Looks like a new build should be out any minute now and a ton of updates/tweaks were included. Looking forward to seeing some of the mechanics of gameplay come together. I can only make pretty pictures for so long before I need more depth.
RCMAC said:
One thing I would like to add to a wish list is to be able to make the ride bases smaller than the rides reach when running.
Yup, we're doing that for rides where it makes sense, e.g. Topple Tower, Swinging Ship, Wave Swinger. Downside is that it makes it harder to understand why you can't build something in a seemingly empty spot. Got to find a good way to visualize that...
Lord Gonchar: would be especially happy about feedback for the changed coaster friction. Changing it always breaks old rides, and esp. now with the blueprints it'd be good if we get it right as soon as possible.
Also whether that worker bug still exists :/
Doesn't look like it. We send it to Humble, and then have to wait until they manually uploaded the files. Sometimes takes a while :/
Oh man, I came one "n" away from having John Kennedy and Charles Manson as my janitorial crew:
Only played with 1.3 for a few moments. Using the steel coaster as a judge, the new physics are much, much better. It felt a lot more 'right' when building and watching it run.
Love the blueprint saves. Such a great idea.
It'd be kind of neat if additional info could go on those images - like the basic ride stats, ride name and maybe even user name or creator name (even if you have to supply one in the game). Then you'd have a one-stop image that gave all the pertinent info about a ride and if someone tried to alter it, the ride would go corrupt due to the info being embedded in the image. I dunno, for something that is going to get shared so much, that seems like a nice touch that simplifies things a lot and makes it one tiny degree harder to steal other's work.
At the very least, it'd be nice to see ride stat info inside the game when looking at rides rather than just seeing the blueprint image. That'd be a good gameplay feature and help in picking the right ride for the situation.
Of course, if that info was just part of the blueprint image...well, two birds, one stone.
Looking forward to playing with it more. The Wave Swinger looks terrific when it runs.
At this point, I seriously think Gonch should be on the payroll as a consultant. :D
-Travis
www.youtube.com/TSVisits
Yup, at least the ride name would be neat. Entire stats might be too much I think. Definitely needs them in the ingame blueprint picker though.
Someone's already working on a website that reads the stats from the image :) E.g. https://parkitectnexus.com/files/76eb7153e6/mini-ride
Lord Gonchar said:
Looks like a new build should be out any minute now and a ton of updates/tweaks were included. Looking forward to seeing some of the mechanics of gameplay come together. I can only make pretty pictures for so long before I need more depth.
One of the most frustrating things for me as a kid was not having a Wave Swinger in RCT or RCT2. Looks cool!
"The term is 'amusement park.' An old Earth name for a place where people could go to see and do all sorts of fascinating things." -Spock, Stardate 3025
3 has one, but it looks strange when it runs, it's like the top goes the same way as the base. The on ride is better, though.
Sebioff said:
Someone's already working on a website that reads the stats from the image :) E.g. https://parkitectnexus.com/files/76eb7153e6/mini-ride
That makes sense. That site looks nice.
Jeff, you have some work to do!
I'm still slightly on the fence about bringing back the file exchange. Only sightly. I revived all of the data... it's still there!
Jeff - Editor - CoasterBuzz.com - My Blog
I still have one pretty big gameplay request - the ability to build backwards on tracked rides.
If I work on an element or section - like this simple hill/twist/loop under - the only way to finish the coaster is to keep building on forward (in the direction of the train) from the half loop all the way around back to the hill. It'd be nice to work backwards (opposite the direction the train travels) to create the pieces going into the element.
Not sure if it's just me, but this is a HUGE part of how I worked on things in RCT and I'm still finding it goofy at times to have to build in just one direction in Parkitect.
Yeah, I'm in agreement with you there. It's honestly impossible to build really interesting rides going only in one direction, because you inevitably have to build around something and meet up in the middle.
Jeff - Editor - CoasterBuzz.com - My Blog
I'd say that's a must have, not just a nice convenience. I rarely ever built a complex coaster without tracking backwards.
You really pushed my challenge button, Gonch. Now I won't sleep well. :) Seriously though, I hate how little time I've had to spend on the sites this year. I'm hoping that having Simon back in school will help balance my free time a bit.
Jeff - Editor - CoasterBuzz.com - My Blog
This is pretty solid stuff, man. It really seems to have the bases covered.
As far as the game, it still feels like stats generation is off in some ways. Not really sure how, but I'm not getting what I'd expect. Maybe I'm looking to replicate RCT too much in that area? I understand it's a constant process at this point.
Now that I've played with it a little more, friction might need pulled back just a hair...just a tiny, tiny bit...maybe.
I have been keeping up on this thread and following your progress, Gonch. Great work on providing valuable input to make this right. They really do need to put your name in the credits at the very least. :) I am kicking myself right now wishing I would have gotten in on this at the ground floor. I love testing software. This would have been a lot of fun indeed.
BTW, I, too, concur that back building is an absolute must.
Certain victory.
You must be logged in to post