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Thrillville - Developer Diaries Week Two

We've also tried to tie together different elements through tone. There's an underlying thread of goofiness, good-natured charm and classic fun throughout the visual style, game design, voiceover, music and cutscenes.

But we've had to do a lot of trial and error to make the controls, sense of progression, and sense of difficulty-ramping consistent within every facet of gameplay. Will gamers expect to build coasters using the same basic controls that they use to talk to people? How do we tie in the basic principles of each game without ruining all the fun that comes from their differences?



Above: This screen is from the PS2 version of the game.

Answering questions like these hasn't been easy, but we've tweaked away at them every day. We'll let you tell us how well you think everything comes together when you play the game in November.

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