The Dev Dairy detective!

The coaster builder UI is incomplete and allows us to do things we shouldn't be able to. It currently allows us to put any car on any track, including any number of cars up to a maximum.
The kind of things we want in the "cheating"/"developper"/"god" mode. [big grin]
 
The coaster builder UI is incomplete and allows us to do things we shouldn't be able to. It currently allows us to put any car on any track, including any number of cars up to a maximum. Don't worry just an innocent oversight during video capturing. The range and realism of the tracks planned is second to none.

The other comment I keep seeing is the coaster looks to be running really fast. That's just overzealous track building. We've all been there! :)

Keep up the good work and thanks again for all your kind words. The team do read the forum and it's a constant source of motivation for everyone.

Thanks for the clarifications Ben. I think it was pretty obvious when I saw the video but some people need clarifications directly from the source.
We already saw a screen with a render of the new pieces coasters would had and it already looked super realisitic. Keep up with the good work!

Becuase its how the industry works.
They cant show unfinished things because look at how some guys react to the minimal strange thing or graphical glitch they find.
Also imagine they showed something they had to change in a later date, lighting for example (this is the thing that changes most), because they are still tweaking with it, or just imagine they planned fireworks and had to be scrapped for an expansion because of time. Some people will get in an uproar becuase it was not "what they were promised", and the problem here is that devs never promised that and that people need to understand games change during the making process. And we all have seen some people here (or the RCTW forums) that dont understand, or worse, really dont want understand those things.

Thats why Ben has come to this thread, because some people already had problems with things that obviously were WIP, and explain that well, they are godmode for devs or simply WIP.
 
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Because surprises are better than knowing everything at this stage of development, they're not going to tell you everything. Like I have said before, have patience, we all know by now that they are doing a good job.

This words should have been written by Ben. Coasterbuff we knowwww[hehe]
 
It looks to me that the gondolas are located between two rails inside the structure of the wheel, which makes them move along the track as the wheel rotates. Some of the gondolas look as though they are not moving and if you look at the very end of the video, the gondolas are wobbling all over the place at a very fast speed. This obviously isn't finished yet and needs more attention, but if the gondolas are meant to run on these rails, then it is going to be fantastic to watch.

there are many ferris wheels where u can choose between gondolas which are rotating or not, so i guess its like it should be!

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I think, its very cool, that there are ride operator on the entracne of a falt ride which are opening the strains to the ride and stuff, thats just how it is and not such a weird ticket booth directly in front of the ride.. But i think the supports for the rollercoasters still look a little weid, especially in comparison with NL, so i really really hope u can customise them manually as u want, like in Theme park studio..
 
Thanks you soo much Ben Dowie and all team to interact with us at this level... Is like to be at home and as an ooooold player (since RCT) is so gratifying .... [noob][happy][squeeeeee]

i'm A little bit worried only about the Angles i saw on closed curves of the coaster track, while you are showing on the dev. I guess is something that it's going to be solved or improved on computers with good specs and enough power to render all these points....

Wooh, and new attractions revelated :D Is awesome to got that amount of new rides and soo, so popular like the "Mickey's Weel" [big grin]
 
Hummm, I'm not sure this is the meaning of his sentence. He talk about the fact that a coaster can go through tunnel, under the mountain.

I think he talk about "rides" (A coaster in this exemple) "that are in the dark" (because it's under the mountain, so it's dark) and so, he say "darkride", but I think it's not related to real darkrides.

Anyway, if your interpretation is the right one, I would be (very very very) happy to be wrong !!! [yesnod]

I think he clearly stated, that with their modular building tools, it is possible to create dark rides. The main point is that we are now able to create enclosed spaces where light cannot enter.
As I see it, there are only a few necessary functions to be able to build dark rides and most of them we already know are possible:
Enclosed dark building => Confirmed
Small scenery placeable without limitations => Confirmed
Individually placeable lights => Confirmed (although not sure if different colored lights are possible)
Slow tracked rides (like "ghost train" or "log flume") => Not sure if confirmed but very likely to be in the base game
Animatronics => Confirmed (although probably not in a huge variety)
Individual sound effects/music => Not Confirmed (and maybe the biggest uncertainty at the moment)

