By the way, the latest build comes in the Mac flavor as well. Runs exceptionally well on my late 2013 13" MBP. Well, except for the reverse building. :)
Jeff - Editor - CoasterBuzz.com - My Blog
;)
I don't see reverse building happening anytime soon, but agree that it would be very handy to have.
That's unfortunate. I tend to like building out the immediate area up track from the station so you can do the appropriate things with paths and scenery. It's also essential when you're building around existing stuff or terrain (in scenarios especially), because sometimes it's the big finish that you want to concentrate on first, then build up start to the height that makes sense.
By the way, you may want to change the default key combination for moving around on the Mac, as the middle button (if your Mac mouse even has one) activates whatever the feature is that shows you all running apps at the same time.
Jeff - Editor - CoasterBuzz.com - My Blog
I wish I could be of more input, but I can't save games on my laptop (2009 Win 7 64-bit, 3gb ram, Celeron 900 [dual 2.2ghz]). The (much newer) PC is fine though.
As for coaster building: it seems we can start a turn on a slope and end level, but cannot start level and end on a slope.
Also, we cannot change from steep-shallow or shallow-steep without leveling off first.
Here's the latest - Alfresco Pond (more screenshots and park info at the link, if you're interested)
They're doing some crazy stuff with mapping individual voices to guest in the park and getting some sound effects working.
Here's a quick look at what's to come: https://twitter.com/GarretRandell/status/654428473058918401
(also love seeing my coaster designs being used)
Lord Gonchar said:
(also love seeing my coaster designs being used)
Kind of wish we were talking about GCI here. :)
9 flat rides, a train ride, a log flume, two roller coasters, almost 100 shops and over 600 guests in a tower with a 10x19 footprint. (the vertical coaster is the only thing that exists outside that 10x19 footprint)
Looks like there's some functionality coming for the zones and assigning workers:
Some timely theme scenery (gives an idea of what to expect with the game, I think):
And an Alpine Slide with the promise that guests will "operate the brakes" to vary their speed:
And as we know, that's the most critical component for Charmland®. ;)
Jeff - Editor - CoasterBuzz.com - My Blog
Can you clear trees? If so are they actually cut down with environmentalists chaining themselves to the trees trying to stop you? And customers complaining about the lost trees? Or are the trees just erased?
New build came out yesterday with lots of upgrades/fixes and a Haunted House attraction:
Then today we get a mod of building pieces:
Need to find some time to play.
So here's the latest. The idea was to use the new building piece mods, fill a map and get an idea of how the game handles it all. Buildings are just shells - they look fine from the third person perspective, but if you go into peep cam, it breaks the illusion if you start digging in. My computer is struggling to handle it all, but my computer is also old and underpowered.
Being as the game is still "pre-alpha", I can't imagine what it will be like when these guys are comfortable enough to call it done. The sandbox play is pretty much there. It's just a matter of loading up on variety in objects and rides and such. Actual gameplay has a long way to go. Lots of the numbers stuff behind the game need massaged into a working, playable machine. Right now, it's not a game, it's an art tool.
Click through for higher resolution:
Well, sandbox mode is good if you don't count the backward building of tracks. ;)
Jeff - Editor - CoasterBuzz.com - My Blog
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