Jump to content
  TPR Home | Parks | Twitter | Facebook | YouTube | Instagram 

PanteraEnt

Members
  • Posts

    9
  • Joined

  • Last visited

PanteraEnt's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Conversation Starter
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. It is almost nothing like Roller Coaster Rampage. It just has 'some' recycled art assets. The product is more like Hyper Rails, but much better.
  2. Hello Everyone, We have been busy the past few weeks integrating modules from our graphics' engine. I have uploaded a video highlighting our progress and posted it on our facebook page. This video demonstrates the following: A new interface. The new dialogs can be moved, sized, pinned, or hidden. Stations can be attached to control points. Multiple stations, or other mesh objects, can be added anywhere along the coaster path. When you move the control point, the attached object moves with it. Tunnels can be added to any section, then freely deformed. There is a new 'Enter' button which allows the player to take a virtual tour through the park. You can still edit your park while in this mode. Jumps. Something you wouldn't see in real life, but fun to watch, Entire coasters can be moved or rotated and any time, even after being fully complete. Ability to move and rotate environmental objects. Dynamic shaders. In this video I changed the stained glass windows in the castle from a standard shader to an unlit shader, giving it a self-illuminated look. Particle effects, including fire, smoke, and fountains. Our particle effects module is very versatile, allowing the player to create a wide range of effects. Dynamic editing of particle effects parameters. At the end of the video I change the force of the emitter, creating a much larger spray. The effects are seen in realtime while walking through the park. Thank you!
  3. Hello, This is Steve with Pantera Entertainment. First, thank you Robb for starting this thread, uploading our video, and posting some screenshots. We greatly appreciate the support. I wanted to jump in here and start responding to your feedback. Here are some answers to your posts. In game object design and creation is something we want to include. Our engine supports procedural mesh generation. We are looking into how to incorporate our tech to accomplish this type of functionality. We have had a few requests for operating rides. I am not sure if that will be a basic feature. However that could probably be done through scripting. Sorry, there is no Mac support. Trains can be imported and customized. Textures can be easily changed, along with meshs, without having to delete the objects. All the instance data remains. We are looking forward to the community importing custom models. By default there is no grid restriction. We can add a snap to grid feature if it is requested. Thank you for the Sketchup reference. I will look into it. Our objective is to provide an editor that has both easy to use features and advanced tools for experienced designers. I will continue to respond to your posts over the coming days and appreciate your feedback. There are some great suggestions here. Thank you.
  4. It will have more features than just coaster editing. Theme Park Studio is a suite of tools that will allow you to build an entire park, with flat rides and mini games.
  5. We are working on that feature. Our engine includes character animation and pathfinding AI.
  6. Thank you for your support. I greatly appreciate you sharing the Facebook page on your Facebook page. The success of this title depends on two things, making a quality product and public awareness. We are working hard to make the title great and are listening to what features players want included. Not having deep pockets makes public awareness our biggest challenge. Thanks again for helping with that effort.
  7. Thank you. I look forward to keeping you updated as we progress. Thank you everyone for all your replies. Additional screenshots, videos, and tutorials will be posted on our facebook page soon. They will provide greater detail of all the features our engine can support. Steve
  8. Hello, This is Steve with Pantera Entertainment. Our company develops for PS3, Xbox, and PC. We have a new title coming out called for PC called 'Theme Park Studio'. We basically have merged Hyper Rails, an older title of ours, with our new proprietary graphics' engine. Here is a link with a screenshot, video, and some descriptive text. http://www.facebook.com/ThemeParkStudio It only contains one video and screenshot. I will be updating it with more screenshots and tutorials over the next months. If you would like to keep up to date, we hope you will 'Like' our facebook page. I am posting to this forum hoping to get some feedback. We started out with a specific UI style, seen in the video. Later, when we decided to merge our graphics' engine, we switched to windows gui. This gave it a more technical look, less game-like. Although the game-like style was lost, the advantages gained included better performance, customization, and dialogs that can be hidden, resized, docked, or pinned. There are numerous other dialogs, the screenshot I posted only shows the node, particle, track and train dialogs. I will be uploading more screenshots and tutorials as we progress. We will also be looking for beta testers in the near future. Feedback is welcome. Thank you Steve
×
×
  • Create New...

Important Information

Terms of Use https://themeparkreview.com/forum/topic/116-terms-of-service-please-read/