Planet Coaster

This game is amazing. :)

If you liked RCT 3 then this is just 10X better.

The graphics are crazy, I placed the merry go round opened it and looked at it for about five minutes. :eek:

Its a serious time sink, management could do with a few tweaks and also the path placement but over all a fantastic game. ;)

The game is limited to your imagination and that speaks volumes to me.

Just wish I was not so busy!!!! :mad:
 
Can there not be z-fighting in that situation? You've placed two objects with exactly the same meshes over the top of each other perfectly aligned in the z-plane. How would the engine know what to render in that situation?

When I get that happen to me, I ever so slightly raise or lower one of the objects.-
 
You didn't select angle snap. ;)

Thats not the issue. This is on the building grid, where angle snap is not applicable.

Can there not be z-fighting in that situation? You've placed two objects with exactly the same meshes over the top of each other perfectly aligned in the z-plane. How would the engine know what to render in that situation?

When I get that happen to me, I ever so slightly raise or lower one of the objects.-

You can't microadjust wall pieces on the building grid, so that solution doesn't work (unless you build every piece off grid and microadjust everything, which would be very time consuming).

Yes the problem is having two textures in the same plane overlapping, but if you want to build in anything other than 4m grid then this is inevitable. I would like not to have every building in my park a multiple of 4m in size.
 
The z-fighting is something that annoys me, but in the highlighted example, no, not in the slightest really. 2 equally sized & shaped objects existing in the same space, how can it know what to show unless you can somehow add an z-index value.

Places where it does bother me though is on floors where they'll fight with the walls. I cant quite understand why either the floor/ceilings cant be a thousandth of a millimeter narrower or whatever it may be, but the minimal unit of whatever measurement. Seeing the sides of ceilings through a wall is unsightly, and that i find annoying. In fact, thats not even z-fighting, the ceiling just wins, the walls dont put up a fight. In what practical situation would you want to see the sides of a ceiling tile? Even if you wanted to, then go stack wall-ceiling-wall as the game does anyway with auto-stacking. However when you try and do wall-wall and place the ceiling in the shared space, the ceiling shows through. I just dont see a practical purpose, and if the walls can be a fraction thinner so the ceiling shows through guaranteed, i dont see why the opposite couldnt be true, or why thats not the ideal solution.
 
Its a traditional chain lift, I suspect all Woodies will always be, but this type of old fashioned coaster is pretty much just a drop into lots of bunny hops, a 180 degree turn, lots more bunny hops, 180 degree turn, lots of bunny hops etc. etc. until you have no more momentum.

Quite like this sort of thing: Link


That's good to hear. You got any screenshots of it?

Not great but done the job and was the last task on the list before moving on so all good :)

20161119003933_1.jpg
 
The z-fighting is something that annoys me, but in the highlighted example, no, not in the slightest really. 2 equally sized & shaped objects existing in the same space, how can it know what to show unless you can somehow add an z-index value.

Places where it does bother me though is on floors where they'll fight with the walls. I cant quite understand why either the floor/ceilings cant be a thousandth of a millimeter narrower or whatever it may be, but the minimal unit of whatever measurement. Seeing the sides of ceilings through a wall is unsightly, and that i find annoying. In fact, thats not even z-fighting, the ceiling just wins, the walls dont put up a fight. In what practical situation would you want to see the sides of a ceiling tile? Even if you wanted to, then go stack wall-ceiling-wall as the game does anyway with auto-stacking. However when you try and do wall-wall and place the ceiling in the shared space, the ceiling shows through. I just dont see a practical purpose, and if the walls can be a fraction thinner so the ceiling shows through guaranteed, i dont see why the opposite couldnt be true, or why thats not the ideal solution.

The video was created to demonstrate the effect over on the planet coaster forums. Sometimes you just have to overlap wall pieces if you want unusual shapes. I agree with you that the ceilings protruding through the walls is annoying.
 
Yeah, i get why it can be annoying, and why theres times you'd want to do the overlaps, i just cant really think of how they'd fix it because unless they let us tinker with the z-index (i'd assume this is what they'd also call it, it is in web design) to tell the engine item A has a higher layering value, and item B sits below that, it cant possibly know how to handle it on 2 equal objects like the shapes.

This could even be a limitation of their engine, meaning they'd have to build tools that can look for a z-index value and handle them in a new way and then let us have access. If they do have that capability, then the wall vs ceiling battle could be solved simply by giving walls a higher priority value, but like-for-like items (walls in walls), shapes, things where either could be intended to be the dominant texture, im not sure an algorithm could evaluate and produce reasonably successful results.

More power in our hands through new capabilities would certainly help, perhaps similar to a debugging mode so casual players dont get lost in those complexities, but the tools exist if we enable them.
 
Thats not the issue. This is on the building grid, where angle snap is not applicable.

You can't microadjust wall pieces on the building grid, so that solution doesn't work (unless you build every piece off grid and microadjust everything, which would be very time consuming).

Yes the problem is having two textures in the same plane overlapping, but if you want to build in anything other than 4m grid then this is inevitable. I would like not to have every building in my park a multiple of 4m in size.

Actually if you place something down on the building grid which is a special type of piece it partitions the grid up smaller for you... Try this:

Start building mode by putting down whatever, a 4m wall piece let's say... As you just mentioned holding shift only allows you to move up in 4m increments...

Now grab a thin roof piece, for arguments sake I went with the very first castle roof piece under roofs... Place it on the build grid anywhere just on the floor or something... and delete it again...

Go back to your 4m pieces - you should now be able to micro-shift them :D

The same thing works with the thinner columns, which will allow you to place things on finer (2m) horizontal grid, and the trick is exactly the same
 
Same, I just can't justify the price tag. Hopefully it will be a Black Friday deal..

Released on Nov 17th.
Thinks there might be a cheaper price 8 days later :D

It was 10% cheaper 4 days ago for preorders (with 9 months of independent critics free to say what they liked, and 8 days with a beta that was essentially the full game), and i really doubt it'll be offered at anything lower than that before Xmas, what are people gonna do, threaten to buy RCTW ;)

I can appreciate the price being higher than they'd want to pay if they just want some casual fun, plenty of games i view similarly that people rate highly, but i really wouldnt expect to see it at a meaningfully reduced price (closer to £20-24) till summer at least, and plenty of us picked it up for £20 before mid-August which was the last chance to get it before it went up 50% to retail price.
 
So..is this worth the price tag?

Worth it IMO. Put a fair few hours into it thus far and normally only dip in and out the genera. Its so versatile and allows so many options that it will satisfy all but the most hardcore.

Not sure if we will see it dip in price too much as it seems only Steam are selling it and no third part sites like CD keys have it on offer.
 
I just watched the "Worth A Buy" review of Planet Coaster, and he made comments on how easy it all is - Which I find a little disappointing... One of my favourite parts of these sort of games, is the management side of things. In Rollercoaster Tycoon, I would give myself a small budget to start with, and work my way up to a big park - Rather than starting with unlimited funds and just playing around.

Any comments on the management side of things?
 
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