New video on GameSpot

Jeff's avatar
Nothing new or exciting, but GameSpot posted a new developer interview and two gameplay cuts:

GameSpot


Jeff - Editor - CoasterBuzz.com - My Blog

The only thing was did we want the guests to be able to swim? thats the only new thing I caught.
Yea..that about all I caught to was the peeps swimming in the water. But the one thing is they keep saying a Nov. 2nd release date when EB site still says 10/27/04 in stores....Hell the strategy guide is listed on the EB site as a in store date of 10/21/04..I just don't know I guess we will have to wait and see!!!
wasn't the 10/27/04 only for the pre orders?
Looks like the block brakes no longer bring trains to a complete stop? Also notice the little signals at blocks now have red/green lights. I don't really like them that much, but they were not there before. So to me that indicates this is a much newer build of the game, probably the final version or one very close to it.

Cameraman said:
Looks like the block brakes no longer bring trains to a complete stop?


Where exactly is this confirmed? The GameSpot videos don't seem to show any coasters utilizing block brakes.


TRACKWORX.COM - A personal Coaster Sim Exhibition
The suspended coaster uses block brakes. Block brakes use the little red/green signals. You can clearly see it from the video. The second train moved out of the station and the other train did not stop and advanced into the station.
Lord Gonchar's avatar
Yeah, but in the one titled "Gameplay Footage 8" the train hits a brake run before a lift and while it doesn't stop the train completely, it still gives that speed boost as it exits the brakes.

Whatever, we'll work with whatever they give us, but it looks to me (with no programming experience at all) that it would be harder to make the brakes act as they do rather than how they should.


Jeff's avatar
Well, one thing that RCT2 did do that was not really explained is allow a train to roll on flat track when released by a block. It just kind of automagically did that.

Jeff - Editor - CoasterBuzz.com - My Blog

I think that the train would roll because there was no way to make a slight incline. For example, on many real coaster's break run, the track is slightly angled to allow the train to roll into the station. However, it was not possible to have this slight angle in the game. Therefore, they went with the falicy of pretending that there was a slight incline.

At least that is how I always rationalized it.

Lord Gonchar's avatar
Ditto. I think it's one of those things that you just 'assumed' given the limits of RCT of past.

But this (RCT3) seriously kicks the trains off of the block.

Maybe the speed you set the block at is also the speed it kicks off the block at if stopped for any reason?

Who knows? Let's just bank on a worst case scenario so that anything else seems good.

At this point that worst case scenario seems to be "block brakes stops train completely, but then kicks the train off the block at the speed you set for the brake"

Anything better than that and I'll be happy :)

Not that it matters anyway, this is a scenery/theme game. I just can't see it going any other way. The coasters don't offere enough change from the previous versions. Couple that with the whole 3D, 'roam the park' feel and it's just begging to be used to create elaborate parks rather than realistic coasters.

Heck, 90% of the time I mess with the demo, I'm toying with buildings and landscaping options.


To add to Gonch's thoughts above, I played with the Interface, scernery, and just geting used to the feel. They don't give you enough to "play" with. I mean you can build 2 types of coasters "who hoo" and 5 flats "yeah!" (notice the sarcasm) most of the time you will be toying with scenery, its a little differant building in 3D!

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