Coaster Crazy New Rollercoaster Game: question to staff.

We 're not due to be releasing anything on this game at Comicon or Gamesconn, as previously mentioned we're having to fit this round other projects we're working on.

As for Octopuses and ployp rides, an Octopus ride is an Octopus ride if based on a ride of the same name here in the UK :)

Michael

Are you going to announce it at TGS next month?
 
Frontier should start drip feeding us pointless facts like 'The game will feature more than 2 variants of Roller Coasters' or 'The new game will feature HD graphics.' It'll make us happy to know that the game is going to have these basic features ;)

As much as it hurts me to say it, take as long as you need to get the game right, I'd be happier to have a awesome game than a game that feels half done and rushed :)
 
Please, please God Mac compatibility.

I would love you forever. And if at all possible could it be developed in house? Aspyr is lovely and all, but RCT3 Mac, including the Platinum version which was JUST RELEASED, is the buggiest thing on the planet.

<3
 

Michael Brookes

Game Director
Lets keep platform wars out of this thread please. While we're not discussing release platforms yet, speaking generally we always look to support whatever platforms suit the kind of game we are making (of course publishers tend to have an input on this as well).

Thanks

Michael
 
Instead of building endless parks, I personally would like to see the gameplay slow down a bit. Focusing more on the trials and tribulations of one park with the ultimate accomplishment being the long awaited rollercoaster. And not until you have fully established yourself as an entrepreneur will you then go on to expand your franchise in an oh so delicate manner.
 
I think that should be a option, game speed more or less. Honestly this game should have a uniqe feel and look to it. I think it should imatate what profesonal amusement park disingers user. *showing the park people paths and so on. as much as possible with out making people need ot buy a expensive pc.
 
with out making people need ot buy a expensive pc.

I agree that it would be nice for the game to run on an inexpensive PC, but I also prefer to have a game that is spectacular if playing it on a high end PC. I like the idea of having options, similar to RCT3 now, where you can change the graphics settings to match your PC's performance. That way those with a high PC can have a great game but those with a lower PC can still play.
 
It will always be difficult to make a game that can sell if you aim for low spec PCs.

But the best option is to aim for what is the average around the world because it will make most sales..but games can look very good for low spec when done correctly if they engine is superbly designed and has lots of setting flexibility.

Lets hope it is :D
 
^ Yes, very true. The game should be coded efficiently to remove lag. My biggest complaint about RCT3 is the lag that I get even with a decent computer. I really hope the game uses multiple CPU cores.
 
i hope that this game has the queues like in real life...:D
and circular paths.


Please do not forget the round station from the logflume...;)
 
^ Yes, very true. The game should be coded efficiently to remove lag. My biggest complaint about RCT3 is the lag that I get even with a decent computer. I really hope the game uses multiple CPU cores.

With these types of games, there will always be lag once you get to a certain size park - given the games are usually made with no limit in size, you can then just build until your PC can take no more... ideally though as long as we can build really decent sized parks without too much lag i think most will be pleased. Fingers crossed!
 
Local Park Piping Is better Option.

That is to build themed or non themed sections that interconnect to form a larger park. Each player in a specific section could thus be lag free. One giant park may or may not be possible, but let's face it that people want to build Disneylands and those parks average 45,000 visitors per day between all the themed sections. I believe Magic Mountain California weighs in at between 25,000 to around 32,000 average give or take. The only real way to achieve the mega themed parks or a disneyworld with 90,000 peeps is by interconnecting smaller parks as sections thus presenting itself as a larger park operation.

Now Distant Park Piping allows you to use the souvenir map interconnecting parks across the web that are hosted providing this will allow that, which case only the devs can decide. With Distant Park Piping, the other parks interconnect to a master park online much like a webring. Such as click a souvenir map destination and exit your existing park as you now goto a new park site online or if local on your computer same deal.
 
Amusement Park Flavors?

Not all amusement destinations are the same. We had originally intended to go beyond simple rides and midways or theme ride parks. For example shape and paint a mountain with snow, set trails install tramways, lifts pipes for snow boarders and skiers alike and plop down a chateau. Online ski resort. Install ski mobile runs too. Ski Resorts are a sort of winter park. Beach Resorts.

Summer Resorts, Jetski's, sail gliding, sailboats, water skiing, surfing etc.

How about large moving resorts like a cruise ship. An amusement park on the high seas or a jumbo paddle stern or side wheeler like the Mississippi Queen. So these are a few ways we can go. Again up to the devs how far they want to go, but the more they add and build in, the wider the usage and popularity of the product will become. It is something to consider once the basics are nailed down.
 
There would need to be micro payments for Frontier to be able to afford online servers for this game monthly - i'm not sure it would be financially do able on a brand new game - maybe in future versions released with a larger fan base perhaps...Cities XL was prime example of where they tried and it failed.
 
There would need to be micro payments for Frontier to be able to afford online servers for this game monthly - i'm not sure it would financially do able on a brand new brand - maybe in future releases with a larger fan base perhaps...Cities XL was prime example of where they tried and it failed.

Host on your own domain server, set online traffic so as not to slam the host too much. Many hosts now offer unlimited bandwidth or even private servers. Not Frontier's own servers but that of the Park Admins at their respective hosts. That allows for a world wide "true" community ;)
 
True but how would they program the game's client to find people's servers to connect - there would still need to be a central hub that creates the connections.

Mind you im all for adverts on the client when browser for online servers etc that wouldn't bother me unless they were really in the way.
 
One another note.

I don't like paying a subscription. I like paying for a product that is final, not an ongoing subscription basis except for add-on stuff. I will not subscribe to pay for online access if that is the case here. Let me be very clear about it. Many folks are not banks. They want a great product and not to get "FLEECED"... Now if Frontier makes add-on packs that is different. But I won't and I believe I speak for many as a potential customer, I will not pay to have to play online. Just get the box ready and if my machine can handle it fine. I'll support it if it is fair. If it means I have to subscribe to a local frontier server, then I shall forgo it for something else later on.
 
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