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Author Topic: New 3D Theme Park game in the making.  (Read 20484 times)
slickdude
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« on: October 24, 2006, 03:07:04 AM »

Will have importer for scenery and even a cutom flatrides tool box. The main site is here at http://www.tpb3d.com "Theme Park Builder 3D. The new game proposal sheet was released today and the main programmer for the game is Doctor J. It will have many features including things unique and unavailable in existing or other proposed 3D theme park games. Anyhow, the concept document for it currently has been released here at the link below.


http://www.tpb3d.com/Docs/Concept_Document_1.pdf

It will most likely become a community effort under a GNU license and will be free to the community.

Other features will include an alignment manager with full true 3d alignment of objects, darkness by default inside structures, flatrides can be placed in under ground caverns, gravity can be manipulated for parks built on asteroids, a Building Generator plus regular 3d pieced scenery, Path Manager with textures for paths and 3d off grid paths. Peep AI. The game will be totally free to the community. Doctor J is an older RCT1 and 2 programmer and the game most likely will be programmed in c++. Several programmers are already committing to this and the expected eta for the base is about 24 months give or take.

P.S., this will have all the coasters and tracked rides and a plethora of flatrides plus you will be able to create your own flatrides for the game and share them. More to come as we continue to expand this for the community.
« Last Edit: October 24, 2006, 03:09:42 AM by slickdude » Logged

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« Reply #1 on: October 24, 2006, 09:53:55 AM »

Sounds nice. Thanks for letting us know!
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slickdude
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« Reply #2 on: October 24, 2006, 03:44:42 PM »

In the very early stages right now, but we are getting things into shape. Everybody is very excited about this project longterm and I think it will be a major boon to the community should it come to full fruition.

But it will be aimed at the community so it will be up to the community to build it as well. Right now we are considering the GNU license for the coding and their libraries have many 3D engine components already available for usage which would cut programming time down.

Doctor J also programs in many languages including straight assembly machine code so I think we have a great guy there and he is a rct veteran. Others contributions should nail this puppy down tight.
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The Skipper
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« Reply #3 on: October 24, 2006, 07:39:49 PM »

Will definitely be keeping an eye on the progress of this.
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JoeTomNJ
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« Reply #4 on: October 24, 2006, 10:12:39 PM »

Looks like a very ambitious project! Good luck in the coding and implimentation of this. Sounds like one I'll be watching the progress on too! Thumbs Up!
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slickdude
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« Reply #5 on: October 25, 2006, 01:04:01 PM »

Yeah, I won't be coding myself as I don't do programming, but there are others who are brilliant and they do, so I think if they get their decision recently on the license type nailed down, we should see this thing jump forward. The sheet on it was already released as mentioned and the potential is there to make this into a community thing.

I think that the 2007 thru the 2009 seasons will see many new great things for the RCG (Roller Coaster Gaming) community to their great benefits.
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« Reply #6 on: October 26, 2006, 04:01:12 AM »

Dr J...  the same guy who cracked RCT2 wide open?

Then maybe this does have promise...
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marnetmar
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« Reply #7 on: October 26, 2006, 04:40:45 PM »

I hope something comes of this game, this is about the 4th new "coaster" game of this type that I've heard about in the last 5 years. Sadly all the previous ones have been the big announcement, followed by a million requests for features, followed by basically silence.
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slickdude
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« Reply #8 on: October 26, 2006, 05:36:41 PM »

In addition to the concept document, an additional amended game proposal is here at this link. http://www.tpb3d.com/Docs/Game_Proposal_1.pdf We are currently in an intense debate in other forums (which shall go unamed - as not to violate any policies) where we are trying to nail down what license will be attached. I honestly believe that this is the more difficult decision to make and that once it has been overcome we should see this moving forward at a rather rapid pace.

For those interested in making scenery and importing it, including animated stuff and flatrides too, this might give additional small insight.

Yeah Coaster Madness was disappointing how fast the plug got pulled on the community, and that is exactly why others who can do something for the community are going to make a serious attempt at it. Also note that this game will be FREE as that is the intent of the original people involved. We believe that this can be done or a stable base in about 24 months give or take.

