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Thread: RCTW – Early Access – Dev Blog #18: Big News!

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  1. #1

    RCTW – Early Access – Dev Blog #18: Big News!

    Hello Tycoons!

    Today we’re coming to you with some big, big news!

    As hinted before, we’re nearing the end of RollerCoaster Tycoon World’s Early Access period. Now, we’re ready to pull back the curtain to show some of what you can expect when we leave EA. We’re excited to reveal some new features that the team has been working on behind-the-scenes – based off your feedback – for months! Now at the cusp of our full release, we’re showcasing these exciting new innovations for the first time to give an inside look into what’s in store at launch.

    Below you’ll find highlights of our upcoming new features, along with a new video showcasing our Piece-by-Piece builder, and a note on saved games. Be sure to follow along on the blog as we’ll continue to reveal some exciting news, including our LAUNCH DATE(!!), very soon.



    New Progression Mode!

    When we leave EA, you’ll be treated to a BRAND-NEW park building gameplay experience. This has been a long-term project for our team and one we’re SUPER excited to finally reveal. Instead of the “Scenarios” found in the current game, you will have a new mission-based campaign system, giving you dozens of engaging and increasingly tricky missions over 3 world maps, with multiple objectives and playstyle options. As you complete these missions, you’ll be granted Research Points, which can then be used to unlock over 100 new scenery items. Those items will then be available for you in the Sandbox builder. Along with the core Sandbox building experience, this new progression system gives players a whole new way to interact with RCTW. We can’t wait for you to try it!



    New Peeps!

    Welcome to Peeps 2.0. Based off of your feedback and diligent work of our artists, we’ve completely revamped and remodeled every peep in the game. Your park will now be populated with a diverse and vibrant collection of dynamic peeps - riding rides, buying cotton candy, and having the time of their lives. (Or cowering in terror / buckled over with nausea – your choice!) Additionally, as you make your way through our new progression mode, you’ll be meeting some of our VIPeeps – special peeps full of personality and style, who will have some very specific needs. Fulfill their needs and your park will be granted additional fame, making it all the more popular!



    New User Interface!

    The entire main menu and User Interface has been reworked, offering a streamlined, seamless navigation experience. Now you can quickly jump back into your saved parks, create a new park, check out the most popular items currently available in the Social Hub, and see how many people are downloading and rating your own shared creations. Finding your way through RCTW and quickly getting where you want to be has never been easier!



    Performance and Path Improvements!

    We’ve made significant progress over the past months improving our pathing system and overall game performance. As we leave EA you’ll notice jumps in framerate, decreased load times, and a much more seamless path placement experience.

    Video Featuring the Piece-by-Piece Builder!

    We’d also like to take some time to focus on another newly implemented game feature – Piece-by-Piece building! Our PxP builder offers players unlimited creative control over the design and layout of their park. Let your imagination run wild as you create themed structures from our Sci-Fi, Western, Adventure, or General themes. We made a short overview video to show how YOU can jump into PxP building and start creating your own unique structures today!

    https://youtu.be/_juWoIBX1t4

    Saved Games – Prepare Now to Leave Early Access

    Lastly, as we transition out of Early Access we want to encourage all current players to save blueprints of their coasters, PxP items and grouped elements, and other creations. Any item you save as a blueprint will be saved as we transition from Early Access to full release, but due to the massive progression and technical updates coming to the full release, your saved games from Early Access will not carry over to the full release version of RCTW. Make sure to start backing up your work now!

    Click here for a guide on saving your Blueprints!

    We wanted to thank you all again for joining us on this journey, and hope you’ll continue on the ride with us in the future as we update and improve RCTW. We’ve made enormous strides since first entering EA, and we have your invaluable input to thank for that. Keep watching here for our official launch date announcement. Until then – see you in the park!

    - Team RCTW

  2. #2
    Junior Enthusiast DanPlayer01's Avatar
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    WOW! Cannot wait. Just when are we going to get news about dark rides and transport rides? I can't wait to hear what you have planned for those.

  3. #3
    You have redesigned every peep? Wow! Not sure how many people were expecting that. Great news! Along with an entirely new gameplay system - progression modes! Brilliant news! Really looking forward to trying that out!

    The pictures of the new UI looks a lot better! Big improvement there as well!