If I got anything wrong please correct me [big grin]
 
I think he clearly stated, that with their modular building tools, it is possible to create dark rides. The main point is that we are now able to create enclosed spaces where light cannot enter.
As I see it, there are only a few necessary functions to be able to build dark rides and most of them we already know are possible:
Enclosed dark building => Confirmed
Small scenery placeable without limitations => Confirmed
Individually placeable lights => Confirmed (although not sure if different colored lights are possible)
Slow tracked rides (like "ghost train" or "log flume") => Not sure if confirmed but very likely to be in the base game
Animatronics => Confirmed (although probably not in a huge variety)
Individual sound effects/music => Not Confirmed (and maybe the biggest uncertainty at the moment)

If I got anything wrong please correct me [big grin]
Well, it's simple, we have a Q&A in this moment in the CHC (with a Lead Artist, working mainly on "Rides") [yesnod]

So ... I asked about the omnimovers part (which is just the top of the list to make a darkride, you need ... the ride ...)

Wait and see !
And we will know very soon if DarkRides are possibles or not.

I hold my breath there !!!
 
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Did anyone notice this:

A9afUer.jpg


Subtle hint to the release date in march of the alpha version?
 
Although not a dev diary, but to not pollute the forum too much and keep everything centralized.

Yesterday's live steam, did anyone notice this:
HtG6Rep.jpg

7UKjDEe.jpg


One side of the station is wide, while the other side is narrow.
Both the entrance and exit are on the wide side.

This makes me assume that the side where either the entrance or exit is, is made wider.
So if the exit would have been on the other side, both sides of the stations would have been wide.

Sounds good to me, better than having the narrow stations in the old series (rct 1,2,3)
However i do think it's a shame (at this point, pre alpha) people can't wait inside the station.


Edit:
Here's another one, if you looks closely you see a really smooth track, however at the looping you see that the number of steps is really low. (a 12 step spline?)
Sure they'll increase before the launch, but still worth mentioning :)
6yd6hZn.jpg


Edit 2:
The freefall tower is really realistic, look at the second part coming down after the drop (not sure how the mechanism is called that lifts the "car")
HWotVt2.jpg


Edit 3:

Interesting one, not sure why, maybe you can figure it out :)
ORBK6rt.jpg

nUmhvnP.jpg

UTWnjb9.jpg


Shouldn't this guy be operating the ride instead of standing at the start of the queue?
xh9wNb3.jpg
 
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I'm unaware of any self respecting park in real life that has them, wouldn't a "you have to be this tall" sign be easier?
And shouldn't the staff be operating the ride? :p
 
Maybe those staff members check if children that are too small to ride coasters won't get on board said coasters?

These are indeed staff members. They are there mostly to greet. It feels more natural then what it seems to do ofcourse. Because they want to get PC towards a real life experience then rather a Rollercoaster Sim.
 
I'm unaware of any self respecting park in real life that has them, wouldn't a "you have to be this tall" sign be easier?
And shouldn't the staff be operating the ride? :p

The majority of people try to bypass the tall sign if they have someone smaller, nearly all good theme parks have always a guy in the entrance greeting guests and looking for too small kids to measure them with the sign or stick they have. Theres also usually one at the end of the queue, which is the cast member that tells people when they can go in the ride.
And then theres the ride operators, that most of the time are not seen, because they are usually inside of operator booths in big rides. In the coaster screens you have added there seems to be some type of booth partially obscured by the roofs of the building.
AND Sam Denney already said they are looking to putting operator booths and the small queues inside coaster stations for people to wait.
 
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I'm unaware of any self respecting park in real life that has them, wouldn't a "you have to be this tall" sign be easier?

Well, I can name a few;

Disney Parks
Universal Parks
Six Flags parks
Cedar Fair parks
Alton Towers
Europa-Park
Efteling

A greeter is not only part customer service, but also a great capacity solver as the employees who have to check the restraints do not have to look out for smaller children.

And shouldn't the staff be operating the ride? :p

Of course, but this attention to detail really makes me happy. I just presume the station details aren't ready yet as they require a lot of programming. :)
 
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