Guv
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« Reply #80 on: April 27, 2014, 10:09:11 AM » |
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God damn you work quickly. I'm very impressed.
As this is Unity... What happens if you attach the Camera to the front of the train and point it forwards, would it give a first person experience of the ride?
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Sebioff
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« Reply #81 on: April 27, 2014, 10:36:24 AM » |
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Yes! But the turns are a bit quicker and the g-forces higher than they would be on a real coaster, so it's a bit nauseating. Might be tolerable with a bit of smoothing of the camera movements though, I'll definitely give it a try someday (not exactly high priority, there are simulators out there that'll give you a more "realistic" experience...but could be nice to have).
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pmprog
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« Reply #82 on: April 28, 2014, 02:49:10 AM » |
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Would certainly look pretty cool with an Oculus Rift or some other VR headset
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Quarry
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« Reply #83 on: April 28, 2014, 06:35:14 AM » |
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This is wondeeeeerfuuuuul
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agoacher
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« Reply #84 on: April 28, 2014, 06:47:44 AM » |
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Sitting in the front seat wearing an occulus might be fun Looks really good though, will be following the development
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Whiteclaws
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« Reply #85 on: April 28, 2014, 10:10:00 AM » |
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I would love the art to be styled like the
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Trainzack
Level 0
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« Reply #86 on: April 29, 2014, 03:44:31 PM » |
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Really liking whats been shown so far.
Will there be parades that you can organize or other events?
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« Last Edit: April 29, 2014, 03:54:23 PM by Trainzack »
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garret559
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« Reply #87 on: April 29, 2014, 04:10:00 PM » |
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A little vine of what we've been up to https://vine.co/v/MvLpJqhO7JPIt's been a lot of animating and tweaking little things for a bit, but I'm moving on to a lot more content like scenery and rides soon.
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SafetySnail
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« Reply #88 on: April 29, 2014, 05:56:13 PM » |
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Balloon Sim 2014.
Looking great guys, this is coming along super fast!
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oyog
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« Reply #89 on: May 04, 2014, 08:19:50 PM » |
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I've been thinking about this for the last couple weeks but I've been putting off posting about it because I'm not a developer so to me it seems presumptuous to suggest things without some kind of technical knowledge of the systems involved. Is it difficult to support user made content in an engine like Unity? When I was a kid one of the things I wanted most from RCT was the user made content and editor from the SimCity Urban Renewal Kit. Specifically, user made scenery seems like the easiest to pull off because scenery doesn't have a huge effect on the game and only effects the "This park has really great scenery" thoughts. Maybe food stands, I don't know. I guess I'm also torn because I've played some games with really astoundingly talented modding communities but then I've also had to wade through huge amounts of crap to find really good content for games like Unreal Tournament, The Sims and more recently, Skyrim. ...Mostly I just really want someone to make a "Honey, I Shrunk the Kids" scenery set.
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Sebioff
Level 1
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« Reply #90 on: May 05, 2014, 12:01:09 AM » |
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Will there be parades that you can organize or other events?
Maybe! I don't think it's a mandatory feature, but if we have enough time towards the end of development it could be nice to do. Is it difficult to support user made content in an engine like Unity?
Not presumptuous to suggest something at all, I'm glad about suggestions I've done a bit of research on this as I also think it'd be awesome to have support for user made content, at least for scenery as you said. I currently have no idea how to do this and couldn't find anything at all :/ But Kerbal Space Program is also using Unity and they have great mod/custom content support, so at least I know it's possible somehow! I'll have to do more research some day. In development news, I've mostly been working on behind-the-scenes stuff, so it's hard to show anything. Yesterday though I did some initial work on flat rides. I made a waypoint editor for defining where people can move on the ride: So guests know how to get to their seats/the exit:
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IndieHola
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« Reply #91 on: May 05, 2014, 08:27:20 AM » |
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Looks promising! I didn't play RCT but I absolutely loved Sim Theme Park.
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Kurt
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« Reply #92 on: May 05, 2014, 11:14:42 AM » |
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Been on a RCT kick lately, let me know when there's a demo I can try!
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tonythedemon
Level 0
Whoo Deving
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« Reply #93 on: May 08, 2014, 06:27:43 PM » |
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Wow great work. can't wait to see the outcome of this!
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ryansumo
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« Reply #94 on: May 08, 2014, 10:56:45 PM » |
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woo! I'm super excited to play a demo of this too! I've always love sim-type games.
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Sebioff
Level 1
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« Reply #95 on: May 13, 2014, 02:12:08 AM » |
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I've been working on track supports lately, specifically on making sure they don't intersect with anything. I wondered if the solution I came up with had any performance implications, so I did a quick stress test: It's doing fine!
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JobLeonard
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« Reply #96 on: May 13, 2014, 08:46:27 AM » |
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But can it handle Mr. Bones' Wild Ride?
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Sebioff
Level 1
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« Reply #98 on: May 15, 2014, 03:58:56 AM » |
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Did a bunch of work calculating various statistics about coasters. I really like SimCity 5's data visualizations, so I did a quick test how something similar might work for visualizing G forces: Clearly needs some more work regarding accuracy and visual style, but I think this should be more helpful than a graph Also shown is some progress on coaster track elements.
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gimblll
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« Reply #99 on: May 15, 2014, 04:25:33 AM » |
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Wow, that track is already looking pretty awesome.
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