[squeeeeee][squeeeeee]
He has a golden hamburgertool in his hand... But let you Imagination go, dude! [squeeeeee][squeeeeee][up]
omg you're right! My bad [mouth shut][squeeeeee]
[squeeeeee][squeeeeee]
He has a golden hamburgertool in his hand... But let you Imagination go, dude! [squeeeeee][squeeeeee][up]
Or ... They make an "offline game", and it's only when you want to visit a park that you need to be connected and the other player too (to download his, with the custom content included, and to start the "visiting" mode), so ... yes, it's not a visit in "real time" anymore, but who care ? Nobody ! And with this, no need to host the content on a server, because it's just client-to-client.You're not bothering me with those content library/manager ideas. I find it a fantastic solution! [big grin]
I agree, also what Mangmod is saying: there has to be a solution to work this out; to be able to download/visit other parks with or without UGC, make a filter or something like that if UGC is present in a park, and if it is, ask the player if he/she wants to download the park with or without UGC. The UGC could be stored on a repository/a server at Frontier, to make it accessible all the time.
Technically, this could work very well. I do think the server would need to be a big one that can handle a lot of data traffic, because we don't want problems with downtime. Maybe a dedicated server for UGC? And a dedicated server for normal operations of Planet Coaster?
Players would need some tools to manage the UGC that they create, to upload it to the server, and here is where the content library comes in again. That tool would work well to upload the UGC to the server, with options to categorize it as certain themes, add keywords, and to make sure the UGC conforms to the specifications necessary to let it work in the game.
A point of concern may be the storage of all that UGC. If the creator of UGC decides to delete it from the (online) content library, new downloads of parks with that UGC won't be able to download the UGC as it is no longer available. That could be solved by incorporating the UGC into the actual saved data of (downloadable) parks.
I don't have the knowledge to go a lot deeper into this matter, but I am confident the technological possibilities to make UGC work with Planet Coaster, including a content manager/library of some sort, and what I have mentioned above, is possible with the technology available today. It makes sense. I can see it working in a logical kind of way.
I'm looking forward to it, and hope Frontier can (and if they do, will) make a huge number of fans very super amazingly happy! [big grin]
I've found this one:
https://cms-images.idgesg.net/images/article/2014/09/rctw_1-100429680-orig.jpg
It's just a picture but we've got an idea. And yeah I'm also more into the RCTW mascots!
I jumped on the Planet Coaster bandwagon very early on, with high expectations from Frontier.
From an experience perspective, Frontier worked on RCT 2 expansions, Thrillville, Coaster Crazy, Screamride, Zoo Tycoon and RCT 3. If there is anyone qualified to do the job, it's these guys.
From a quality perspective, one just has to take a look at RCT 3. This game is now over 10 years old (gaming years = fossil) and is still arguably the best theme park sim out at the moment. Why, because it was done well and done right. At the time it had great graphics, simulation, features, innovation etc.
From a business perspective, take a look at Elite and Dangerous success. Frontier has been under pressure from publishers over the years to deliver great products on limited budget and time. Even with these constraints they managed to do very well. In contrast look at what happened to the games from now defunct devs contracting/working for EA games, Ubisoft, Activision etc. Frontier is now self developing and publishing their own games, which means less constraints in the budget, creativity and time department for PC.
From a community management perspective, we can use E&D or PC. They are very active, communicate well and more importantly listen to their customers. Look at the giant checklist that we have developed for PC.
Having said all of that, looking at all the dev blog videos, this is well and truly above and beyond all my expectations, it is ground breaking in every respect.
I believe that Planet Coaster is shaping up to be a modern classic and perhaps the very best theme park sim game of all time for a long time to come.
Keep up the excellent work! [squeeeeee][up]
I think that one was from when "Pipeworks Software" was the developer....back when the game was just a renamed RCT 3.
Here is the latest one:
http://www.rollercoastertycoon.com/wp-content/uploads/2016/12/Holiday-Peeps.jpg
The guests and their poses are a little creepy, but the general idea behind the mascot is still solid.
Racoon = Gulpee
Owl Sheriff = "Chief Burger"
Alligator Pirate = Pirate King
RCT's are just far more cuddly. They're the kind you'd want to take pictures with and purchase merchandise of...the pirate king... mega creepy.
