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Deuce

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  1. Tps replied to me asking that question/ The answer is no. But like the above comment says someone can make it I think it should be relatively easy to make any type of track. The way the track is 'drawn' progressively would require just a basic cross section model of the track, which is then extruded, with I presume a second model of the track ties copied at regular intervals. I'm a cad designer and this must be how it works, so creating custom coaster track (by copying then modifying an existing track type) should be a lot easier than in rtc3, where you would need to modify each preset track piece. So I'm expecting a coaster track could be used to create just about any track ride: monorail, train, boats and even cars.
  2. Given the on-going development costs I'm guessing the sooner you put your money down the faster it'll be! Or at least, the better it willbe when it is complete. Not saying they can't afford to finish the game, but a big part of releasing 'early access' must be to top-up development budget.
  3. Hell yes!! Especially as some finer landscaping can have dramatic and unexpected results on paths, scenery and structures! Countless times a little tweak has resulted in me basically having to redo a whole section of park. The undo function would probably give people the confidence to achieve a lot more (or at least save their park a lot less during editing..)
  4. Sometimes sure, but is it better? Strictly speaking about TPS which is designed to make the most realistic theme park, I think its more realistic to start with a landscape and make coasters (or whatever) use that landscape. But really my point was that this way people are forced to get to grips with landscaping, because it's all they can do for now. A lot of RCT3 players never really bothered beyond the very basic.
  5. I agree with you - except about owning a Mac that is With mainstream releases like rct3 most people got straight in to making crazy coasters and never spent the time on making a parks layout and scenery stunning. At least with this release, people are forced to spend time doing everything possible with path layout and scenery to begin with. It's probably a better way to start a theme park design.
  6. It's a very early access alpha. Currently no rides/coasters and to be honest even ambitious path or landscaping layouts are giving people a few headaches! That said the sooner more people pay for access the faster it can all be sorted and will become a full game. It's definitely on the right track, what there is working is very flexible and visually very good indeed.
  7. Does anyone know if it will be possible to make transport rides with custom cars? I'm guessing that as you can make coaster cars from scratch, you could simply make a flat 'coaster' with cars modelled on monorail cars and the track covered over with blocks to look like a flat single rail. I'm assuming since we will have complete control of models and physics we will be able to make things appear anyway we want. When this is fully working I want to make a replica of Alton towers theme park, starting with the monorail system.
  8. Hi, new user here - this thread encouraged me to sign up as just bought TPS on steam Also wanted to take the chance to agree with everyone that has noticed this isn't really a 'game' at all!! A game has to have at least one objective or measure of success, TPS has none, and I really don't expect it ever will have. There is some agreement from Pantera that economics would be a nice idea and a potential future direction... But realistically getting economics threaded through all aspects of the game and then getting the balance right (something that arguably RCT3 never even managed) is probably beyond the scope of their resources. And for that reason, I kinda hope they don't go down that route, even though in theory it would make the 'perfect' game if it was done properly. I prefer to think of this as a toy, not a game. In the same way a huge tub of random Lego pieces is not a game, as you can't complete it. But you can build anything you can think of. And I can't wait for the ride animation, coasters etc etc to be unlocked so I can build the sort of parks I always held back from attempting in RCT3. Having said all the above, there is one feature I am hoping for to add at least a small measure of success. I'd love to see some method of evaluating the ride experience of roller coasters (and flat rides too!). This at least gives players a reason to be genuinely proud of their creations. In RCT3 you knew you had cracked it if a coaster looked like fun to ride, but also rated sky high for excitement with low nausea and intensity. Without at least these basic markers of good design practice, things are a little too 'free' for me. I sorta want to know I'm challenged to design a unique ride whilst also working within the limitations of what people may actually enjoy riding!
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