Theme Park Builder 3D

Full Version: How are maps going to be handled?
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I've been thinking about this, and I realize that I don't remember hearing anything about how this game will handle the player's own map, the one that TORCG used to monitor traffic levels, or just look at the park layout from a different perspective. I doubt we want to copy TORCG because that map was horrid. It was hard to discern anything, it was too small, it never really gave you anything that you wouldn't learn just from zooming out. I particularly want this changed as it's one thing that'll separate this game from TORCG if we can make this as commonly used as the finances tab.

I've got some ideas that I want to throw out before I forget in my sleep.

1) Make the map look different than just a zoomed-out screenshot.
And certainly not like TORCG. I figure we could base its design off of real park maps, like Sea World's which has logos for each ride plastered over it. I don't know how we'll make the logos, but tracked rides could have a shot of the ride vehicles, and flat rides would of couse feature themselves, as rendered during construction. To make the look stylized, we could highlight the borders and add a slight warping to the image, as if you shot it with a fish-eye lens. Then of course to keep the map functional, we scale each logo so that it doesn't cross over any important info like path traffic, which while I'm on that could be displayed as varying colors that represent density. Path sides would be highlighted to match the stylized look and to separate the varying path colors from anything else. The background could just be a static shot of the park, with contrails following coaster cars to match the stylized look.

2) Give the poor map some use!
When the player floats their mouse over an attraction, a tooltip is displayed giving the player some quick info on each ride like status, queue length, est. profit, and est. hourly capacity. Under the map would be the ride list, layed out like a real park map, displaying locations, also showing tooltips, and scheduled events like parades and fireworks. This could eliminate the need for a separate ride list.

Critique as you will, I just wanted to throw out some ideas while they were fresh in my mind.
This was brough up somewhere deep in the treads but don't remember where. From what I've read and my own vision expect it to be generated from the 3D engine with special overlays that make it look 10 times better than TORCG. Depending on selected filters it may highlight areas with color such as traffic, zones, popular etc.
The souvenir map itself is a clickable item. I suppose the souvenir map should be discussed because it can link parks and foreign location parks as well.
Okay, so how do we want to show off the other parks, local and foreign? From a UI standpoint? I'm just trying to start a discussion.
now when we say "zones" are we talking about a parks seperate "lands" (adventure land, fantasy land, etc...) If so, how will we divide these areas up in the actuall park? seperate banners of ground color? sorry, i jst never remember talking about this anywhere
If it comes to fruition then the theming should be enough for the map generator to see that groups of rides, attractions and scenery fit together forming a zone if you will. Not an actual bondary point but a collection of items are in near proximity with similar theeming. If a municipality or developer wants to build a park then they may want to name the themed zones or areas. I'm on the coding team, se we ultimately fill needs and offer solutions. The main focus is a balance of quality and performance.
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