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more diversity in peeps


733737

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Could you implement last names and new names in the automatic peep name generator, different hairstyles,  skintones or upscaled sprites with interpolated animations around 60fps also taller guests, less skinny guests, or guests that can swim like chris sawyer wanted?

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Most of this is (nearly) impossible to pull off due to the nature of sprite-based games. In 3D games, one peep model can do everything: walk, sit on a bench, sit in a roller coaster, etc. So adding differences in body type, skin colour and stuff like that involves creating only one extra model. But in sprite-based games, you need a graphic for every position and situation. This includes sitting in a roller coaster - the roller coaster train has to carry the peep sprites, which are simply superimposed over the train. It would basically mean a guest would change shape/age/colour/etc. when they board a roller coaster.

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an ai upscaler could replace assets automatically and maybe there could be a barbershop that sells hairdos for long hair like the hat stall or there could be guest groups that form or guests could have sprite morphing based on in game weight which is preserved on rides

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2 hours ago, 733737 said:

an ai upscaler could replace assets automatically

If you want to try generating new assets with AI, go ahead. But since you still have to develop and train the AI, it's not exactly "automatic" - even if you can make it work this is still a ton of work to pull off.

Every ride has its own set of peep sprites, on top of the basic set for walking, sitting etc. That's literally tens of thousands of sprites you'd have to add for every peep variant you want. Not only that, but currently, the ride sprites contain pairs of peeps - you'd have to split those in two.

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On 17/06/2021 at 14:36, 733737 said:

an ai upscaler could replace assets automatically and maybe there could be a barbershop that sells hairdos for long hair like the hat stall or there could be guest groups that form or guests could have sprite morphing based on in game weight which is preserved on rides

To me it looks you’re vastly underestimating the scale of what you’re proposing here. You’re welcome to try your hand at it though, we are an open source project after all.

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  • 2 weeks later...

Well, it would be hard to add a bajillion sprites for each thing you wanted, but it would be possible to use sprite color palettes.  RCT does this already for its vehicle sprites.  For things like hats and hair, it would be more efficient to have these as seperate sprites superimposed on the peep's head, so you don't have to have a sprite for every possible hat.

If you wanted to get crazy with things, you could use a sort of character customizer with the game choosing random features, sorta like the Mii Channel.  I know that's how Planet Coaster makes its peeps so diverse, as well as make your avatar.  The game stores these as simple data that it can model and render on-the fly.

But keep in mind, Planet Coaster is a 3D game with a free-flying camera fully 3D assets rendered in 3-point perspective developed in the mid-2010s while RCT is a game developed in the late 90s with a limited resolution locked in four isometric camera views that allow for a more coherent blend of 3D models and 2D sprites.  Diversity was harder to include in older games due to the limited resources.  It's certainly not impossible, as Madden '95 managed to get 16-bit consoles to do it, but it can't be an afterthought.  I'd be excited to see what you do with this, however!

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Constraints, as far as they still exist, are gradually being removed from the game. Adding more diverse peeps is not hard because of the coding required to do it, but every single sprite that has a peep (or more) in it, has to be redone for every possible combination of peep types. Let's ignore whether it's a good idea to add more peep types, assume everybody has agreed on what types to add and just do the math for it:

With only 2 types in a 2-seater coaster train, that's already 3 additional sprites per rotation of the vehicle. The dive coaster with 6 peeps per vehicle requires at least 63 additional sprites per rotation of the vehicle, and that's only for one additional peep type (adding more means an even bigger combinatoric explosion, adding a third peep type requires at least another 665 sprites per rotation for the dive coaster). The flying coaster (with 4 peeps per car) had 2832 images in RCT1 (even more in RCT2). Assuming there are 2 skin tones, we differentiate adults and kids and added male and female gender to the game. That makes 8 peep types total, so we need 8^4+2*8^2+1=4225 sprites per rotation. That makes 2832*4225/4=2991300 sprites in total (instead of 2832). Assuming sprites are 32x32 pixels and you need 1 byte per pixel (because of the palette used by the game), you'd need 3GB RAM just to run the flying coaster.

For the base game objects, this can theoretically be done (with a ton of work), but the game size and ram requirements will explode with it. Even if that's not a problem, then there are still the custom objects that are not built for multiple peep types. Editing them all is simply not feasible. More peep types will not be added to this game.

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