Good to know.Purno wrote:3D isn't necessarily a bad thing. But RCT3 had the most crappy interface that massively confused me.Redirect Left wrote:Awh. It's fully 3D again, was hoping they'd go back to retroy RCT1/2 style graphics
I think the most notable feature in RCT II is that it lets you build scenery and items on higher levels, giving you the possibility to build your scenery in three dimensions rather than only two.S-Transport wrote:I have only played RCT I, III and the reprobate fourth one. What are actually the differences between RCT I and RCT II?
For example this screenshot I found at google;
That entire building is built up from very small pieces of scenery.
And of course RCT II adds even more rides and scenery items. But it's basically the same game as RCT I. TBH I'd say RCT I doesn't offer anything RCT II doesn't offer.
RollerCoaster Tycoon World announced
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Re: RollerCoaster Tycoon World announced
Greetings, S-Transport
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Re: RollerCoaster Tycoon World announced
The main reason I play RCT1 more than RCT2 is that I like the idea of a progressive, unlockable campaign as opposed to having all levels unlocked from the start. There's something satisfying about working your way down through the list in RCT1.
Other than that, I agree with the above about better scenery etc.
Other than that, I agree with the above about better scenery etc.
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Re: RollerCoaster Tycoon World announced
My main issue with RCT3 is that the game is very poorly optimised. Try filling a park with the level of detail that you could with RCT 1 and 2 and it will soon come crawling to a halt. You can literally have a park with not one square empty in RCT 1/2, but try that level of detailing or theming or even just packing stuff in with RCT3 and it falls over.Bad Hair Day wrote:Kind of sceptical if I'm honest. While I found RCT3 enjoyable (particularly riding the rides), it doesn't have quite the same amount of staying power as RCT2. The gameplay of RCT2 with the graphics to bring it into the modern age would be ideal in my opinion, though I doubt that's what we'll get.
Regardless, I'll probably buy it anyway out of fanboy loyalty. Which is why the industry gets away with making bad games.
Re: RollerCoaster Tycoon World announced
New info+screenshots
I really wanted to cherrypick the best part but it's difficult, good news scattered all across the article. This might be it, I'm holding my breath.
I really wanted to cherrypick the best part but it's difficult, good news scattered all across the article. This might be it, I'm holding my breath.
Re: RollerCoaster Tycoon World announced
They definitely seem to have honest, good intentions. Of course that doesn't mean the game will turn out to be great, but it's a start ...
Re: RollerCoaster Tycoon World announced
Late to the punch again!
I've been following the developments on Facebook, and I have to say I like what I'm seeing. When they said there was a new PC version (before the release of RCT4, which we all know was Farmville repackaged), I knew it had to be good. I have high hopes for this one; it looks like a decent blend of RCT3 graphics and RCT1/2 gameplay.
I've been following the developments on Facebook, and I have to say I like what I'm seeing. When they said there was a new PC version (before the release of RCT4, which we all know was Farmville repackaged), I knew it had to be good. I have high hopes for this one; it looks like a decent blend of RCT3 graphics and RCT1/2 gameplay.
Re: RollerCoaster Tycoon World announced
Y'know, after watching some of the reviews about RCT4M, I don't know why people are upset about it. It's like they intentionally don't want to like the game. I've sat through a dozen or so of them and all the reviewer does is constantly trash how it's like Facebook or they despise in-app purchases, or complain about how they don't understand how to play the game or use the interface after admitting they didn't even bother to read the instructions because they were in a rush to review the game.
Form what I've seen, RCT4M is played almost exactly how I played RCT2 - I like to place rides and make things look pretty and then see what the characters have to say. I don't like spending hours trying to calculate every curve and spin in building the world's deadliest coaster. Give me a good track design and let me theme it.
Form what I've seen, RCT4M is played almost exactly how I played RCT2 - I like to place rides and make things look pretty and then see what the characters have to say. I don't like spending hours trying to calculate every curve and spin in building the world's deadliest coaster. Give me a good track design and let me theme it.
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Re: RollerCoaster Tycoon World announced
In app purchases are the devil though. Wait 20 minutes to build the next piece of coaster. Yawn.
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Re: RollerCoaster Tycoon World announced
What?! I could never manage this. In RCT2 there is a hardcoded limit for everything, mainly because it was written in 8bit from the groundup. So there is a rather annoying limit of things. It's also not one you can get around, as its the game itself coded in 8-bit. So unless anyone recodes RCT2 in its entirity in something higher than 8 bit... (Which I would personally pay for, far more than I would for any of its sequels, or RCT like games! - maybe something for me to look into)Born Acorn wrote: You can literally have a park with not one square empty in RCT 1/2, .
Screenshot shows just how big i could get it before running to max attraction limit.
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Re: RollerCoaster Tycoon World announced
In app purchases aren't too bad, as long as a free player can still have an enjoyable game. Unfortunately, most Facebook games tend to intentionally slow down progress for free players by adding wait times. That kind of in-app-purchases are indeed the devil.Dave wrote:In app purchases are the devil though. Wait 20 minutes to build the next piece of coaster. Yawn.
Personally, I think a free-to-play RCT works by selling attractions and scenery as seperate DLCs, while keeping a very basic amount of attractions and scenery as free base. A model like this comes closer to the free-to-play models like World of Tanks and League of Legends (quite popular free-to-play games which have proven that the free-to-play-model works...).
