Thrillville - Developer Diaries Week Five
The things worth doing are never easy...
Weekly digests, tales from the communities you love, and more
You are now subscribed
Your newsletter sign-up was successful
Want to add more newsletters?
Every Friday
GamesRadar+
Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.
Every Thursday
GTA 6 O'clock
Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.
Every Friday
Knowledge
From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.
Every Thursday
The Setup
Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
Every Wednesday
Switch 2 Spotlight
Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.
Every Saturday
The Watchlist
Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.
Once a month
SFX
Get sneak previews, exclusive competitions and details of special events each month!
Developer Frontier has had experience creating other theme park-based games for the PC, such as RollerCoaster Tycoon 3. But Thrillville is different - it's been designed from the ground up for consoles and handhelds, including PS2, Xbox and PSP. With that comes a bevy of challenges - the most significant of those follow.
Jonny Watts, Senior Producer at Frontier Developments
One of the big things about Thrillville is that theme park games are normally the domain of the PC, so the whole user interface needed to be adapted to a controller instead of a mouse and keyboard. Because Thrillville puts you in the park as an actual character rather than hovering above it, and because it has such a variety of fun, console-oriented gameplay styles, this was in the main a very straightforward thing to do - we aren't the first console game by any means where you control a character's movement around a park, driving, sniping, playing soccer, doing tricks, etc. But things get a little less straightforward when it comes to constructing roller coasters from scratch...
From the start of the project, we knew building roller coasters on a console was going to be a challenge, as it soon proved to be - we got quite close the first time out, but perfecting it took a few focus groups and a lot of head-scratching! We've ended up with a method that lets you "drive" your new coaster through the air using the controller in a really natural way. We think it's the easiest, quickest and most fun way we've ever seen of building a rollercoaster - and we hope you agree!
Weekly digests, tales from the communities you love, and more


