Parkitect early build available

Lord Gonchar's avatar

Still would really love to see helix pieces for the coasters. You can't quite do the same thing with the building tools in Parkitect. (or I haven't figured out how, at least)


Yup!

(I really like those last few parks :D)

Lord Gonchar's avatar

Thanks.

Looking forward to more scenery (especially walls, roofs, building pieces) to take it to the next level.


Yeah, I know :) Will probably be a while though.

Very nice. Though I have to say, there is something about the visual style of the game that is somewhat offputting and cartoonish. Not sure exactly what it is. Maybe something about the coaster track width?


My author website: mgrantroberts.com

Lord Gonchar's avatar

Yeah, that came up back on Page 4 of this thread.

My take is:

Interesting. I find it comparable to RCT2. Different, but comparable.

Somehow this style (and I always felt this with RCT2 as well) feels more like playing with a model to me. Kind of like a game about model train sets as opposed to a game about running trains, for example.

When I mess with this style (and I think this is why I enjoyed RCT3 and No Limits so little in comparison) it doesn't feel so 'real' and that's some of the appeal. It's a like a model come to life. Like seeing the imagination play out.

That's the appeal to me. I'm creating a little fantasy world to lord over. (pun intended)

I'm less interested in creating a world to crawl into and look around.


kpjb's avatar

You mentioned the increased flexibility in building coaster pieces... is that same process available for log flumes? One of the annoyances in RCT for me was that all the flumes were basically the same. Your options are either long corners or straight pieces, and they all decelerated to a crawl within a few feet of a hill... like all the water is standing, with no flow.

The flume in your Funzo scenario looks similar to this. It'd be nice to have 45 and 22.5 degree angle turns, long straightaways with slow descents instead of just the one angle of hill, etc.


Hi

Lord Gonchar's avatar

The flume has three down slopes and two up. It also has 45 degree and 90 degree turns along with The "S" turn thingy. The angle feature is not available for flumes.

Pieces are sizable with the +/- buttons.


janfrederick's avatar

Sebioff said:

Yeah, I know :) Will probably be a while though.

Lucky you've found an addict with talent.

How's that PInball Machine Gonch?


"I go out at 3 o' clock for a quart of milk and come home to my son treating his body like an amusement park!" - Estelle Costanza

Personally, I'd like to see an amusement park game with a No Vomit option.


My author website: mgrantroberts.com

a_hoffman50's avatar

Do the transport trains slow to a crawl when they go uphill?

Lord Gonchar's avatar

Mega Park

Seriously, not sure how much more I can do with the game for now. Maybe dick around with coaster design?


Might be time for a break then, as much as I enjoy your parks :)

Slightly off-topic...I've got a question regarding this ride:

Does anyone know how guest loading/unloading works for these? Which rules does it follow/how often does it stop for letting guests in/out?

Never seen one of these in reality and all videos I could find show them running, and I thought someone here probably knows :)

Jeff's avatar

I know Dave (Rideman) would know for sure, but as I recall, they load one wheel, then the other, then run it for a few minutes. It's not a high capacity ride, for sure.


Jeff - Editor - CoasterBuzz.com - My Blog

That's correct. One thing I would add is that while the bottom wheel is stopped to load individual seats, the top wheel continues to turn giving those riders a mini ride while they wait up there. The name of the ride is Skywheel.

On RCT the entire ride stops and guests enter, filling the entire ride whether they can, (in reality,) reach the seats or not. Then at the end of the cycle the riders suddenly disappear from the entire ride at once and appear in a large group at the exit.
All ferris wheels, and maybe a couple of other flats, load and unload that same way. The rides always stop in the same spot and the seats always fill in the same order.
I don't know anything about programming such things, but that may have been the easiest way to separate the load/unload function. If load/unload is handled in the traditional way, as Jeff describes, then the ride must stop to unload an individual then it has to switch to load to let someone in. If no one happens to be waiting that might delay the cycle until the entire ride was finally filled, I dont know. It's probably easier to unload all at once and load all at once. In play, that never really bothered me all that much, even though it wasn't accurate. At least it would speed things along and no one was left stranded.

Rides like the Skyride and the Turnpike are able to handle the individual load/unload process, with I'd say about a 90% success rate. For some reason the ferris wheels are different, but they work.

Good luck with the Skywheel, it's a good ride to include in the game.

Lord Gonchar's avatar

Sebioff said:

Might be time for a break then, as much as I enjoy your parks :)

Ha! Yeah, indeed.

Looking forward to future updates. Obviously, it takes time to create and add scenery and rides. As far as mechanics, how close are the numbers behind the game to being where you're satisfied? All the numbers behind the game (econimcs, guest perceptions, coaster ratings, etc) still feel like they need tweaked into place. I suspect thats a long term thing - constantly adjusting througt the process. I think that's an important part of gameplay. It has to work and be fun and sensical otherwise it won't matter how many neat looking things you can do. It's exactly what I think killed RCT3 for me - the actual gameplay wasn't as strong or well rounded and thought out as RCT2 was.

Needless to say, I'm enjoying the game a great deal and if it went away tomorrow I've probably already gotten my money's worth with it. Can't wait to see where this all is a year from now! Until then, looking forward to 1.4!


Ok, thanks!

Lord Gonchar said:

As far as mechanics, how close are the numbers behind the game to being where you're satisfied?

Money is obviously very off, all the values are just whatever sounded about right at the time. Coasters are way too expensive compared to flat rides. Coaster ratings have gotten a bit better but don't feel right to me yet, I might have overcomplicated them. Might need an entirely different approach of doing them, but don't know yet how. Guests are getting there, I think their main problems are related to ride ratings and money.

These will need constant tweaking. I'm pretty sure that's an ongoing task until the end, also due to the dependencies between things. E.g. there should be more guests in the park, but we need to do optimizations before that. If there are more guests the entire money balance changes.

Last edited by Sebioff,
Lord Gonchar's avatar

Here's a few new coasters (click through if so inclined):


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