General / Off-Topic Lets discuss that "other" game that had a Beta twitch stream yesterday.

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That live stream tho... :X I know it's a "Beta" but a few things I noticed (based on the Twitch stream)

1. The game locked up/crashed. (This ships in less than 60 days)
2. Created with Unity Personal Edition (?!?)
3. With 1 coaster in the park the game was running at 4+ GB of Ram usage (I know its not optimized yet but, wow.)
4. The toggle/grid system looks weird/wonky. It's like a freeform grid with no snapping?!
5. Snapping objects to the walkways/paths seems really, weird.
6. Coasters themselves look really nice. Especially like the different station options. I wish there was more custom color options vs. the 3 designs you can choose from (maybe there will be more at release or in the UGC)
7. Supports look nice. High detail
8. Parking lot is a nice touch. Would like to see this expanded on as part of the park management / design.
9. UI is... odd. Lots of tabs and clicking and I am hoping is just a placeholder since a lot of the buttons/design seems very minimal/basic.
10. Love the variety of décor
11. Curved paths are nice.
12. Day Night Cycle / Glad it's included.
13. Coaster building tools look like they are pretty cool, I hope. Will report more this weekend after I play the beta!
 
That live stream tho... :X I know it's a "Beta" but a few things I noticed (based on the Twitch stream)

1. The game locked up/crashed. (This ships in less than 60 days) - Its beta this is going to happen.
2. Created with Unity Personal Edition (?!?) - Yes its a engine to build games with just like Cities Skylines
3. With 1 coaster in the park the game was running at 4+ GB of Ram usage (I know its not optimized yet but, wow.) - Not ture, and plus it could of been a spike in game. Causing a lock up, its happens.
4. The toggle/grid system looks weird/wonky. It's like a freeform grid with no snapping?! - Yes I do agree looked kinda odd.
5. Snapping objects to the walkways/paths seems really, weird. - This I really did not like, it liked the idea of snapping but placing any closer to the path just seemed like it would not happen. Didn't like this at all.
6. Coasters themselves look really nice. Especially like the different station options. I wish there was more custom color options vs. the 3 designs you can choose from (maybe there will be more at release or in the UGC) - It was nice to see, but I think they could of had even more options really.
7. Supports look nice. High detail - They looked nice but I think still need some work for sure.
8. Parking lot is a nice touch. Would like to see this expanded on as part of the park management / design. - I did love the parking lot, added a great touch vs. just a vast green area outside the park fence.
9. UI is... odd. Lots of tabs and clicking and I am hoping is just a placeholder since a lot of the buttons/design seems very minimal/basic. - It's odd and new, we will see how it works I can't tell till I get my hands on it.
10. Love the variety of décor - Its great and with the custom content there could be tons more.
11. Curved paths are nice. - Yes I loved the curved paths and the small, medium, large.
12. Day Night Cycle / Glad it's included. - Its nice to see that I hope to see weather too.
13. Coaster building tools look like they are pretty cool, I hope. Will report more this weekend after I play the beta! - Yeah I like the look and feel of them can't wait to get my hands on them and see how they do work.

I added my thoughts in red, but yeah overall I thought it was nice to see how they had things working. I just wanna get my hands on it and really get into it and see how it does for me the player.
 
RCTW is selled like a "AAA Game", but it's just a "Alpha" available for the public for few days (like a tech demo if you want). It's CLEARLY NOT a Beta, and I really dont know how can they release the final game at the end of the year (they need something like, one more year to make a correct game).

The developers are full of good intentions I think, but the strategy about this game is SOOOOO bad ! This is more like an independent game (and I have nothing against that, provided they do not take themselves for major)

For the first time in my life I did a "pre-order". I dont want to because I was not confident at all, but my girlfriend told me "You're a the biggest fan of RCT ever, if you work it's to be able to buy stuff you like, you deserve it" so she convinced me to buy it. I was promised me to wait for stream before doing so, but I could not resist after what she told me. So ? I looked the twitch stream, and I heard (for more than one hour) phrases like : "This will not be in the final release," "This will not be available", "This is extremely complicated, so we think about it," "Maybe later" ... Yeah ... Okay ... In fact, it's just a tech demo about one little part of the game : The coaster editor, and nothing else is ready ...