    Worried that there are a few things in this list below that were not mentioned in the post though (dark rides, mini-rides, transport rides, weather, custom music, fence builder):
    Quote Originally Posted by Mattlab View Post
    • Piece-by-Piece Custom Built Structures
    • Scenario Editor
    • Mini-rides and Dark Rides
    • Additional scenarios
    • Transport Rides
    • Fence Builder
    • New and expanded decoration themes
    • Additional Flat-rides
    • Weather
    • Custom music
    • New Rollercoaster types

    Source: Developer blog #30 - https://forum.rollercoastertycoon.co...m-Early-Access!
    Last edited by JMR; 10-27-2016 at 05:03 PM.

  4. #4
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    Quote Originally Posted by JMR View Post
    You have redesigned every peep? Wow! Not sure how many people were expecting that. Great news! Along with an entirely new gameplay system - progression modes! Brilliant news! Really looking forward to trying that out!




    Worried that there are a few things in this list below that were not mentioned in the post though (dark rides, mini-rides, transport rides, weather, custom music, fence builder):


    Source: Developer blog #30 - https://forum.rollercoastertycoon.co...m-Early-Access!
    Great post JMR, I too would love to know when we are getting those features.

    I also would really like to know when we can raise flat rides, stalls and other buildings above 164 ft. Also would love to know when we can place rides above each other and not have supports stopping us from doing so. Also would love to know when we can edit terrain below rides.......

  5. #5
    Quote Originally Posted by JMR View Post
    You have redesigned every peep? Wow! Not sure how many people were expecting that. Great news! Along with an entirely new gameplay system - progression modes! Brilliant news! Really looking forward to trying that out!

    The pictures of the new UI looks a lot better! Big improvement there as well!




    Worried that there are a few things in this list below that were not mentioned in the post though (dark rides, mini-rides, transport rides, weather, custom music, fence builder):


    Source: Developer blog #30 - https://forum.rollercoastertycoon.co...m-Early-Access!
    Yep, where are the free missing content we were promised? New menus don't interest me. A reworking of the peeps would definitely be welcome. But where's the missing core content?

  6. #6
    Progression mode seems like a fun way to mesh scenarios with player progression into a campaign. Not so sure about locking the content for the base sandbox game though (this means that a player would have to complete all the scenarios before he can use all scenery/rides on a sandbox map - not that good for creative players).

    The new peeps look a lot nicer than before. I really hope it is not simply a re-skin though, and some love is also put into the skeleton animations.

    The new interface looks good and intuitive. We will have to play with it to see how it functions.

    PxP implementation is competent, and the ability to make UGC in this game can elevate this feature a lot!

    All in all, some nice updates here. Sadly, the prose of this update hints to the game getting to gold status pretty soon, I think that ATARI has targeted the holiday sales timeslot for this. A lot of the stuff that they had promised for initial release (and were supposed to be worked during the EA period) seems to be out.

    I can understand that, there is only so many things that you can do with the time and resources allotted to you. I would like ATARI to give a firm response about this though, especially as far as post-launch support and development is concerned.

    Will NVISSIO keep working on this after launch, with a goal of bringing said features and content online for the game? Will said features be free updates for the playerbase, since they were touted for initial release? Will ATARI keep supporting this project?

    These are things that come to my mind, and I would love to have some official communication about them. Because I fear that if the game doesn't hit the unit goals that ATARI projects for release (it will not be easy, due to the current EA saturation, competition in the genre and the meta evaluation stats outstanding for the project), then post-launch support would be in trouble.
    Last edited by Dante80; 10-28-2016 at 12:16 AM.

  7. #7
    And nothing was mentioned here about making tunnels and having roller coasters and path's going through the tunnels and nothing was said also about making Rivers and waterfalls
    Last edited by jdavies; 10-31-2016 at 05:44 PM.

  8. #8
    Nicely said JMR - Love the look of the progression board and menus - at last we can maybe actually read the names of workshop items.
    But still too many things being glossed over from that list..

  9. #9
    Quote Originally Posted by Beaker86 View Post
    Nicely said JMR - Love the look of the progression board and menus - at last we can maybe actually read the names of workshop items.
    But still too many things being glossed over from that list..
    OMG! Another Beaker
    Looks great, looking forward to it!!!!!

  10. #10
    Also, my opinion is that it should look a bit like RCT3, after all it's the next evolution
    of the RCT Franchise.
    Albeit 12 years later. I have / love Planet Coaster, but these are different beasts.
    PC is not based on the RCT Franchise but RCTW is.
    Just my opinion.

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