RCT Discussion / Holy fucking shit

  • Jaguar%s's Photo

    F**k atari. They dumped chris sawyer and then Made the game without him. Even if he did stay he was a consultant.. That's really screwed up. He created the RCT series then Atari came and just ruined it. But still there's no way in hell they're gonna listen to some maybeee 300~500 rct veterans and make the game 2d. Noo.. They wanna appeal to a new group of buyers that are interested in look! Hell rct3 wouldn't be so bad if the coaster transitions didn't suck, in game scenery didn't suck, Peep didn't look like retards, Had better graphics, a better engine, and some quality in their work. Plus that annoying music just tore the game down for me. I predict RCT4 will suck too. And jaguarkid the atari forums aren't biased. If your theory is right we all must be too biased because we all hate RCT3 and love rct2. We all have our reasons for loving to play RCTLL/RCT2 as they have their reasons playing RCT3. Whatever the hell that might be.. Most of the people that buy games look at the graphics first because they can't play the game without buying it.. If the graphics are a turnoff, people won't even buy the game unless they played the previous versions and liked it.


    I mentioned that I am biased, but I have a good reason, and if they don't have Chris Sawyer, I am not buying the game. Who can resist the nostalgic warm feeling opening of RCT1 and playing good old forest frontiers. If RCT4 isn't isometric and old styled or has ultra high realistic graphics and runs smoothly, I am not going to buy it.
  • Maverick%s's Photo
    I think 3D allows them to cut down on individual graphic pieces. As long as they have parallel projection isometric view it will play like RCT1/2 but the 3D will allow more flexibility.

    [/doesnt like rct3]
  • Jaguar%s's Photo

    Atari NEVER should have fucked over Chris Sawyer, even if I think RCT3 is a great game. But that was just wrong of them to do that. Thrillville and Thrillville-Off The Rails is nothing but a gigantic middle finger to chris sawyer.


    Thrillville sucks, makes us real roller coaster fans look like children.
  • inVersed%s's Photo
    I left a very thorough post on that forum suggesting pararelling RCT2s isometric engine along with RCT3s new engine while giving the old RCT2 engine the features of RCT3 (mainly in the realm of rides types and track pieces).

    Doubt they will take it to consideration, but I remain hopeful.
  • robbie92%s's Photo
    Good job promoting NE in there too! :D
  • ACEfanatic02%s's Photo

    jaguar: Thank god there are people out there that can play games like Crysis or the likes withough lags. Else, there wouldn't be ANY graphic advancement!

    RCT3 is graphic advancement? Just because it's 3D doesn't mean it looks any better. (In fact, even at highest settings, RCT3 looks like shit most of the time.)

    Really, for a game like RCT, I think the best way forward is an engine similar to what SimCity4 did -- the game world and objects within are in 3D -- but the viewer is locked into a set of isometric views. This lets you pre-render each object to those particular views and display the renders over an LOD box. Pretty efficient CPU usage, but higher graphic quality.

    Also, I lol'd at the first page of that topic. "Let us back import everything ever!" "Get rid of the grid!"

    -ACE
  • Austin55%s's Photo
    Excellent post InVersed. First time ive seen any actual thought in that thread haha.(Whered you get the El Toro Render?)
  • inVersed%s's Photo

    Excellent post InVersed. First time ive seen any actual thought in that thread haha.(Whered you get the El Toro Render?)


    The El Toro render was actually widely circulated when they first announced the coaster. That specific picture just came off of RCDB.
  • Louis!%s's Photo

    I'm gonna hate this... Why not just improove LL and 2?


    Because you cant improve on them. They are classic games.
  • Maverick%s's Photo
    inVersed, I had posted about expanding the trackbuilder to either the coaster designer (similar to NL/SM) or to have 3 fully independent selections for track pieces.

    Trackbuilder: (2160 options)
    Roll/Banking - 0, 30, 60, 90, 120, 150, 180 degrees left/right
    Pitch/Slope - 0, 15, 30, 45, 60, 75, 90, 105, 120, 135, 180 degrees up/down
    Yaw/Direction - 0, 15, 30, 45, 90 (with the lesser angles being the wider turns) left/right

    Coaster Designer: (unlimited options)
    NL or SM style design engine.

    I also suggested that the track design be independent of track and car style. If this game is (probably) in 3D then any car could go on any track in any direction.

    Another thing is support of object scaling. If 3ds type objects are supported (they should, Atari cannot possibly create every bit of scenery everyone wants) then a "scale" should be supported as well (much like NoLimits "insert element" feature)
  • Jaguar%s's Photo
    I have a feeling that the game series will just keep getting worse.

