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Planet Coaster |OT| The Tycoon King is Dead, Long Live the Coaster King!

RoyalFool

Banned
Hey all, I just got Planet Coaster and I'm finding it super intimidating, any suggestions to ease myself in?

Just play the scenarios.

In terms of difficulty, it's probably the easiest simulator I've ever played - it's incredibly difficult to not make money and progress in the game. Just make a sandbox, dump down 10 generic flat rides without any theming, speed it up and wait for the cash to pour in, Thankfully the fun of the game is in the building tool-sets it provides as the complete lack of challenge would murder any other sim title.
 

Moonkeis

Member
I just picked it up recently as well. My employees keep quitting due to lack of work, what am I doing wrong? I'm still paying you! Just relax and stay employed...
 

Comandr

Member
I just picked it up recently as well. My employees keep quitting due to lack of work, what am I doing wrong? I'm still paying you! Just relax and stay employed...

Sounds like you just have too many food/whatever stalls. It sounds crazy in real world terms, but even for a large park, you only need a handful of stalls.
 

Tinúviel

Member
I really wish there were some form of grid/align system in this game my park looks so warped when i raise the camera,i played a lot of Simcity/Skylines and i miss their type of map alignment.

On another topic AI and management stuff need couple of patches to sort some things out like when you place the Blooon and Hat shops people immediately wants to buy them and no one really cares about rides they just want to buy stuff.Second thing is this aging system which is kinda frustrating i'm not totally against the system but current state is feels rushed and makes game unnecessarily annoying.
 

Sullichin

Member
Alright, getting heavy into this game now. I love it, it really feels like a modern RCT and you can make some awesome parks and rides. Even my shitty parks look pretty cool.

- I fuckin suck at making paths. Especially making paths that are in mid air, I feel like I'm lacking any sort of fine control compared to making coaster paths. Lot of 'malformed path part' and unexpected angles when I click.

- What's up with the coasters on the workshop with some bullshit reverse banked turns and high excitement ratings? http://steamcommunity.com/sharedfiles/filedetails/?id=831341877 I feel like that stuff would tank my ratings in RCT. I also made a couple of pretty standard fare wooden coasters that didn't get near that excitement level so I'm wondering if there's something to that. I'm having some difficulty making a coaster with great ratings compared to RCT. But I love the track designer, auto complete, live heat maps and ride cam.
 
Tinúviel;227542572 said:
I really wish there were some form of grid/align system in this game my park looks so warped when i raise the camera,i played a lot of Simcity/Skylines and i miss their type of map alignment.

On another topic AI and management stuff need couple of patches to sort some things out like when you place the Blooon and Hat shops people immediately wants to buy them and no one really cares about rides they just want to buy stuff.Second thing is this aging system which is kinda frustrating i'm not totally against the system but current state is feels rushed and makes game unnecessarily annoying.

I definitely miss the grid-based system of the older RCT games because it made it easy to plan exact, well-designed rides and paths. On the other hand, I like that you can take objects and just kind of plop them anywhere. You have so much freedom and the end result looks more like a real theme park.
 

TriniTrin

war of titties grampa
I love this game!
I finished me first park with 3 worlds. Here's a picture overlooking the pirate's land- treasure island
EEC561F77AD853A776E1A557A947A187CC50CBA6
 
Just wanted to update this thread with how Super Nintendo World recreation is going.
planetcoaster2017-02-rma92.png


And this is a comparison with the concept art released by Universal Studios Japan (less finished than the one in the top).
comparison3lby4.png


As you can see, you only saw the back of Peach's castle in the concet art, so I had to invent the facade for this one. Heavily inspired in Mario Kart 8's Peach Circuit castle (so Mario Kart 64 remake). I also added the classic waterfall from mario 64, that i really hope the real castle in the park has.
So all the exterior has been done and now I can start working on the rides. I still dont know if its better to add the mario kart ride's entrance inside Peach Castle or inside Bowser's Fortress.
 

Mik2121

Member
Kinda late but Ridley, that's looking great! I kind of wanna do also some gaming related theme park, haha. The lake town thing is taking me forever and sometimes it can get a bit tiring so maybe having two parks to go to might alleviate the issue.
 