Doctor J programs in many languages including c++, fortran and even assembly machine code directly. So I believe with his efforts behind this and those of others like Jonwil, Buggy and the rest of us pushing, we can nail this big time.
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slickdude
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« Reply #9 on: November 10, 2006, 02:47:04 AM »

Theme Park Builder 3D to work on Linux, Mac OS and Windows Platforms. This is the official word. Also the game will be licensed as free across the board. No intent to charge one red penny for anything. Currently we are debating the licensing stage and once beyond that, we should start to nail things down as to what we want.

Here is what I can tell you in reference for scenerymakers and ride designers.

A Ride Builder Utility will be implemented for mainly all flatrides. It will be added to most likely through plugin enhancements and will cover most spin, jump, throw, twist flatrides. You will be able to make most flatrides from scratch and modify and save your own flatrides, than post them for the community to share. A similar track editor and builder app will be available for all tracked rides from coasters to ghost trains. The main key will be offering tons of cars.

The heart of the system will be a grid/Off grid mode which an "Alignment Manager" will help you line up structures or individual items you have saved.

You should be able to have two different files for scenery and animated scenery. The first will be like separate wall and roof pieces or decorations etc. The second will be most likely the Building Generator which probably will have a .bg extension to it. What is really neat is we will aim at being able to allow you to take for instance your own imported scenery file and option it with hooks so the Building Generator can incorporate it into a saved structure. In the BG you will find it to interface with the alignment manager. Right click a structure, lift it and rotate it to face any direction or drag it to where you want and position it. The Building Generator through a quick query should allow you to combine multiple themed styles too, so making totally newly themed structures should be possible.

You will have major tunneling and cavern options including auto themed entrances and tunnel interiors. Placing a coaster or flatride will be as simple as dragging it below ground. The ride will also allow auto pathing or auto quing.

Path Manager will allow you to paint, stretch, tug and draw paths curving any width and in any direction.

Peep AI will be excellent and you won't be bound to groups either. You will also be able to create your own VIP peeps. For instance lets create a peep named Marnetmar and he has magical powers. This peep could perform magic shows and be a famous magician, or a peep based on your favorite movie star. Just an example Marn... Smile Peeps also will no longer bog at 1000. You will be able to build Disneyworld sized parks with tousands and tousands of peeps. So mega parks are aimed or targeted to be a major goal in the game/Modeler.

Anyhow, I am awaiting more on this, but these are just some highlights of what we will be aiming for. The eta as mentioned is about 24 month for a solid base to be established and as machines become faster we may up the ante on what the program will run on, to take advantage of this.

Some things that remain up in the air for debate are what kind of things we would like to see in the user interface. Also what themes and how much ride control? Should we add the option of having rides with full control panels for ride micromanagement or leave it to an attendant like in RCT3? So these issues remain up in the air. That is where things stand and once the agreement on what license has been established we begin proceeding rapidly to the community needs in this program. But the author and devs intents are that it be totally free for all...not a penny!
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Drea
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« Reply #10 on: November 10, 2006, 10:32:18 AM »

I'm looking forward to this!!  If this game actually comes to life, it'll definately raise the bar in the coaster sim world.  Sounds like a huge undertaking......the best of luck to the developers.
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slickdude
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« Reply #11 on: November 10, 2006, 06:00:18 PM »

And thats what makes this such a potential is that the people who proposed it were very disappointed that Coaster Madness went bust when Ken Allen had some personal issues to deal with. But even more important, they aren't just normal users, but actually high level programmers and they are doing this to benefit all of us.

I believe they are extremely determined to go through with this which is why I wholeheartedly support their endeavors in every way. I think that we shall start to see movement on this soon, very soon to wrap up the contract details and than start rapidly getting things under way. For now, my own forums serve as their homebase and probably long term as the ideas are flowing. But yeah, with high level programming talent, this appears to be a natural things that will become a reality.
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Drea
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« Reply #12 on: November 10, 2006, 06:05:31 PM »

Cool!  Let us know when this is ready to beta test.  I'll volunteer.  Smile
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JoeTomNJ
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« Reply #13 on: November 10, 2006, 06:31:28 PM »

Add another to the list for the betas Slick Wink Hopefully this comes to fruition within the time line you stated.
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« Reply #14 on: November 11, 2006, 09:54:59 AM »

I'd Like to beta test.
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