Live Forum Q&A - Design!

Zac Antonaci

Head of Communications
Frontier
Hey guys!

The very wonderful Andrew Fletcher, Lead Designer and Dave Bamber from the Game Design team are here to answer your questions!

They'll start going through the ones already on the thread but feel free to jump in with any replies.

Remember the aim of these livestreams is to get closer to the development teams of the game and look at the detail that goes into making Planet Coaster. I'm going to try and avoid too many #SpoilerSams and might not be able to give firm dates on some of the future content because of the fluid nature of development. However, I hope you'll get loads of useful info and have a nice time meeting the guys!

Enjoy!
 
Last edited:
Hey, thanks for taking the time to answer our questions.

1. Is there any kind of build limits for rides, roller coasters, and custom built buildings? I'm concerned about two things here. One is building large structures and then hitting some kind of "hidden" build limit because I have placed too many objects, rides or roller coasters. Two is building too much where it causes game lag which makes your park unplayable.

2. I've always wanted to co-op build a roller coaster park with friends since I started playing the original Roller Coaster Tycoon game. Has the team discussed the possibility of adding this feature or other multiplayer features?

3. Will you be adding arcades? It would be cool if we had three different size arcades (small, medium, large) that are just bare bones (like shops, bathrooms, etc.) so the player can build the outside look of the arcade to their liking.
 

Fletch1

Frontier
Frontier
While working out your overall design plan, where do you draw the line in regards to "cuz realism"? Your customers want EVERYTHING, including parking lots, hotel/resort management, seasons, realtime construction, fire ants...the list is endless. You can't possibly include everything everyone wants, so how do you decide how far to go, and what is feasible, important, and a positive effect to the whole package?

Great question. You’re right, it can be a challenge to balance everyone’s wishes and feedback, especially when there are valid points for both sides.
For us in Design, everything comes back to those core tenets of Creativity and Simulation, while ensuring we create a well rounded overall experience.

We’re lucky to work with people that have enough experience and passion that we’re totally confident about making the best Coaster game, which you’ll be able to get your hands on in Q4 this year.
 
I think Fletch needs a display picture... Any suggestions what he should have?

Fletcher2_zpskmoypiq4.png


Fletcher1_zpsvtfwdztv.png
 

DaveBamber

Frontier
Frontier
Edited my previous post. However, I wonder if the ride entrance and exit gates will operate in Alpha 2.

...and a cheeky second question! Thankfully its an easy one to answer.

Yes! I’ve seen these working in my build today, so can confirm these will be available for alpha 2. In fact, here’s some close ups:

entranceClsoed.JPG

entranceOpen.JPG
 
1. Will we get any benches and trashcans in Alpha2?

2. Will we get any nice cutted bushes and flower beds to place along path, just as in the first trailer?

3. Will we have merchandise to sell ingame to the guests that we can choose the colour on? RCT3 had only balloons while earlier games had T-shirts, hats and umbrellas as well for us to colour.

[happy]
 
Last edited:
Will more work be completed to the coaster cat walks to have stairs instead of a flat surface? Similar to below? This could also be beneficial as the mechanic could use the catwalk to fix the lift hill or be used by guests during an emergency stop.

450px-Diamondback_train_on_lift_hill.jpg
 
Last edited:
Great question. You’re right, it can be a challenge to balance everyone’s wishes and feedback, especially when there are valid points for both sides.
For us in Design, everything comes back to those core tenets of Creativity and Simulation, while ensuring we create a well rounded overall experience.

We’re lucky to work with people that have enough experience and passion that we’re totally confident about making the best Coaster game, which you’ll be able to get your hands on in Q4 this year.

Thanks for that answer!

So you're saying fire ants are plausible?
I mean what fun would Western theming be without them? Think of the Peep animations!!!
 

Fletch1

Frontier
Frontier
Hallo to the design team.

Congratulation Richard. Have a wonderful time with your family.

After watching all the artwork, screens, Alpha1, streams and all the Q&A it is hard to find words for the beautiful work. Back 2015 i hoped it would be like that and the complete team is on a brilliant path to create something which the community and especially the mods deserve after holding this kind of game alive with RCT 3. And the team deserves every Wow, Omg and Applause they get.

I would like to ask three questions. One might not be design related, but maybe you have an answer anyway.
Can we keep the parks we created with all of its content or do we start from zero?

Hey Periocus, thanks for the question. We’re working hard to ensure that your save games remain largely untouched by updates to the game, however there are a small number of cases where this isn’t possible if we want to continue adding cool new stuff to the game.

For example, since we’ve added the (awesome) Advanced Move and Advanced Rotate functionality in Alpha 2, you may notice a small number of scenery items will be rotated to a different orientation in parks that you saved in the original Alpha release. This is all part of development, and making decisions for the benefit of the overall game.

The improved coaster stations are another example of park elements that have necessarily changed since the first release, but which make the game way better as a result.

We will try and communicate any major changes with you guys in advance.
 
Back
Top Bottom