Hey the path building is hot garbage
is there no point to point path building?

I found both the path building and to a lesser extent the rotation/grid for props both extremely hard to actually use properly. I gave up on my idea of a cliff-side staircase going down to an underground train station because they were both so difficult to use beyond just making straight lines. I don't know if i was just missing something but the map i started on had the grid at an angle which meant i couldn't align walls properly.
 
PSA: TODAY THERES A STREAM FROM PAX WERE THEY ARE GOING TO SHOW THE NEW APRIL UPDATE
Its a 4pm CET/3pm GMT/10am EST/7am PST
Streamed from the Planet Coaster official youtube channel
So in just in 1 hour 30 minutes.

Probably going to show finally the Go-Karts.

Kinda late but Ridley, that's looking great! I kind of wanna do also some gaming related theme park, haha. The lake town thing is taking me forever and sometimes it can get a bit tiring so maybe having two parks to go to might alleviate the issue.

I stumbled upon this is another thread :D
Great work.

Patch today but no notes that I can see yet.

Edit: Old news but I haven't been paying attention.

http://steamcommunity.com/games/493340/announcements/detail/261610548128413884

Strange that this thread didnt update in my subscritpios to your responses, but thanks a bunch

Here are some more screenshots. Im curretly making the Yoshi darkride (4k screens):
Outside of the darkride:
planetcoaster2017-03-x5knq.png


Queue area 1 themed as SMB1 underground
planetcoaster2017-03-e2jjx.png


Queue area 2 themed as SMW underground
planetcoaster2017-03-88jst.png


More than 60 (non moving) animatronic for the darkride handmade
planetcoaster2017-03-mvjkg.png
 
Update on the sim/management aspect please?

Avoided this game just because I didnt want another "create a level without much challenge" game like Cities Skylines.
 
Lots of new things, more to come in tonight's streamn (8pm CET, less than 4 hours from now)

-New scenery bits and blobs. Basically a lot of missing stuff to compelte existing scenery. Also lots of amazing new fences.
-Some bluprint rides made by Frontier will have scenery incomporated (basically for people who dont want to build anything).
-New flatride: Zozo. A 1920's style ride.
-New flatride: Elixir Machine. A Huss Booster
-Security staff finally in the game
-Pickpocketing guests (special kind of guests that onyl go to steal).
-Vandalism when guests are really angry, they will brake benches and bins.
-Security cameras so you dont need to place a lot of security guards.

Here is a playlist with what they showed:
https://www.youtube.com/playlist?list=PLWGb27faVkpP3p1fAtibA-dpJvVqKh5WL
 
Lots of amazing stuff in the last stream:
-New flatride, normal ferris wheel (we have the crazy one from California Adventure already in the game)
https://www.youtube.com/watch?v=kZefN-XNXU4
-New Coaster, Steel Hydra. Suspended swining coaster.
https://www.youtube.com/watch?v=yzH2WD6WrMU
-Go Karts. Amazing development on this ride. Different widths of track, chicanes, elevated tracks. Each guest has a different AI, so some are more agressive, others only ride for leisure, theres real races now (RCT3 karts didnt race). Winner does a victory lap. Guests can make spin the kart if they make a bad turn. You can have up to 20 karts, you can make different sets of colours for each kar up to 4 (so if you have 8 karts, you will have 2 blue, 2 green...) You can paint the track of different colors (painting different segments of different colour could let your create rainbow road for example). You can add triggers to the track, theres some kind of scenery that can be attached to the track (like racing lanes for example). Karts at night have volumetric lights.
https://www.youtube.com/watch?v=id147hLw0Lo

And not showed but confirmed for the next videos before the updates hit:
-Vekoma launch boomerang
-Vekoma classic boomerang
-Vekoma Super Giant Inverted Boomerang
-Even more surprises.
 
All the new stuff sounds great. I'm a bit surprised there hasn't been anything about a new theme yet though, have there even been any hints about that sort of thing?
 

D-Pad

Member
Swinging suspended coaster! Very nice! One of my favorite coaster types. Also hyped for the boomerangs~

Any word on recolorable wooden coasters yet? Haven't played in a while, did I miss that update?
 
