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I feel like i'm missing something, in the way you explain it sounds like "Customise Rides" and "Change Ride Animations" is the same to me...
I think i'm not quite undestanding properly what do you mean with "changing sections" (and yes, i watched the video again, it's 4 times watched now xD)

Haha yeah I get it, its difficult to explain, what they're doing with rides is something that has never been done before. Changing ride animations and speeding up rides etc. I wrote that as modular rides, customize rides is just changing paint colors, surrounding fences etc. which are in other games. Just needed something to differentiate between the two.

If you can think of a better way of describing it in a title let me know. :)
 
Haha yeah I get it, its difficult to explain, what they're doing with rides is something that has never been done before. Changing ride animations and speeding up rides etc. I wrote that as modular rides, customize rides is just changing paint colors, surrounding fences etc. which are in other games. Just needed something to differentiate between the two.

If you can think of a better way of describing it in a title let me know. :)

What i'm trying to say is that something is repeated in that table, you have "Modular Flat Rides", "Color Rides", "Customize Rides" and "Change Ride Animation".

I think that the best way of not assuming something that has not been revealed yet would be to refer to "Ride Fences and Booth Customization", And somehow supress that confusing terms of "Customize Rides" and "Modular Flat Rides".
 
I see 'Dark Rides' are showing as 'No*' in PC...

But with the ability to build coasters through buildings, or buildings around coaster (or other rides), that we know we can do, doesn't that make it possible to create a dark ride? That's how people did it in RCT3 isn't it?
 
I see 'Dark Rides' are showing as 'No*' in PC...

But with the ability to build coasters through buildings, or buildings around coaster (or other rides), that we know we can do, doesn't that make it possible to create a dark ride? That's how people did it in RCT3 isn't it?
We don't really know if you can build a dark ride. The main thing that a dark ride has is a Dark room. Yes you can put walls around your attraction but is the room than dark? In rct3 not.
 
We don't really know if you can build a dark ride. The main thing that a dark ride has is a Dark room. Yes you can put walls around your attraction but is the room than dark? In rct3 not.

No but in RCT3 people would just set it into night time mode to record the internal experience. Will this game have day/night? seems very likely.

I doubt scenery will occlude all lighting, there are good reason for these sort of games avoiding doing that.
 
No but in RCT3 people would just set it into night time mode to record the internal experience. Will this game have day/night? seems very likely.

I doubt scenery will occlude all lighting, there are good reason for these sort of games avoiding doing that.
To set night time mode isn't a Dark Ride. It is still just a ride but you can make it look like it. If you paint a piece of bread on paper, that paper isn't a piece of bread now. I looks like it but it isn't.
 
To set night time mode isn't a Dark Ride. It is still just a ride but you can make it look like it. If you paint a piece of bread on paper, that paper isn't a piece of bread now. I looks like it but it isn't.

Failed anology - everything in the game isn't real :p (But I get your point).

That's my question really. At what point do we consider dark rides as possible? What makes the system real enough to be accepted as 'in the game'?

If you experience a dark ride you build during night time, you solve the problem of daylight entering your enclosed ride, and you get the genuine experience. The only problem with this, as you say, is that you know you've faked it... But how can it be achieved any other way in the game? The only benefit of it being more real would be if the guests could themsleves experience it as a dark ride. So do we say no game in this genre can make dark rides until this is incorporated?

I suppose one simple system would be to give us a shell building tool that you can use to enclose any ride/building. The shell isn't visible unless you're editing it's shape. The effect is everything within the shell is denied atmospheric lighting, so the only lighting that remains is the scenic stuff.

A 'Daylight Blocker' tool I guess :)
 
It shouldn't be too hard for them to implement some type of "dark wall" that makes it dark inside of whatever building you build with them. It was modded into RCT3, so for Frontier to do it themselves shouldn't be hard.

I do think though when people say "Dark Rides" they are referring to maybe more elaborate rides, such as the Hogwarts ride at Universal, The Curse of the DarKastle at Busch Gardens, or those laser tag rides at different locations. It's true that you could probably build a decent-looking haunted house-ish ride without Frontier really providing you with dedicated "Dark Ride themes", but the dark rides are pretty involved these days, and it would require them to do some special things to make those type of rides happen.
 
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I remember the the famous pitch black pieces in RCT3 custom scenery to create dark rides.
For me, dark ride constitutes putting a rail where a vehicle (or omnimouver) goes inside a hand crafted building (theres also some specialities like free fall dark towers, casters, etc). We already know darkrides will be worked out on one of the updates or expansions, not in the vainilla game. We still dont know if that means there arent any rail or omnimouver type rides in vainilla, becuase if they were we already know we could build amazing buildings with this types of rides inside, or if what they are really talking about is that we will have to wait for some type of blocking daylight tool or scenary piece, while this rail rides exist.

