, any actual Top Spin has two rows of guests, not one). I suggest a much simpler solution: add "tables" as a new path object. Actually, you wouldn't even need to do that - just change the benches so that the peep sprites are included in the DAT, and then tables would become a special case of that. That's all you'd have to do to get a working restaurant, and it'd be much more flexible since you could place the seats where you wanted instead of just plonking down a prebuilt "restaurant" object. As above, I don't think that restaurants and shops should be flat rides, but zones. 20 minutes ago, imlegos said: Why has somone not made a bench object that was litterally a table and chairs/booths Animation issues, I'm guessing- peeps would be able to walk through the center of the table. Link to comment
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