Jubilee said:
A more variety of flats, and new roller coaster track pieces would satisfy me more than RCT 3D.
If you want more variety of flats for RCT2, than go to www.amazingearl.com. There's plenty of flats to choose from and I think there is more in development. And as far as new roller coasters go, I don't know what other major type of roller coaster the game doesn't have besides the rocket coaster.
I definitely think it is time for a 3D version. The 2D was good while it lasted, but its just really getting stale. There's not much more you can do with it than what the RCT's have already done. Going to a 3D version is necessary at this point.
However, being able to walkthrough/flythrough in 3D would be a very welcome development.
Usually it doesn't take longer than a week to at most 2 weeks for Earl to finish a project so I wonder if he just gave up on this one or with the possible release of a 3-D version of RCT has given up making custom flats for RCT2.
Usually he's got at least a screenshot up by now even if the complexities of the ride animation havn't been completely solved yet.
That's the end of an RCT2 era :( but then again since the ride creator utility is available to just about anyone I'm sure we'll still see some inventive flats in the weeks or months ahead...AmazingEarl however is a true master of his art but of course as he said other things in life must come first...but he might also hopefully make a comeback so keep your fingers crossed.
I just don't know what else could possibly be done to the current RCT 2d engine. Let's face it, RCT2 was pretty much the same as RCT. New rollercoaster types, 2 new flat rides, and some new features such as the scenario editor. I just don't think RCT3 should be just like the others with ONLY new coaster types, some new flats, and some stupid scenery. I would be feeling like I am playing the same thing.
I can also agree with you on maybe 2d version combined with 3d "elements". At least that would be better than just having new rides and scenery for the third installment.
However...
It would be nice if some types of coasters more accurately reflected their real world counterparts, statistically speaking. LIM and inverted coasters particularly need adjustment. These things are popular in the real world (especially B&M inverteds) and in the game I have found it very difficult, if not impossible, to build versions of these that people will ride after the new coaster smell wears off.
bigboy said:
Amazing that we've gone this many days with no massive wish list topic for RCT3. Maybe everyone got this out of their system withthe RCT2 expansion packs?
Well since you said it, I will go ahead and get it out of my system......again ;)
Inverted Intamin coaster
Rocket Coaster
Spining coaster (with steep drops and helical capabilities)
Curved drops for all arrow coasters (vekoma as well)
More elements on the Thrust air coaster
Dive/oblique loop for B/M coasters
Vekoma rolling stock (for sit down loopers)
B/M roar for premier launched coasters
So there, I used up 5 minutes of company time. Back to work for me!
Fate is the path of least resistance.
For Example:
There is no prebuilt Cobra Roll in the game, but there are three distinctly different ways to make one:
1. half loop, cork, cork, half loop = tiny little cute one
2. large half loop, cork, cork, large half loop = nice big one that can be adjusted in width by choosing the left or right large half loop
3. flat piece, steep piece, vertical piece, quarter loop, cork, cork, quarter loop, vertical piece, steep piece, flat piece = my personal favorite, a nice rounded looking cobra roll with smooth transitions
Prebuilts are fine, but a selection of "pieces" of the elements that can be mixed and matched would be ideal. Each piece having multiple sizes (like the half loop) and some additional pieces (like the part of a dive loop that everyone misses) would make a very flexible, but still simple to use designing system that would offer some of the freedom of a game like No Limits, but retain the easy to use quality RCT is famous for.
As far as the 3D thing, I think some of you are expecting way too much and will be disappointed. I don't think 3D automatcally translates to first person, on-ride views. To be honest, it's not even remotely a feature I'm after. It may be included, but I wouldn't be expecting it.
I think the 3D will be implimented mostly in views of the park. Right now you can rotate the map 4 ways around and zoom in and out at 4 levels. I think the 3D simply will remove these zoom levels. You have smooth, totally free views of your park.
Imagine clicking a navigation tab at the top of the screen and now being able to move your mouse forward and back to zoom in and out or left and right to rotate the map - all freely. Kind of like the fly-by view in no limits. I really think that's how 3D will really affect the game.
Other than that I wouldn't expect 3D to change the game at all - except for what seems to me would most certainly be incredibly high system requirements to run at decent quality graphics. Get a big fat map filled and zoom out a little and you're video card is pushing some serious polygons.
I wouldn't expect gameplay to change much (if at all) and more than likely, the ride selection will be updated.
Quite simply I'm guessing we'll get the same RCT gameplay in a new environment.
I agree that the interface is crisp, easy, and clean as it is and my computer has enough trouble crunching a 2500 person park in 2D.
Hobbes: "What's the point of attaching a number to everything you do?"
Calvin: "If your numbers go up, it means you're having more fun."
OrientExpressKid said:
You mite find this site interesting...http://www.rctgl.com/updates.shtml
-ADAM
I hope this is not what the game is going to look like I could do better my self in Maya 4.5.
I'm going to withhold judgement on the game itself. Seeing the bad reactions to the RCT2 expansion packs, I think Mr. Sawyer will have a few suprises up his sleeve. Shoot, we might even have game stalls! And more shows! Flat Rides! Yippie!
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