Thrillville - Developer Diaries Week Five
The things worth doing are never easy...
Weekly digests, tales from the communities you love, and more
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Speaking of boring technical stuff... from the outset, we knew it would be a squeeze to fit a game as big, varied and deep as Thrillville, and so it proved. To give you an idea of what we were up against, the 32 MB of memory in a PS2 is the same total amount of memory as the lowest-spec PC graphics card that RollerCoaster Tycoon 3 supported. Fortunately, we have some very smart programmers and have developed lots of console and PC games, so we had several approaches. For instance, in addition to the "power limit" example mentioned above, we changed the way animations work to use "bones" rather than morph animations, so lots of memory is saved (at the expense of yet more CPU calculations).
All of these challenges were certainly daunting, but we really do feel as though we've conquered them all. We invite you see for yourself on November 21 when Thrillville lands on store shelves everywhere.
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