Live Forum Q&A - Design!

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.

Thank you very much. I thought we might have to make changes in the current saved games.
But good to know that the team is trying to save the work as far as possible.
 
Yes, that was indeed an important question. The new coaster platforms change is fully understandable. I hope the jump between Alphas will be as less painful as possible for our parks. [up]
 
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Guests...any plans on if we will ever be able to customize our own, say make your own families that can play in your parks. Using pre-determined selections.
 

Fletch1

Frontier
Frontier
My second question would be about one of my personal favourits. The sound team gave a small insight.
When you thought about going through the day was it an idea from the start to not just do day and night cycle, but giving each moment of the day its own optic and feel.
What was your inspiration to do the sunrise adn sundown like that. Eight weeks and i find myself watching it from time to time and still be amazed by it. The park in front and the sun in the back.

Glad you like the time of day transitions as much as we do. There’s been a lot of love put into this by the art team, and we love how well it communicates the 24-hour clock.

This granularity will really come into its own when you’re able to choose the opening hours for your park, as it helps set the tone and becomes an aesthetic choice just like your terrain editing or your building style.
 

DaveBamber

Frontier
Frontier
Will we be able to recolour building piece and scenery?

If i want to match fantasy and scifi theme together, is there a way for me to recolour those to make a dystopian area?

Resizing scenary piece an idea you might put in game. ( see sims 4(preferlable +0.25x instead of +2x the size))

Hi, thanks for your question, I’m sure everybody is interested in the answer to this one.

We’re focusing on the flashiest gameplay features first with recolouring, and since Alpha 2 is all about Coasters, right now we have Coasters Tracks being colourable in Alpha 2.

I can also make a surprise announcement that the talented Dave Getley has managed to squeeze in Coaster Cars also being recolourable in Alpha 2!

As for everything else – Watch this space. It’s been amazing watching everyone push our creation tools to the limits, and we hope to give you more to work with as soon as we have something to show. We expect to make significantly more progress before release.
 

Joël

Volunteer Moderator
A very warm congratulations and best wishes for Richard Newbold, his wife and his newborn child! [heart]

(will he or she be mentioned as a 'production baby' in the Planet Coaster credits?) [happy]


Thank you Andrew, Dave and Zac for having yet another amazing opportunity to ask questions about one of the greatest theme park simulation games: Planet Coaster! You all are doing an awesome job! [big grin] [up]
 
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Glad you like the time of day transitions as much as we do. There’s been a lot of love put into this by the art team, and we love how well it communicates the 24-hour clock.

This granularity will really come into its own when you’re able to choose the opening hours for your park, as it helps set the tone and becomes an aesthetic choice just like your terrain editing or your building style.
Will we have the option to turn off night when in sandbox mode, so we can build in daylight?
 

Vampiro

Volunteer Moderator
Glad you like the time of day transitions as much as we do. There’s been a lot of love put into this by the art team, and we love how well it communicates the 24-hour clock.

This granularity will really come into its own when you’re able to choose the opening hours for your park, as it helps set the tone and becomes an aesthetic choice just like your terrain editing or your building style.

I really feel a need to reply to this...

People tend to focus on obvious things like guests, rides and scenery items. This is 100% including myself as i do the same thing.
In general im overlooking the things that just seem to be there, for exaple the day/night cycle and how you can litteraly SEE if its morning/noon/evening.

For somehow i take things like that for granted but when thinking about it i can imagine those are things take a lot of work, and the end result is so beautifull you don't even notice it because it's so damn realistic. (This might not sound as a compliment, but sometimes -not- noticing is a bigger accomplishment then noticing because that means it's done in a very natural and realistic way.

So this is really well done!
 
Will we have the option to turn off night when in sandbox mode, so we can build in daylight?

Personally, I like the way it is. Adds more realism. In general construction, most parks need to wait until day time to do their work and night to test their lighting. During day periods, you could work on your building and at night, transition to focus on your night aesthetics while you wait to continue building.
 
I really feel a need to reply to this...

People tend to focus on obvious things like guests, rides and scenery items. This is 100% including myself as i do the same thing.
In general im overlooking the things that just seem to be there, for exaple the day/night cycle and how you can litteraly SEE if its morning/noon/evening.

For somehow i take things like that for granted but when thinking about it i can imagine those are things take a lot of work, and the end result is so beautifull you don't even notice it because it's so damn realistic. (This might not sound as a compliment, but sometimes -not- noticing is a bigger accomplishment then noticing because that means it's done in a very natural and realistic way.

So this is really well done!

Couldnt agree more. Even down to the shadows moving and transitioning according to time of day and sun location (East to West)
 
Hey all, sorry im late :)

If its been covered please let me know

but is there anyway in the games deisgn for you to have split ques for fast track/single rider etc?

I would guess that it could pose real issues but it would REALLY add to the "Deep Simulation" aspect.

Thanks

Gaz
 
Hey everyone thank you so much for making this game! I grew up with RollerCoaster Tycoon and this game shapes up to be everything I have ever dreamed of [happy]

I have actually two questions one small one and a longer one and I hope you are the right people to answer them ^^

1) Are you considering the possibility to create signs or billboards with custom images as in RCT3?

2) One thing I want so badly in this game are Dark Rides [happy] I think you said you are looking into that, can you explain a little bit the challenges that come with it? I know not too much about computer graphics but I can imagine it being difficult to make the lighting in a way that e.g. in an underground tunnel it is appropriately darker than above ground level

Keep up the good work it is awesome to see you guys being so dedicated to making the best possible game [heart] [heart]
 
1. RCT had a max map size of 254x254. Altough rides are (much) bigger now, what is the max mapsize in PC?


8. Will there be a scenario editor? (Basically i want to know if i can have a sandbox with working money system, so no unlimited money)

I would like to add to this. How about a realism mode? The map size will stay the same as it is in the Alpha and we are given a certain amount of money from the get-go. As the park generates revenue, we can buy additional land for an expansion and build more rides. Everything we build will come at a price. When we run out of money, we have to wait. Some people may not like that, but I think it could be fun. Now, if we run out of money for a park, we can start building a new park at a different location. As time goes by, we can go back to other parks that we have already built to see if the park has generated enough revenue to expand. I could go on and on about this, but I'm sure you get the idea.
 
Nice to have a Q&A today :)

Again, my classic question: Will we be able to set the ticket booth at the end of a queue and let people pay there? No idea if that's the right place to ask, but it's some kind of game *design* [yesnod]
 

Fletch1

Frontier
Frontier
When will you add all the currently unreleased scenery, that we can see in your videos, like the gold heaps in the pirate cave, the benches and trashcans, the skull walllamps, the globe pirate walllamps, the UFO-shaped double pathlights, the fir trees, the filled barrels etc.?

http://i67.tinypic.com/9t1frm.jpg

Will we get half grid sized walls or quarterly parts for more building varities?

@TOM Benches and bins are shown in any of the Dev Diary Videos


Hi Spanky! Some nice eagle eyes you have there to notice all this stuff in our videos. :)

All our assets go through iterative steps and may change, so I can’t confirm whether you’ll see these exact assets in the future or not. As an example, you will see the dynamite barrels in the second Alpha release, but they’ll be animated exploding barrels rather than static ones.

The bins and benches are definitely in our plans for the simulation and management aspects of the game, but they won’t be in next week’s update.
 
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