Who knows, maybe they are going to make an expansion thinking of all these special type of dark rides, maybe even walktroughs, and that will mean they need to touch the guest AI for them to work well.
 
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I remember the the famous pitch black pieces in RCT3 custom scenery to create dark rides.
For me, dark ride constitutes putting a rail where a vehicle (or omnimouver) goes inside a hand crafted building (theres also some specialities like free fall dark towers, casters, etc). We already know darkrides will be worked out on one of the updates or expansions, not in the vainilla game. We still dont know if that means there arent any rail or omnimouver type rides in vainilla, becuase if they were we already know we could build amazing buildings with this types of rides inside, or if what they are really talking about is that we will have to wait for some type of blocking daylight tool or scenary piece, while this rail rides exist.

Who knows, maybe they are going to make an expansion thinking of all these special type of dark rides, maybe even walktroughs, and that will mean they need to touch the guest AI for them to work well.

The black pieces we used in RCT3 didn't block out the light though, they just didn't react to light so it appeared all was black around you - but the tracks/cars etc were still lit by the ambient lighting during daytime.

I would say that so long as games like this do have CS and piece by piece building, it is possible to make a realistic dark ride with a bit of ingenuity. Lets face it, real dark rides are built out of components that generally weren't originally intended specifically as dark ride components.

But of course if either game wanted to make a special effort to make dark ride building easier and more effective, then I would be extremely grateful!!
 
I have a solution to dark rides, just have guests react to darkness as a thrill factor. Sharp turns in dark places make the experience thrilling and scary. Custom buildings without light sources should be naturally dark, until lit with a light source. [yesnod]

Problem solved. This is assuming the lighting is detailed and optimized enough for this to be achieved. [downcast]
 
I have a solution to dark rides, just have guests react to darkness as a thrill factor. Sharp turns in dark places make the experience thrilling and scary. Custom buildings without light sources should be naturally dark, until lit with a light source. [yesnod]

Problem solved. This is assuming the lighting is detailed and optimized enough for this to be achieved. [downcast]

Lighting in games works on 2 levels. There is direct ligting, the one that have a visible light source and cast shadows. But the is also a default luminance across the entire game, this is then multiplied to create day/night cycles. But it's always there, all the time, effecting every surface in the game irrespective of whether it is 'indoors' or not.

the answer would be to create a shell/bubble in which the default luminance was permanently multiplied by 0.0001 (effectively zero luminance).

I definitely agree peeps should experience heightened excitement and intensity in the dark. The zero light 'bubble' could trigger that in fact (perhaps all default excitement and intensity multiplied my 1.5?)
 
In The Sims when you build a room (four walls), it becomes dark. I assume the same thing will happen in Planet Coaster.
 
In The Sims when you build a room (four walls), it becomes dark. I assume the same thing will happen in Planet Coaster.

Unless they've taken a very unusual and resource heavy approach to lighting a game on this scale, it won't happen like that.
 
I don't think so either. To do so in such a big world like a park is, they'd have to use dynamic lighting. Which can be very resource intensive.
For The Sims it works different. It can be code that triggers a faux lighting situation for that specific room IF the room is close off. I don't think Sims use dynamic shadows for much, if anything at all.
 
Or ... maybe ... they will understand that the community (or at least a large part) want these f**** darkrides, they will do a business meeting and say "okay guys, how we proceed ?"

Especially given that :

- They already have a "sort of" animatronic (the "monster" platform, which I imagine is programmable, and it's possible, i guess, to put things like scenery on it. Anyway I hope this is not "just" an animated scenery object)
- The piece-by-piece building tool like TheSims lends itself perfectly to creating dark rides (we just need a "special black coating")
- They certainly already developed a ride that could be the basis for the track of darkrides (any ride that is on track, with a continuous circuit, going at the same speed)
- In term of "fun to create" this is what is the most interesting with "coasters"

And they didnt say "No", they said : "Interior rides are exciting to the team and something we'd like to do but we're not sure if we have time to do in the initial release" which is different.

If they have the time to make a "Thrillride Motion Management System" (good idea, but really came out of ... nowhere), they can take the time to make a tool to make darkrides (that many expect)
(Oh, and if they dont take the time to make it possible, I'll take the time to burn their office [big grin])
 
(Oh, and if they dont take the time to make it possible, I'll take the time to burn their office [big grin])

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