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Thread: RollerCoaster Tycoon World Production Blog Post #1

  1. #1
    Disciple of Danger Mattlab's Avatar
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    RollerCoaster Tycoon World Production Blog Post #1

    Discuss Atari's First Production Blog announcement found here http://www.rollercoastertycoon.com/r...oduction-blog/

    Hi RollerCoaster Tycoon Fans, I’m “Mattlab”, Atari’s Executive Producer on RollerCoaster Tycoon World.

    As the producer of RollerCoaster Tycoon World, my job is to lead the work on the game with the help of our awesome crew from Atari, the AAA development team at Area 52 Games, and of course, our dedicated RCT fans. A longtime fan of RCT myself, I am honored to help the team take on the next iteration of the beloved franchise. RCT is in fact what brought me to Atari so many years ago. In all, we have built a fantastic team of industry experts, who are fans themselves, ensuring that this new game will bring the franchise to a whole new level.


    To get a sense of what our plans are, here is a sneak preview into the world of team RCTW:


    We have spent a lot of time thinking about what this game means. With that in mind, we have focused our effort around 4 main foundations: Designing, Building, Playing and Sharing.


    Designing


    In our first production blog, we will talk about “Designing”. This starts with terrain and scenery – elevating how important these two are now in the game.


    We have spent a considerable amount of time designing a map and terrain generator that let players set their game in a variety of environments. You’ll never start with the same setting twice! Our special map tool ensures that players can randomly generate terrain that is fun and yet presents unique design challenges. Having played with it here at Atari HQ we can say it really creates some stunning locations and allows for things to be created that were simply not possible in previous games.


    While new challenges and maps are always fun, this new terrain system has also allowed us to create an amazing new in-game terrain editing tool. Imagine being met with rolling hills or large mountains right in the middle of your park! With our new tool you will be able to shape these almost any way you like. The tool is completely brush-based. Think of it like painting your new terrain as you adjust various sliders and brush types to bring your vision to life. It will be one of the first things we hope to be able to share with players during our Closed Alphas (more on how to get in in a later post).

    All before you ever let a single peep into your park we have allowed players to create some of the most dynamic and amazing environments ever. With so many rides, attractions, coasters, and scenery objects to choose from, players will have endless varied ways to have fun and design their dream parks.


    What’s Next:

    This is where things get really exciting! Now, we get to start sharing what we have made with the world. Be sure to sign up for our Newsletter and Forums to stay tuned to all future dev blogs, news, press releases, contests, beta programs and more. We monitor our forums every day and we ask that you join them and continue to post and engage with the community. We will make sure to pull questions from there when we can and focus our blogs around answering as many as possible as we head towards launch!


    Until then though… here is a little teaser screenshot of one of our new flat rides!

    RollerCoaster Tycoon World Ferris Wheel Flat Ride with placeholder grass.


    Cheers,
    “Mattlab”
    Atari Executive Producer (RCTW)

  2. #2
    am excited to see what the future holds. am excited as well about random map generation as well as being able to customize. only complaint is that this ferris wheel looks exactly the same as the giant one in RCT3. except now with better loading platform i guess.

  3. #3
    Glad to hear from you guys again. Looking good!

    Looking forward to the next blogs!

  4. #4
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    Looks great!!

  5. #5
    Passive Peep
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    ......Maybe I am missing something here, but you didn't present any answers to any questions anyone had and you didn't introduce anything new.
    We've already seen that ride/screenshot before.

    Here's hoping blog 2 presents us with some info that we don't already know...

  6. #6
    Im glad you guys are updating the fans more often...the pic looks amazing! Hoping we can see a rollercoaster very soon!

  7. #7
    Disciple of Danger Mattlab's Avatar
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    Quote Originally Posted by Indiglow View Post
    ......Maybe I am missing something here, but you didn't present any answers to any questions anyone had and you didn't introduce anything new.
    We've already seen that ride/screenshot before.

    Here's hoping blog 2 presents us with some info that we don't already know...
    In fact, blog #2 will focus on Building and I plan to talk about the Coaster Editor and how it will work among a few other very cool things that we have not yet discussed...The blogs will first focus on all the major foundations and then we will get into specifics.

  8. #8
    An update, yay! Interested about the closed alpha.

  9. #9
    Passive Peep
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    Quote Originally Posted by Mattlab View Post
    In fact, blog #2 will focus on Building and I plan to talk about the Coaster Editor and how it will work among a few other very cool things that we have not yet discussed...The blogs will first focus on all the major foundations and then we will get into specifics.

    okay, gotcha. Sounds promising, thanks!

  10. #10
    how often can we expect a dev blog?

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