Ccron10 Posted May 30, 2014 Posted May 30, 2014 (edited) Ever since Theme Park Studio was announced, I was excited on the potential that it may hold on creating theme parks and that it was more focused on realism and user-created content than just game play. Once the first phase was released, I immediately started work on creating items to import into it. As of right now I currently have two projects started and both will end up being flat rides once everything is said and done. I kind of went with attractions that are local to me or I have familiarity with so that if I would need to check the real one with the model, I wouldn't have far to go. I'll eventually start to move on to others, but this is where I'll start. Hersheypark's Kissing Tower This is my first object and it will be animated to act like the real one with three rotations around the tower during the cycle, slow accent and decent, opening and closing doors, and for easy customizing, a simple loading/unloading area with the option to add the queue building. I may even update it later to include lights on it as well. As of right now, the tower itself is pretty much done with just a few texture modifications needed and the cabin has just been started. Intamin Gondola Ropeway After finding a few old patents, photographs and other random stuff on Hersheypark's, Kings Dominion's, and Dream World Thailand's ride, I hope to have this be something with a lot of potential. Until I know if custom track is possible for TPS, the plan of attack for this ride may be a little complicated and similar to RCT3. I plan to model the gondolas and have the cable grips be a seperate model in order for them to move more with the cable. To make the heights more customizable, the tower supports will go up in 25ft increments starting at 25ft to 200ft. The cable won't be animated, but will act like a track (which will mean that the builder would need to animate each of the gondolas and it's grips to move over the ride's layout) and will come in different angles. The tops of the support towers will also come in several types to accommodate these various angles. Other pieces planned will be the station track, transfer area, types of gondolas which will come in various styles, and station buildings that will co-en-side with them. A Von Roll style might be possible once this one is finished. This will be a pretty ambitious and time-consuming model, but it should be pretty interesting once it is done. As for other projects, I'll post them here once I start them and once I finish something, I will release it in the Game Exchange (if it can accommodate the files) and TPS Download Center. One of my goals for my projects is realism, but unfortunately the number of polys issue comes into play. Haven't had any lagging issues with the tower so far though. Many of the measurements were either done by eyesight or by actual measurements listed in old Intamin catalogs and fact sheets. This is from one of my first test imports. To save some polys, I decided to just make the kiss windows flat on the tower. I might do the same for the cabin, but I'll depend. Many of the textures were fixed on the second import, but I still need to go back in and tweak a few things to make them perfect. As for the Intamin Ropeway, thanks to KD's Skyride pin, I've had a perfect template to base my gondolas on. I'll eventually move the cable grip to a separate file so that it can be animated to easily travel on custom layouts. The car still needs the bumper, textures, and safety railings, but it is on it's way. I already have some sections of the station and supports modeled on my former RCT3 attempt of it, but I'll see if I can just modify them for this project. Edited June 1, 2014 by A.J.
fraroc Posted June 3, 2014 Posted June 3, 2014 How is the game play for TPS? Is it at least somewhat like a tycoon game? Just curious.
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