Seriously, I'm extremely disappointed.

And for the first time in my life, i feel bad about my purchase [sad]. (and I own hundreds of games)

I really dont know what to do. Sometimes during the day, I tell myself that I have to use the steam refund system (for the first time too), but sometimes I think they do what they can (because the story looks complicated with Atari, development studios that have changed several times, etc ...) and I have to give them the benefit of the doubt. I'm lost and I'm sad. Really !
 
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Brett C

Frontier
That live stream tho... :X I know it's a "Beta" but a few things I noticed (based on the Twitch stream)

1. The game locked up/crashed. (This ships in less than 60 days)
2. Created with Unity Personal Edition (?!?)
3. With 1 coaster in the park the game was running at 4+ GB of Ram usage (I know its not optimized yet but, wow.)
4. The toggle/grid system looks weird/wonky. It's like a freeform grid with no snapping?!
5. Snapping objects to the walkways/paths seems really, weird.
6. Coasters themselves look really nice. Especially like the different station options. I wish there was more custom color options vs. the 3 designs you can choose from (maybe there will be more at release or in the UGC)
7. Supports look nice. High detail
8. Parking lot is a nice touch. Would like to see this expanded on as part of the park management / design.
9. UI is... odd. Lots of tabs and clicking and I am hoping is just a placeholder since a lot of the buttons/design seems very minimal/basic.
10. Love the variety of décor
11. Curved paths are nice.
12. Day Night Cycle / Glad it's included.
13. Coaster building tools look like they are pretty cool, I hope. Will report more this weekend after I play the beta!

An interesting list of observations. From a development stand point on the stage that they're at, I may be answer some common game development and process issues/observations you've made.

  1. Game is still being developed, game crashes will most likely be a common occurrence if they're using a debug build (which is what they were probably utilizing for their live stream).
  2. A lot of games are made with engines that are smaller-set rather a in-house engine. For example, we have the Unreal Engine series, the CryEngine, Havok Engine, HeroEngine. Each engine curtails to a certain type and scope of platforms.
  3. 4GB these days is nothing for most common 64bit based games. Cities Skylines with all of the mods active and resources required to run cities I've made, will use up to 20GB of ram - if not more! I have 32GB of ram on this machine, i was surprised when i saw the game using that much!
  4. Think of it as a polygon map layout rather a square/grid system. It's rather neat. :)
  5. I assume there will be a keyboard shortcut toggle in their game to soft or hard snap objects.
  6. Indeed, it was interesting. [happy]
  7. N/A
  8. N/A
  9. UI elements in nearly any game will change once its very close to release. More polish, better responsiveness, etc. Nearly every game i've 'tested' before its release always had last moment UI enhancements, design changes, layout changes, etc.
  10. N/A
  11. Indeed they are nice to see.
  12. As odd as it seems, creating the lighting resources between morning -> day -> evening -> dusk -> night -> repeat is a rather long and sometimes difficult process, as you need to ensure the engine will have all objects and items respond to all sources of dynamic lights properly. That's the sun, moon (if that's desired), artificial lighting (lightbulbs, flickering lights), natural lights.
  13. It's an interesting method, that's for sure. [yesnod]

Just my two cents!

I'm glad we have so many theme park games coming out, it's great for everyone out there into the genre! [up]
 
RCTW is selled like a "AAA Game", but it's just a "Alpha" available for the public for few days (like a tech demo if you want). It's CLEARLY NOT a Beta, and I really dont know how can they release the final game at the end of the year (they need something like, one more year to make a correct game).