All the new stuff sounds great. I'm a bit surprised there hasn't been anything about a new theme yet though, have there even been any hints about that sort of thing?

Nope, but they could be hiding it for next videos.
Also you have to remember last big update bought a complete new, big and very versatile theme with the christmas theme. And I say is really versatile becuase a lot of this stuff is really helpful to create completly different themes.

Swinging suspended coaster! Very nice! One of my favorite coaster types. Also hyped for the boomerangs~

Any word on recolorable wooden coasters yet? Haven't played in a while, did I miss that update?

No, but I really hope it comes sooner rather than later. Its surprising theyve have decided you can paint the tarmac of the karts ride BEFORE leaving us paint wooden coasters.
 
Just made the entrance logos of the yoshi darkride Im making for the recreation of Super Nintendo World form Universal Studios Japan. Call it Yoshi's Big Adventure (because of the storyline im making inside the ride), even if we dont know how the real one is going to be called.
Added the universal express and wait time logos just like the real universal rides have in the parks.



I'm surprised they haven't added an observation tower yet. Doesn't seem that hard to do.

There are lots of flat rides that would be easy to do but are still missing. Lets hope lots of them are included in the future.
 
It doesn't seem like the community here is active anymore? What happened?

Its a very european game, so I suppose GAF isnt as theme park hardcore and thats why people play other games and eventually dont continue with this game anymore.

There are big communities of hardcore players out there though.
You can follow the best builders on youtube or go to http://www.shyguysworld.com/index.php?action=forum were theres still a big community there that will probably never stop playing the game, just like they did with RCT3.

The apirl update may bring some people here, but then fade again.
 
New update is available for downaload on steam, completely free.
This new update is a game changer that to the new no collision detection options.

Update trailer:
https://youtu.be/fJc49IklgKc

And here are the udates notes:
• New Management Features
• Crime and Security management
• Two forms of crime introduced, theft from guest's pockets and vandalism
• Pickpockets - A specific guest type that disrupts the park and its guests by stealing their cash, leading to unhappy guests
• Vandals - Vandalism has a chance to be committed by any adult or teen if their happiness drops to a certain threshold, attacking and breaking a bin or a bench
• Broken bins and benches decrease the scenery rating around them and guests will not use them
• Janitors will not empty broken bins
• Mechanics will repair vandalised bins and benches at no additional cost as part of a new work task
• The length of time for each repair is based on their happiness/training
• Vandalised benches and bins can be replaced in the Park Management interface or via the broken item's Info panel
• Vandalised items can be replaced all at once or individually via the Security Management in the Park Management interface

• New 'Security Guards' staff type added
• Helps deter crime and littering
• Spots, chases, and ejects pickpockets from the park
• Retrieves and returns stolen cash from the pickpockets to their victims if caught before leaving the park
• Security Guard’s energy levels decreases when chasing a miscreants and replenishes when they are not
• Spots and ejects vandals from the park
• Can be told to eject guests the player may suspect are pickpockets or vandals
• Guests will not litter in view of security guards, holding on to the litter for another period of time

• New 'Security Guards' info panel added
• Staff statistics
• Staff happiness
• Happiness
• Energy level
• Task list
• Chase Pickpockets
• Eject Vandals
• Eject Guest Groups
• Work Roster

• New "Security Cameras" scenery objects added
• "Security camera" - pole mounted 360 camera
• "Wall Mounted security camera"
• Cameras reduce the chance of crime happening around them and increases the chances of identifying a criminal that committed a crime near the camera

• New “Security Cam Mode” added - Players can view through the lens of the security camera
• Up and down arrows in the security cam mode interface will cycle through all the security cameras placed in the park
• Pressing "g" on the key board will remove the security camera lens effects and time/date
• Key configurations for security cameras added to the Controls configure tab

• New "Security Management" tab added to Park Management - Includes three new tabs:
• Security Statistics - Park statistics for vandalism and theft
• Camera Statistics - Security Camera statistics and options to locate cameras in the park
• Crime Statistics - Statistics and options to locate and repair vandalised objects in the park