    RCT4?>RCT>RCT2>RCT3>RCT4?
  • inVersed%s's Photo

    i have 3 fully independent selections for track pieces.

    Trackbuilder: (2160 options)
    Roll/Banking - 0, 30, 60, 90, 120, 150, 180 degrees left/right
    Pitch/Slope - 0, 15, 30, 45, 60, 75, 90, 105, 120, 135, 180 degrees up/down
    Yaw/Direction - 0, 15, 30, 45, 90 (with the lesser angles being the wider turns) left/right


    This would be incredible. You throw in 80 and 85 degrees in the pitch/slope category and this would be perfect.
  • Goliath123%s's Photo
    how about this?

    you put in the angle you want

    Posted Image
  • Jaguar%s's Photo
    That would be really hard for anyone inexperienced, and I think RCT4 is supposed to mainly appeal to kids, just look at how cartoonish RCT3 is and how most people prefer game graphics over the game itself, which isn't what makes a game like I have said.
  • Maverick%s's Photo

    This would be incredible. You throw in 80 and 85 degrees in the pitch/slope category and this would be perfect.

    I would include anything that specific in the designer function, leaving this trackbuilder for the less experienced or more casual who would find that amount of precision unnecessay.
  • ACEfanatic02%s's Photo

    inVersed, I had posted about expanding the trackbuilder to either the coaster designer (similar to NL/SM) or to have 3 fully independent selections for track pieces.

    Trackbuilder: (2160 options)
    Roll/Banking - 0, 30, 60, 90, 120, 150, 180 degrees left/right
    Pitch/Slope - 0, 15, 30, 45, 60, 75, 90, 105, 120, 135, 180 degrees up/down
    Yaw/Direction - 0, 15, 30, 45, 90 (with the lesser angles being the wider turns) left/right

    Coaster Designer: (unlimited options)
    NL or SM style design engine.

    I also suggested that the track design be independent of track and car style. If this game is (probably) in 3D then any car could go on any track in any direction.

    Another thing is support of object scaling. If 3ds type objects are supported (they should, Atari cannot possibly create every bit of scenery everyone wants) then a "scale" should be supported as well (much like NoLimits "insert element" feature)

    Two problems with this idea:

    - Smooth elements are pretty much impossible in your in-game editor. Vertical loops, for example, require a much more subtle yaw, probably >5deg. Within a NL-style editor, this isn't an issue, but it's pretty damn cumbersome to build inversions bit by bit when all you want is something like a shuttle loop or boomerang. Could probably be solved with a drop-down "element" list like the current RCT windows have, containing elements that could then be modified afterward.

    - More serious issue: even assuming a true 3D engine, you need a model for every single possible segment of track, of every type. Producing twist modifications in real time is possible (and fairly CPU-intensive), but anything more than a degree or two will significantly fuck up any texturing provided to the track. (In case you were wondering why NL rides look like plastic, here's your reason.) This is a lot for the art department to produce, and means they're not spending time on the rest of the game. (Meaning, fewer flats, fewer scenery items, lower quality graphics on everything, etc.)


    I won't get into the problems created by abolishing the grid (which is implied in your plan, or do you just want to have vast cleared swathes around your angled pieces) but they are many. Keep in mind that RCT is not purely a rollercoaster sim, like NL. It is a themepark simulator, and therefore has to keep individual parts of the park from becoming too complex.

    -ACE
  • Jaguar%s's Photo
    ^Most people consider RCT a strategy game, not a simulator.
  • JJ%s's Photo
    i consider it more of a god game myself :p
  • yocoaster%s's Photo

    ^Most people consider RCT a strategy game, not a simulator.


    Damn...he is right...I mean it wud be convenient to have all those options, but it doesn't need to be a simulator! However I do agree on improving the current building process.
  • Goliath123%s's Photo
    My post...


    Hey everyone
    Im Goliath123 from New element.

    Ive been playing the games now since 2000 with number 2 being my favourite, and number 3 ruining it. With all the new custom scenery that had to be downloaded to make a semi good park i just could not be bothered. The graphics too were to advanced for my comp, meaning terrible lag.

    Ive been thinking about the look of the game for a while and i think i have found the best possible solution.

    How about we have the game compatible with both modes? Have the RCT1/2 look and the RCT3 look, just choose at the menu screen.

    Back to normal now, that would solve all problems and would keep everyone happy.

    Other stuff that is drastically needed in 4 would be:

    -Better coaster designer
    -Plenty of scenery so we dont need to keep making new stuff
    -More staff options (baggage checkers, ride ops etc etc)
    -More flat rides and coaster types
    -A better sandbox and easy to use scenario designer


    These are the points i see most necessary, thanks for your time.

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