The developers are full of good intentions I think, but the strategy about this game is SOOOOO bad ! This is more like an independent game (and I have nothing against that, provided they do not take themselves for major)

For the first time in my life I did a "pre-order". I dont want to because I was not confident at all, but my girlfriend told me "You're a the biggest fan of RCT ever, if you work it's to be able to buy stuff you like, you deserve it" so she convinced me to buy it. I was promised me to wait for stream before doing so, but I could not resist after what she told me. So ? I looked the twitch stream, and I heard (for more than one hour) phrases like : "This will not be in the final release," "This will not be available", "This is extremely complicated, so we think about it," "Maybe later" ... Yeah ... Okay ... In fact, it's just a tech demo about one little part of the game : The coaster editor, and nothing else is ready ...

Seriously, I'm extremely disappointed.

And for the first time in my life, i feel bad about my purchase [sad]. (and I own hundreds of games)

I really dont know what to do. Sometimes during the day, I tell myself that I have to use the steam refund system (for the first time too), but sometimes I think they do what they can (because the story looks complicated with Atari, development studios that have changed several times, etc ...) and I have to give them the benefit of the doubt. I'm lost and I'm sad. Really !

As far as "they other guys" are concerned its a Beta. May look like a alpha but they are saying this is a beta test for everyone.
 
I don't feel like I'm looking forward to it anymore. It doesn't look anywhere near ready for launch in December. I don't need people telling me "oooh, this is just the Beta, it'll be better by launch." If that version they streamed is the Beta, the game is in trouble at this point. I found this nice definition for what a Beta should be:

By the beta-testing stage, all major bugs should have been worked out in earlier, in-house testing. By the time the beta-testing stage is reached, it is usually too late to make any major changes to the game mechanics, level designs and so on

Since it's launching in December, the stage they're at now should have been the stage they were at months ago. This game is extremely troubling.
 
An interesting list of observations. From a development stand point on the stage that they're at, I may be answer some common game development and process issues/observations you've made.

  1. Game is still being developed, game crashes will most likely be a common occurrence if they're using a debug build (which is what they were probably utilizing for their live stream).
  2. A lot of games are made with engines that are smaller-set rather a in-house engine. For example, we have the Unreal Engine series, the CryEngine, Havok Engine, HeroEngine. Each engine curtails to a certain type and scope of platforms.
  3. 4GB these days is nothing for most common 64bit based games. Cities Skylines with all of the mods active and resources required to run cities I've made, will use up to 20GB of ram - if not more! I have 32GB of ram on this machine, i was surprised when i saw the game using that much!
  4. Think of it as a polygon map layout rather a square/grid system. It's rather neat. :)
  5. I assume there will be a keyboard shortcut toggle in their game to soft or hard snap objects.
  6. Indeed, it was interesting. [happy]
  7. N/A
  8. N/A
  9. UI elements in nearly any game will change once its very close to release. More polish, better responsiveness, etc. Nearly every game i've 'tested' before its release always had last moment UI enhancements, design changes, layout changes, etc.
  10. N/A
  11. Indeed they are nice to see.
  12. As odd as it seems, creating the lighting resources between morning -> day -> evening -> dusk -> night -> repeat is a rather long and sometimes difficult process, as you need to ensure the engine will have all objects and items respond to all sources of dynamic lights properly. That's the sun, moon (if that's desired), artificial lighting (lightbulbs, flickering lights), natural lights.
  13. It's an interesting method, that's for sure. [yesnod]

Just my two cents!

I'm glad we have so many theme park games coming out, it's great for everyone out there into the genre! [up]

Great input Brett, I love how you all are on par with talking to us about this, its great to see how you guys think about these games. And nice to see how you think about the "other guys". Its great to have so many coming out and a few to choose from, I really enjoy it. Just makes for everyone to want to try harder to make the better game I think.
 
An interesting list of observations. From a development stand point on the stage that they're at, I may be answer some common game development and process issues/observations you've made.