• Added guest thoughts for security and crime
• Added notifications for security and crime
• A new “Security” tab is available in the ‘The Notifications’ panel to isolate crime notifications
• A toggle to enable/ disable Security and Crime management is available in the game settings

Ride Prestige
• Ride Prestige is now a new tab within the ride info panel
• New 'Re-Brand' feature added
• Re-branding a ride with a new name will turn back time and return its age to 'Established'
• Rides will take longer to get to 'Classic' state if re-branded
• Re-branding a ride costs a certain proportion of the ride's cost
• New Ride reputation timeline added to visualise the rides reputation aging process and the effects to its prestige
• New - Normal Prestige values
• Established - Rides start to lose their initial prestige boost
• Aging - Gradual decrease in prestige until old
• Old - Old rides tend to become unpopular, hitting the lowest prestige
• Reviving - Rides gradualy increase in prestige until it becomes a classic
• Classic - Classic rides receive a prestige boost which is maintained
• Tooltips added to the Reputation timeline to reveal time between each age state and the impact it has on the rides prestige
• Closed rides do not age

Go-Karts
• Go-Karts - a brand new addition to track rides
• Each car driver has its own personality - some are aggressive, some are careful
• Drivers can overtake and spin out if they corner too hard
• There are between 12 to 20 uniquely numbered cars
• Each race has a different result
• The track comes with wide and narrow sections, optional railings and a chicane section
• Race winners (and close rivals) will perform a parade lap once they pass the chequered signal lights

Blueprints
• Blueprints can now hold up to 4,000 scenery pieces!
• Flat rides (and their entrance/exit positions) can now be included in blueprints! Have a great ride skin? Now you can include the ride too
• Flat rides can now be part of a multi-selection, and moved around along with your scenery pieces/buildings
• Blueprints can now include up to 5 rides or coasters (a mix of any of the existing blueprint ride types, and the new flat rides too). Got a pirate themed log flume and a Victory? Bundle it all together!

Duelling Coasters
• Chain up to five coasters to launch in sync, facilitating the creation of 'duelling' and 'racing' coasters
• Chain coasters in the operations tab - coasters will launch when each and every coaster that is chained together are in a 'ready' state to launch, as in all of their 'Load Rules' have been satisfied
• Any coaster in 'test mode' will only sync with other chained coasters in 'test mode'
• Any coaster that is 'open' will only sync with other chained coasters that are 'open'
• Closed or broken down coasters will be ignored by other chained coasters

No Collision Toggle
• The function to disable collision for scenery, flat rides and coasters has been added to the gameplay settings. Previously obstructed blueprints can now be placed again
• Toggle options are located in the Game page of the Gameplay Settings:
• Disable scenery collision
• Disable coaster collision
• Disable ride collision

Controller based camera implemented
• Added controller support for the Free Look Camera and First Person Ride Camera - Xbox 360 / Xbox One pads can now be used to control this
• Controls can be customised from the Controls page of the Gameplay Settings.
• Default control camera settings:
• Camera Left - Xbox Pad Left Stick Left/Right
• Camera Right - Xbox Pad Left Stick Left/Right
• Camera Forwards - Xbox Pad Left Up/Down
• Camera Backwards - Xbox Pad Left Up/Down
• Raise Camera Up - Xbox Pad RT
• Lower Camera Up - Xbox Pad LT
• Rotate Left - Xbox Pad Right Stick Left/Right
• Rotate Right - Xbox Pad Right Stick Left/Right
• Look Up - Xbox Pad Right Stick Up/Down
• Look Down - Xbox Pad Right Stick Up/Down

Fanfare News Feed added to keep players up to date with all the latest news, features and events for Planet Coaster
• A toggle to turn the news feed off is provided in the interface options menu

Browser Improvements
• Added Blueprints tab to the Rides section of the browser
• Added Steam and user blueprints to all Blueprints tabs in the browser
• Added a security camera tab to the browser
• Added Ride skin blueprint browser tag to the browser
• Added automatic flat ride blueprint tags
• Added the Ride category to the My Blueprints browser
• General performance improvements to the browser - switching between tabs should be faster than ever despite adding all those new pieces!
• Fixed bugs in the text search

