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Since launch, we have added a considerable amount of new content.
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Our code was probably better due to being re-written, and we have been happy with the versatility and performance of the Python scripting language. We basically had to start over, but it was not all bad. Changes and Enhancements Before launch, and nearly six months into development, we decided to switch scripting languages because the language we had chosen turned out to be impractical for a project of this scope. This also gave us the opportunity to add new features to the game that we had not included in our original scope. We ended up releasing over a year later than we originally planned because we decided to extend beta testing and to launch in stages to give us a chance to build up awareness in the market and to refine the business model. Development Timeline The project was conceived in 1999, and the initial plan was to release late summer 2001.
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We licensed the Miles sound library from RAD, and made significant use of open-source software, including the Python scripting language and CVS, a version control system, to help compensate for the small number of software developers on the project. 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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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. 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. 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. Our goals haven't really changed much since launch. 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. We targeted mini-games, cooperative turn-based combat with easy grouping, and open-ended socializing as our main types of gameplay. This meant that the game had to be safer, friendlier, and easier to learn than other MMOs. High-Level Goals Our primary goal was to build a fun game for kids of all ages. 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. The only significant out-sourcing was for sound and music production, which was done by SoundDelux. The Team The core team was 12 or 13 people for most of the development cycle. We pitched Toontown Online as the first attraction of Disney's "online theme park" and started pre-production in 2000.
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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. 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. The project was started in 1999 while we were working on high-end virtual reality attractions for the Disney theme parks. 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 Toontown Online is the first 3D massively multiplayer online game for kids.