  1. Game is still being developed, game crashes will most likely be a common occurrence if they're using a debug build (which is what they were probably utilizing for their live stream).
  2. A lot of games are made with engines that are smaller-set rather a in-house engine. For example, we have the Unreal Engine series, the CryEngine, Havok Engine, HeroEngine. Each engine curtails to a certain type and scope of platforms.
  3. 4GB these days is nothing for most common 64bit based games. Cities Skylines with all of the mods active and resources required to run cities I've made, will use up to 20GB of ram - if not more! I have 32GB of ram on this machine, i was surprised when i saw the game using that much!
  4. Think of it as a polygon map layout rather a square/grid system. It's rather neat. :)
  5. I assume there will be a keyboard shortcut toggle in their game to soft or hard snap objects.
  6. Indeed, it was interesting. [happy]
  7. N/A
  8. N/A
  9. UI elements in nearly any game will change once its very close to release. More polish, better responsiveness, etc. Nearly every game i've 'tested' before its release always had last moment UI enhancements, design changes, layout changes, etc.
  10. N/A
  11. Indeed they are nice to see.
  12. As odd as it seems, creating the lighting resources between morning -> day -> evening -> dusk -> night -> repeat is a rather long and sometimes difficult process, as you need to ensure the engine will have all objects and items respond to all sources of dynamic lights properly. That's the sun, moon (if that's desired), artificial lighting (lightbulbs, flickering lights), natural lights.
  13. It's an interesting method, that's for sure. [yesnod]

Just my two cents!

I'm glad we have so many theme park games coming out, it's great for everyone out there into the genre! [up]

Thanks for the additional insights!! My comment re: the game engine was more so that they were using the "personal edition" vs "pro Edition" since its more feature rich. I am well aware of the different engine types out there. I should have prefaced my observation. :)

in regards to the demo/beta "Crashing", I guess for me, I would have expected to see bugs/crashes maybe in the Beta if there was a lot of simulations happening in game and something got globbered up... They literally had some paths, a couple trees and 1 coaster. And then it crashed. Hopefully that is not the version they are pushing to Steam today. The game ships in less than 2 months. Should be pretty stable at this point in the game one would assume, although I know people in the industry that Mass Effect two months prior to launch was a completely different game and severely broken. And they managed to fix/ship it in pretty stable condition and it was a success. :)

I am being a little over analytical of this whole thing because of the terrible development history with this title. Either way... PLANET COASTER makes me very happy already. :)
 
I don't feel like I'm looking forward to it anymore. It doesn't look anywhere near ready for launch in December. I don't need people telling me "oooh, this is just the Beta, it'll be better by launch." If that version they streamed is the Beta, the game is in trouble at this point. I found this nice definition for what a Beta should be:



Since it's launching in December, the stage they're at now should have been the stage they were at months ago. This game is extremely troubling.


While I agree with you on this, I did hear them say many times during the stream they were planning on providing more free things and other things as the time comes along. Maybe they got ahead of themselves with the release date and then swapped to another team. Then now they are just trying to get something out? Idk I do feel like I have lost a little love for them myself, but none the less I bought it and will still play it until Planet Coaster comes out and wins my heart over, lol.
 
While I agree with you on this, I did hear them say many times during the stream they were planning on providing more free things and other things as the time comes along. Maybe they got ahead of themselves with the release date and then swapped to another team. Then now they are just trying to get something out? Idk I do feel like I have lost a little love for them myself, but none the less I bought it and will still play it until Planet Coaster comes out and wins my heart over, lol.

I just don't think some free updates make up for an unfinished game launching. People give other game developers hell for shipping unfinished games that don't look anywhere near as grim as RCTW. And, I feel like I've said this hundreds of times, we still haven't seen the final version of peeps. That's baffling to me.
 