Free to play isn't bad, as long as it's done well.
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Re: RollerCoaster Tycoon World announced
As far as I can tell, all the stink is about the fact that people wanted exactly what they were already familiar with, hence the divide over RCT3. I personally didn't like the fact that the game is time-consuming but not that engaging after a while, much like Clash of Clans. My biggest problem is the fact that the park demands attention even when I can't be bothered to care. I'd rather save and come back.kamnet wrote:Y'know, after watching some of the reviews about RCT4M, I don't know why people are upset about it. It's like they intentionally don't want to like the game. I've sat through a dozen or so of them and all the reviewer does is constantly trash how it's like Facebook or they despise in-app purchases, or complain about how they don't understand how to play the game or use the interface after admitting they didn't even bother to read the instructions because they were in a rush to review the game.
Form what I've seen, RCT4M is played almost exactly how I played RCT2 - I like to place rides and make things look pretty and then see what the characters have to say. I don't like spending hours trying to calculate every curve and spin in building the world's deadliest coaster. Give me a good track design and let me theme it.
My biggest hope for World is that it obeys the same basic physics of the first three games.
Also, I realize that a great many players were determined to crash their coasters in spectacular ways. I never did that; my designs were always carefully put together and I seldom used any preset designs (except for Shuttle Loop, which I modified and synchronized with a duplicate).
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Re: RollerCoaster Tycoon World announced
Does that include scenery objects? Still, maxing out both in RCT 1/2 would still give RCT 3 a run for its money FPS wise.Redirect Left wrote:What?! I could never manage this. In RCT2 there is a hardcoded limit for everything, mainly because it was written in 8bit from the groundup. So there is a rather annoying limit of things. It's also not one you can get around, as its the game itself coded in 8-bit. So unless anyone recodes RCT2 in its entirity in something higher than 8 bit... (Which I would personally pay for, far more than I would for any of its sequels, or RCT like games! - maybe something for me to look into)Born Acorn wrote: You can literally have a park with not one square empty in RCT 1/2, .
Screenshot shows just how big i could get it before running to max attraction limit.
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Re: RollerCoaster Tycoon World announced
A moderator double posting? Sorry, but I wanted to bring something to the fore:
https://forums.frontier.co.uk/showthrea ... post509314
It looks like separately from RCT4, Frontier, who made RCT3, are working on a new release of it.
https://forums.frontier.co.uk/showthrea ... post509314
It looks like separately from RCT4, Frontier, who made RCT3, are working on a new release of it.
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Re: RollerCoaster Tycoon World announced
Yes. There is a sprite limit, if you have a lot of sprites, the number of guests in your park goes down to accomodate for it. The number is quite ridiculously high though, believe it'll likely be an 8 or 16 bit typical limit.Born Acorn wrote:Does that include scenery objects? Still, maxing out both in RCT 1/2 would still give RCT 3 a run for its money FPS wise.Redirect Left wrote:What?! I could never manage this. In RCT2 there is a hardcoded limit for everything, mainly because it was written in 8bit from the groundup. So there is a rather annoying limit of things. It's also not one you can get around, as its the game itself coded in 8-bit. So unless anyone recodes RCT2 in its entirity in something higher than 8 bit... (Which I would personally pay for, far more than I would for any of its sequels, or RCT like games! - maybe something for me to look into)Born Acorn wrote: You can literally have a park with not one square empty in RCT 1/2, .
Screenshot shows just how big i could get it before running to max attraction limit.
Re: RollerCoaster Tycoon World announced
Uh oh, looks like competition!Born Acorn wrote:A moderator double posting? Sorry, but I wanted to bring something to the fore:
https://forums.frontier.co.uk/showthrea ... post509314
It looks like separately from RCT4, Frontier, who made RCT3, are working on a new release of it.
Though I can't complain; competition means quicker releases and more effort put into making the game well.
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Re: RollerCoaster Tycoon World announced
Honestly, I feel like RCT World isn't going to be as good as RCT2. It is just going to lack Chris Sawyer's touch. I feel the same way about Frontier's "new" RCT3. That was my problem with the original RTC3.Born Acorn wrote:https://forums.frontier.co.uk/showthrea ... post509314
It looks like separately from RCT4, Frontier, who made RCT3, are working on a new release of it.
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Re: RollerCoaster Tycoon World announced
I always feel Chris' games are more a labour of love than a profit endeavor.
Anybody can incorporate a company, go get a business loan, hire a bunch of guys and make a game - but he did most of the heavy lifting on his own, only using freelancers for the parts he couldn't.
Anybody can incorporate a company, go get a business loan, hire a bunch of guys and make a game - but he did most of the heavy lifting on his own, only using freelancers for the parts he couldn't.
Re: RollerCoaster Tycoon World announced
I couldn't agree more, and as an unbiased diehard RCT fan who accepted RCT3 at a young age I can say that I'm looking forward to it and I'm sure I'll love it.
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Re: RollerCoaster Tycoon World announced
and if it had stayed that way, I have no doubt RCT3 would be a lot more playable, but for me, the '3D' era of RCT games ruined the franchise for me, I'd love for them to remake RCT2 using todays modern engines, but keeping traditional isometric views.Born Acorn wrote:I always feel Chris' games are more a labour of love than a profit endeavor.
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