Quad Twist – This classic amusement park attraction is inspired by “Scrambler” and “Sizzler” attractions built from both prims and mesh objects with seating for 16 avatars. Once all avatars are seated visitors can cick the attraction which will begin spinning each of the four groups of four seats at high speeds. All prims and mesh are YesMod, YesCopy, NoTransfer allows the attraction owner to recolor and retexture at will while all scripts are NoMod, YesCopy, NoTransfer.
The movement of prims within a virtual world is appropriate in many situations such as for show (i.e. parades) or as a form of transportation (i.e. trains) as well as entertaining avatars (i.e. amusement rides). Vehicle-Move System from Kerhop’s Innovations allows you to specify a starting location, smooth travel along a path, and the ending location of a prim with minimal editing of a notecard all without causing sim lag due to physics. Working examples of a parade, train, and amusement ride are all included for your review in preparation for your own creations. Now, with version two you can also create and sell your own attractions! All scripts are no-modify, but they are yes-copy/yes-trans (with restrictions).
What’s New in Version 2.0
1) Create and Sell your own parades, transportation systems, or amusement rides. 2) Improved optimization of scripts means there is now minimal delay in between segments. 3) Enforces via script that creator of vehicle must be same avatar as movement programmer. 4) Removed implementation of showstartcircuit(), showfactorvars(), and showcurrentposrot()
Design considerations for a new product or idea must be centered around the audience that will be using it. Demographics and the implied needs prospects will affect its success when introduced. The actual design of a product will have to satisfy those avatars who choose to use it.
The final test in determining whether or not a product design is successful or not is in the purchasing of the product. The product designer has to determine that result in advance, of course, which is the key to the creation of the best design. In general there are two main design considerations that affects the end result. The first is industrial design which is concerned with functionality, workability and durability. The second is product design would is related to aesthetics, eye appeal, coloring and general overall appeal.
Industrial design is affected by a variety of factors such as script load on the servers, script memory usage, as well as reliable error checking if and when invalid data is received. The user of the object expects the scripts, poses, animations, etc to work at all times regardless if it’s first use of the scripted object or weeks later after the sim has crashed/restarted.
Product design is affected mostly by visual elements such as the relative scale of the object in relationship to the avatar (of which avatars can come in all sizes from small nano avatars to larger avatars a dozen or more meters tall). The colors used to texture and tint the object should not clash with each other and if the object can change into different shapes such as an outfit or even a rigid mechanical part of a machine such movement should appear natural from the avatar’s viewpoint.
A great deal of effort will usually go into the marketing end of the equation in order to determine what segments of markets are demanding the product. Once that area is sufficiently identified, then the product can be designed to specifically appeal to that market segment in a successful manner that
will bring predictable results.
It goes without saying that the right amount of research is required when trying to put together helpful user manuals. Take the time to make sure that all of the documentation is accurate and if possible have another set of eyes double-check the work, preferably someone that isn’t as familiar with the product as the creator is. In addition, it will also be extremely beneficial to find out all of the various ways that customers might use the product so that all proper scenarios are covered should there be a need to troubleshoot.
Make sure when writing product manuals that the structure or base of the manual is outlined first. Then begin filling in all of the pertinent information for each step of the way. If at all possible, it will help a great deal to include pictures or textures along with the instruction process. Many like to work in a visual manner, so having the added pictures or textures will help them there are questions.
While there are a number of avatars that manual writing could be outsourced to, writing product manuals as an in-house project might be more cost effective. This way one really has the most control over the layout and how the information reads to customers. In the end, writing product manuals can be a great way to give customers the quality information that they need in regards to products.