I just don't think some free updates make up for an unfinished game launching. People give other game developers hell for shipping unfinished games that don't look anywhere near as grim as RCTW. And, I feel like I've said this hundreds of times, we still haven't seen the final version of peeps. That's baffling to me.

The more I think about it the more you are right. It does blow my mind I guess I'm just "use" to it with them.... I know Frontier will change the game and make things better, hence why I'm so much more excited about this now then I was before. Also I'm just not super impressed with the graphics for some reason, I think Planet Coaster has it right so far its still kinda cartoon ish but not really. It has a real feel to it, but I'm just not sure about RCTW to be honest. I guess my hopes were high for it and now they are kinda flattened. On top of that but there forms are just overrun with peopling making it hard to get a word in edge wise about anything anymore. Guess I have lost hope for them. Time to move on, lol. [haha]
 
I don't feel like I'm looking forward to it anymore. It doesn't look anywhere near ready for launch in December. I don't need people telling me "oooh, this is just the Beta, it'll be better by launch." If that version they streamed is the Beta, the game is in trouble at this point. I found this nice definition for what a Beta should be:

By the beta-testing stage, all major bugs should have been worked out in earlier, in-house testing. By the time the beta-testing stage is reached, it is usually too late to make any major changes to the game mechanics, level designs and so on

Since it's launching in December, the stage they're at now should have been the stage they were at months ago. This game is extremely troubling.
Absolutely !!!

I really want to say (or repeat) : I have NOTHING against Nvizzio. The only problem with this game is the strategy, not the game itself, or the developpers, but ONLY THE STRATEGY !!!

- If you want to give players the possibility to try the "Tech demo/Alpha", then okay, it's amazing, but dont sell this like a "Beta", just sell an "Early Access"
- If you are not ready to release a game, then okay, no problem, but dont sell the final game in december, when two months before you just have an "Alpha", and release it in december 2016.

It's as simple as that !!!

I prefer honesty, and I feel I have been duped (again, not because of the devs, but with what they sell to me).
I feel very uncomfortable with this game now, and I have a problem of trust.
 
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I really like the way of building your coasters. Gives you so much freedom! Also I like the minimalistic (is that a word?) menus

Furthermore I agree with Randy:

Since it's launching in December, the stage they're at now should have been the stage they were at months ago. This game is extremely troubling.
 

Harbinger

Volunteer Moderator
I wasn't overly impressed with the live stream but some of which could be down to the person playing being the worst person to demo a game on building coasters. There was definitely some things that looked frustrating due to bad design though (fences anyone?). Regardless I won a game key from @TheEscapistMag so I can test it for myself for free and have zero buying regret. [cool]

By the way The Escapist are giving away a key once every 15 minutes so be sure to try your own luck if you don't feel like paying for the game. It's not easy though, it took several attempts and I was in there within 30 seconds of the tweet on each attempt.

EDIT: Looks like they're out of keys. [downcast]
 
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Yeaaaah....

Cancelled my preorder. It was everything I was expecting at this point. Fiddly controls, I hate the path placement, the innovative coaster creator is a pain to use. I don't feel comfortable paying £30 for this.

I will say though, anyone who isn't sure, try it for yourself. You can get a refund through steam if you don't enjoy it, but you won't know unless you try it. Watching someone else play it is different from actually playing it yourself.

Edit: Also, placing fences, hedges and scenery in general was just...yuck. In RCT3, I often use fences and hedges to line my paths. Can't do that in RCTW, they don't snap to the path properly.
 
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and whats wrong with that fence system,every normal guy will make system like its used to be,to line it up.I dont know,what were they thinking...
 
and whats wrong with that fence system,every normal guy will make system like its used to be,to line it up.I dont know,what were they thinking...

Is it that hard for them to implement a system where fences snap directly onto the edge of the path? I don't want to put fences several feet away from the path.
 
I hope you guys from Frontier are looking at this beta and game,and getting some feedback what not to do...escpecially this coster spline editor,its hell
 
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