New Rides
• Big Wheel - A fairground classic, this ride has 20 gondolas and seats 120 guests that fits perfectly between the existing Ferris wheels in Planet Coaster
• Elixir Machine - This ride is one of the most nauseating and brutal flat rides in the game. Guest are spun and flipped at high speed in all directions on this modern marvel
• ZoZo - One of the oldest ride designs in Planet Coaster the Zozo is a small, lightweight, vintage ride which has a beautiful bygone era look and feel

New Coasters
• Bakasura - An inverted shuttle coaster built with 2 large towers that have custom heights from which the train is lifted and dropped from at each end of the track giving the guests a unique experience of riding the coaster forwards and backwards along the same track
• The Bakasura features: Two new special cobra rolls, Steep Cobra Roll Left and Steep Cobra Roll Right and an animated station
• Steel Hydra - A swinging, suspended, family coaster that has a unique flow and elegance as it travels round the track
• Trident - A classic shuttle coaster that has customisable 45 degree lift hill with a unique catch-car system that lifts the car backwards from the station. Once the train has completed the run a chain lift that repeats the action at the other end of the track and sends it backwards through the same track
• The Trident features: Two new cobra rolls, Cobra Roll Left and Cobra Roll Right

Ride/Coaster Bug Fixes
• Replaced missing alpha material on the Tiamat catwalks. Chain lift catwalks were previously becoming opaque at a short distance
• Fixed Tiamat cable lift texture being misaligned
• Fixed clipping issue with the mechanic on the Gears Of Fear ride. Mechanic now fixes ride from a different side of the booth
• Fixed the Basilisk ride cam seating order
• Fixed a graphical issue on the Basilisk where white squares appeared around the wheels in the first lod onwards
• Fixed Power 360 cinematic ride camera clipping into guest's heads
• New giga-box-supports added for the Anubis coaster. These new supports will appear on chain lifts and straight sections which are over 110m high
• Fixed safety bars on the Scizzer ride are always being down
• Fixed Pioneer lapbar animations, they will now open and close correctly
• Fixed Guests not filling all the seats on the Tri-Storm flatride
• Fixed Tri-Storm to play the right animation while guests are waiting for lapbar to come down
• Monster coaster car wheel assembly cover raised to stop clipping with track mesh
• Fixed drive tyres and block sections so they animate on all tracks. Some previously animated tyres are now updated to animate on some or all lods
• Removed the incorrect ability to curve and bank the Suspended coaster's chainlift
• Linear Synchronous Motor track pieces no longer auto deselect on downwards slopes

Music picker
• Music picker interface has been improved and now features 3 tabs
• Planet Coaster music tab
• User Music Tab
• Favourites Tab
• Players can tag and add their Favourite music to a UI short list
• New Scenarios

Add 3 new scenarios to the game under "Chief Beef's Meaty Challenge"
• Chief Beef’s Raceway - On the site of a former sea-front racetrack, Chief Beef's Raceway was constructed to take advantage of the site's heritage. However, during construction money complications arose and concessions had to be made, resulting in a track that has been criticised as not being fun to race on. Can you realise the full potential of the location?
• Oak Island - For over a century this antique park has provided thrills to many generations, but it's starting to be overshadowed by towering, twisting, modern thrill machines found in other parks, so the board have decided it's time to put the park back on the map and add some of its own, thrilling, modern rides, whilst preserving the heritage of the park. Are you up to the challenge?
• Downtown - Downtown Park was built in an attempt to bring happiness to this notorious crime hotspot, where security guards demand higher salaries due to higher risks, but the founder couldn't overcome the high levels of crime. Can you succeed where they succumbed and bring joy to the area?

Coaster and Track Ride Blueprints
• Added 9 new blueprints
• Crankstart - Luna Autos - Powered Track Ride
• Whitewater - Rolling River - River Rapids
• Flight of the Dragon - Dragon - Junior Coaster
• Afterburn - Cloud Runner - Wing - Launched Coaster
• Serpentine - Steel Hydra - Suspended Coaster
• Adversary - Rival - Inverted - 4 Seater Coaster
• Labrys - Bakasura - Giant Inverted Boomerang Coaster
• Cortez - Trident - Boomerang Coaster
• Ring Racers - Go Karts - Powered Track Ride

New Scenery
• Over 150 new scenery pieces including:
• Animatronics
• Shop signs
• Fencing
• Racing props
• Security Cameras
• Added 2 new path types with a wood effect - perfect for piers and decking!
• Added 2 new queue types with a wood effect - layers well with the new path types and scenery panels!