They look like a mix between Sims1 (2000) and Sims2 (2004) but without respect of proportions, particularly with the eyes...
http://i.imgur.com/5UuowXK.png
LOOL ! [haha][big grin]Yep, that was what I was thinking.
And I just saw you were Anglis with a new avatar. I already associated the kid you have for an avatar with you forever. Even when I saw game screens where the kid appeared, I said, look, there goes angelis [haha]
I jumped on the Planet Coaster bandwagon very early on, with high expectations from Frontier.
From an experience perspective, Frontier worked on RCT 2 expansions, Thrillville, Coaster Crazy, Screamride, Zoo Tycoon and RCT 3. If there is anyone qualified to do the job, it's these guys.
From a quality perspective, one just has to take a look at RCT 3. This game is now over 10 years old (gaming years = fossil) and is still arguably the best theme park sim out at the moment. Why, because it was done well and done right. At the time it had great graphics, simulation, features, innovation etc.
From a business perspective, take a look at Elite and Dangerous success. Frontier has been under pressure from publishers over the years to deliver great products on limited budget and time. Even with these constraints they managed to do very well. In contrast look at what happened to the games from now defunct devs contracting/working for EA games, Ubisoft, Activision etc. Frontier is now self developing and publishing their own games, which means less constraints in the budget, creativity and time department for PC.
From a community management perspective, we can use E&D or PC. They are very active, communicate well and more importantly listen to their customers. Look at the giant checklist that we have developed for PC.
Having said all of that, looking at all the dev blog videos, this is well and truly above and beyond all my expectations, it is ground breaking in every respect.
I believe that Planet Coaster is shaping up to be a modern classic and perhaps the very best theme park sim game of all time for a long time to come.
Keep up the excellent work! [squeeeeee][up]
I jumped on the Planet Coaster bandwagon very early on, with high expectations from Frontier.
From an experience perspective, Frontier worked on RCT 2 expansions, Thrillville, Coaster Crazy, Screamride, Zoo Tycoon and RCT 3. If there is anyone qualified to do the job, it's these guys.
From a quality perspective, one just has to take a look at RCT 3. This game is now over 10 years old (gaming years = fossil) and is still arguably the best theme park sim out at the moment. Why, because it was done well and done right. At the time it had great graphics, simulation, features, innovation etc.
From a business perspective, take a look at Elite and Dangerous success. Frontier has been under pressure from publishers over the years to deliver great products on limited budget and time. Even with these constraints they managed to do very well. In contrast look at what happened to the games from now defunct devs contracting/working for EA games, Ubisoft, Activision etc. Frontier is now self developing and publishing their own games, which means less constraints in the budget, creativity and time department for PC.
From a community management perspective, we can use E&D or PC. They are very active, communicate well and more importantly listen to their customers. Look at the giant checklist that we have developed for PC.
Having said all of that, looking at all the dev blog videos, this is well and truly above and beyond all my expectations, it is ground breaking in every respect.
I believe that Planet Coaster is shaping up to be a modern classic and perhaps the very best theme park sim game of all time for a long time to come.
Keep up the excellent work! [squeeeeee][up]
Mhhhh[bored]
Well i know that people will disagree with me in some points but to be completely honest i dont like the new Dev Diary. After the second one i thought they started to combine the cartoony style with a very realistic sort of art direction. But now with peeps and all parts come together it looks pretty much like thrillville. Dont get me wrong i think some "cartoon-elements" are necessary to create a very charming and beautiful atmosphere, but what we got right now is way to much. It looks so outdated and more like a remake of RCT3. I guess a new name with a new style would has been better to create a new foundation which is independent from RCT and Thrillville.
And the coasters do look so awkward and unrealistic...[where is it]
I dont get why there is literally no company besides the guys from tools like No Limits who is able to create an editor that allows you to build realistic coasters???
What in the world is this?
https://scontent-frt3-1.xx.fbcdn.ne...=f24cdf7d8dee095c16c903731e8c8a89&oe=573E445D
Please refuse to just bash against my opinion, i like the systems and ideas but just not the look and the "final" results.