Learn Python through coding new content for your favorite game.Learn Python through boring courses that have you create scripts that ultimately achieve nothing.I implore you to listen to what I have to say: You seem to think that learning Python via Toontown is some foreign, impossible concept. Quite a bit more than having "done anything more than edit variables." I find that quite insulting considering all the features I've coded into this game. I started out small, and over the course of a few years I've become quite capable. GUI, cutscenes, dev commands, and even a brand new boss battle. I've developed many features for the game. For clarity, please review: įriends, I think it's important to remember that when another remake first began, it's initial team of developers were heavily inspired by the effort of Toon Town Rewritten (TTR).What proof could I possibly give other than my word and reputation? I work on Toontown Offline. While although the news article attached to this thread mentions TTR specifically, I think what had happened with another remake is that key developers assumed Disney would grant them said permission within such an email but unfortunately such an email was never accepted. In my opinion, I think it's fair to say that while although another remake made a mistake they did so.with the community's full interest in mind. However, that is still no excuse for another remake not remaining 100% transparent with the very community they seek to gain support. Much like TTR, another remake nevertheless has become the benchmark by which all other emulators are gauging their efforts and accomplishments towards. ~ This fact is understood by other individuals already within the community, and not just my own self. For clarity, please review: The Project Toontown Online is the first 3D massively multiplayer online game for kids. Players get to create their own Toons and join together with other Toons to defend Toontown from the Cogs, a mob of unscrupulous business robots who are trying to take over. The project was started in 1999 while we were working on high-end virtual reality attractions for the Disney theme parks. It occurred to us that some of the things we were doing for the theme parks would soon be possible on inexpensive 3D graphics hardware in people's homes. Also, the emergence of massively multiplayer online gaming seemed like an opportunity for Disney, because Disney really knows how to build compelling virtual worlds, and everyone else in this space was focusing on an older demographic. We pitched Toontown Online as the first attraction of Disney's "online theme park" and started pre-production in 2000. The Team The core team was 12 or 13 people for most of the development cycle. The only significant out-sourcing was for sound and music production, which was done by SoundDelux. The team size has stayed relatively constant, although the mix has shifted more towards operations people as we have scaled back on building new technology in favor of adding more game features. High-Level Goals Our primary goal was to build a fun game for kids of all ages. This meant that the game had to be safer, friendlier, and easier to learn than other MMOs. We targeted mini-games, cooperative turn-based combat with easy grouping, and open-ended socializing as our main types of gameplay. We realized prior to launch that we would need a well-designed tutorial and that our game would have to be completely downloadable, even over narrowband. Our goals haven't really changed much since launch. Technology Our primary technology goals were for the game to be completely downloadable, to have safe communication between players, and to have a unique look and feel. For the game to be downloadable, we had to keep the footprint small, minimize initial and ongoing bandwidth, and basically compress everything as much as possible. For safe communication, we developed "Speedchat", which is a menu-based chat system, and "Secret Friends", which uses a password exchanged outside of the game to enable two players to talk to each other in game. Finally, we built our own graphics engine internally so that we could have a unique look and feel while still keeping within a limited polygon and texture budget.
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