UI
• The staff pop-up in the 'duties' checkbox text has been altered to be left aligned to conform with the UI style
• On the home globe screen, the Steam Workshop button hover state has had more contrast added
• Notifications and notification pop-up have had a drop shadow treatment added
• Notifications that arrive in quick succession will now stack for easier review
• Fixed an issue in the browser when the angle snap slider (in the browser property panel) would sometimes get stuck to the mouse after toggling the checkbox next to it
• The structure of Min. and Max. Waiting Time. improved to take up less vertical space
• Fixed click detection in ride cam mode not working on lower half of buttons and the property panel
• Fixed a bug that was causing the mouse drag to have no effect in the top left corner of the screen, after exiting ride cam mode
• Fixed a softlock when returning to game window on a text box with vertical resize cursor
• Fixed incomplete highlighting of the Seat, Car and Train drop down on ride cam
• Fixed Staff Management text being truncated when the GUI is opened in a certain window size
• Updated scenery icons update to match in-game art
• Tooltips should no longer escape a little out of the edge of the screen. This fixes issues with some tooltips not being readable in Japanese
• Fixed issue with 0.7 scale for 4k resolution when starting game for first time
• Fixed sliders for speeds and accelerations getting stuck or reverting to their previous value
• Added consistency for all expandable/collapsible arrows
• Fixed difficulty when selecting exact speed settings, when set to km/h
• Fixed ride check list tickbox being cut off
• Changed rotation of 'closed' arrow to face downwards rather than right
• Added hints to the cheap and expensive marketing campaigns
• Fixed the Coaster Edit Mode not respecting the Pause keybind, if rebound to Spacebar
• Fixed coaster speed always being 14 kph, regardless of what you change it to in the station settings
• Fixed coasters not leaving the station if exit speed is set to 4kph/2mph
• Reduced load times when launching from Steam with a G15 keyboard

Guests
• Child Female Large skinning on the neck loop has been standardised for all head and body pieces. This will prevent gaps from appearing where the neck meets the torso
• Fixed the skinning of the neck loops on the heads for Teen Females to stop gaps from showing where the body and neck connect
• Guests no longer continue to eat tacos after they have been eaten and become trash
• Fixed Guests not vacating a rollercoaster station after the ride is closed, while the group is in transition from platform to seats

Parks
• Adjusted the path near the entrance on Desert Sandbox and Challenge parks making it shorter and easier to edit

Scenery Bug Fixes
• Names for the Basic Energy Drink Sign - Wall Sign 1 and Basic Energy Drink Sign - wall sign neon have been switched so they match the correct objects
• The two smaller Tropical Rocks have regained their true identities and are again known as 'Tropical Rock 6 (Small)' and 'Tropical Rock 7 (Small)'
• Fixed three scenery items that have "SciFi Set" in the description, but when the filter is set to SciFi were not shown.
• Metal walkway - 2m square
• Metal walkway - 4m by 2m
• Metal walkway railing 4m

Audio
• Added more triggered sound effects and ambient speaker audio events, both for new Blueprints and from Forum requests
• Over 35 more triggered sound effects including 6 entirely new effects
• Over 15 new ambient sound effects
• Increased Voice limit on triggered SFX, improved pitch range and balancing of existing triggered SFX
• Pirate Band music, and other themed music now available as a Music selection on rides and speakers
• Expanded Ambient audio triggers in Arctic
• Coaster Audio tweaks including:
• Adjusted attenuations
• Brake mix tweaks, and block sections now have unique audio
• Bug fixes to make additional elements play on all coasters
• Coaster camera position mix updates
• Rework of coaster crash audio including new source and better voice limiting
• Distant guests on rides now balanced slightly louder
• Guest queue audio and close crowd balanced to play slightly quieter, but over an increased area
• Flatride attenuation fixes for start/breakdown audio, and an updated speaker effect on some flatride music
• Shop Music no longer plays while the game is paused
• GUI tweaks on game frontend to play globe movement, and update mascot audio
• Ride operator audio added
• Speakers for user music will now play a default music track. This is to allow users to locate speakers in blueprints, and add music as the blueprint author intended
• New Flatrides, new Coasters, and Go Karts, scenery and security guard/vandal audio added to match in game features
 

D-Pad

Member
Very nice update, and I can finally rebuild one of my rct parks with all of the newer additions.

Except...

oBGzcAz.jpg

???????????
 

D-Pad

Member
I wonder what's keeping it. Maybe they can't get it to look "natural"? We've been able to recolor woodies since the very first RCT game, not to mention all of the painted wooden coasters out there in the world. There must be some technical hurdle they're trying to get over first?
 
I wonder what's keeping it. Maybe they can't get it to look "natural"? We've been able to recolor woodies since the very first RCT game, not to mention all of the painted wooden coasters out there in the world. There must be some technical hurdle they're trying to get over first?

Yes, probably coloring a huge amount of 3D supports at the same time.
Dont forget that what was easy to do in older RCT games because of how simple things were on those, has sometimes been difficult to put to this game that has more complicated stuff.

We just got no collision detection and the have said in some videos they were thinking of adding it in the winter update but it proved to be more difficult than they thought.
Same for duelling coaster, and we have them fiunally, but much better than in older games, for example, older games only coaster with full tracks were able to be duelling. Now up to 5 track rides (so not only coasters) can be duel in groups (you could have a chesire cat ride duel a coaster, a log flume and go karts for example, if thats what you want).

And same for guards, guards were always shit in the older games, now they actually do things you can see, and guests destroy and steal stuff, while in older games it was an invisible bar that affected your rating.
 

plushyp

Member
Is the game worth buying? I held off getting when it launch since the game was a bit buggy and didn't have as much content. How is the situation now?
 
Is the game worth buying? I held off getting when it launch since the game was a bit buggy and didn't have as much content. How is the situation now?

The game was really never buggy, if you want to play bigger more detailed parks you will need a good CPU (i7) though.
They have been adding content for free since the release, but i dont know if that would be enough for what you are looking for.
Theres nothing really important missing that would stop normal gameplay (security guards were the last gameplay feature that was missing and that was implemented with this update).
 

nicoga3000

Saint Nic
Woah....Some of the recreations people have done are MIND blowing. I was interested in this game at release but never picked it up. I wonder if I should snag it now. I could use an excuse to upgrade my computer a bit.
 
This new update is fantastic. But my current park, which I've probably put about 100 hours into, just went from like 90% complete to 70% complete lol. I couldn't stop myself from expanding an area to fit go karts in. And I now want to re-work a bunch of stuff with no clipping.

Is the game worth buying? I held off getting when it launch since the game was a bit buggy and didn't have as much content. How is the situation now?

Do you want to build the theme park of your dreams? If so, buy it immediately. Do you want to have a deep management experience and focus on campaign challenges? Well you'll probably still get a couple dozen hours out of it, but that isn't the games biggest strength. Creativity and building is. As for content, with all they've added there's plenty. Plus it's currently 25% off on Steam!
 
Woah....Some of the recreations people have done are MIND blowing. I was interested in this game at release but never picked it up. I wonder if I should snag it now. I could use an excuse to upgrade my computer a bit.
As InaudibleWhispa says:

This new update is fantastic. But my current park, which I've probably put about 100 hours into, just went from like 90% complete to 70% complete lol. I couldn't stop myself from expanding an area to fit go karts in. And I now want to re-work a bunch of stuff with no clipping.



Do you want to build the theme park of your dreams? If so, buy it immediately. Do you want to have a deep management experience and focus on campaign challenges? Well you'll probably still get a couple dozen hours out of it, but that isn't the games biggest strength. Creativity and building is. As for content, with all they've added there's plenty. Plus it's currently 25% off on Steam!

I have 732 hours and counting, but im a builder. If you are looking for simple management, you will have fun, if you are looking for deep management, you may look into other games.
The game is manly the theme park builder of your dreams with some simple management (more than older RCT, but less than other management games).
 
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