Rollercoaster Tycoon World

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About Rollercoaster Tycoon World
Create, build, and expand the greatest amusement park in RollerCoaster Tycoon World! The newest and most innovative addition in the beloved simulation franchise is packed with thrilling, fun-filled features including an intuitive 3D track builder, deformable terrain, realistic coaster physics, and the ability to share your creations. Players can also team-up with friends from around the globe to form a theme park corporation to compete with others worldwide. Experience the ride of your life as you customize incredible coasters, entertain your park guests and create stomach-churning corkscrews and become the world’s next RollerCoaster Tycoon!

Features

    • Innovative Track Builder
    • First-Time 3D Builder!
    • Full Selection of Pre-Built Park Assets
    • Ride Your Coasters
    • Online and Single Player Modes
    • Run a Theme Park Corporation
    • Play with Friends
    • Visit Other Parks
    • Deformable Terrain
    • Steam Trading Cards
    • And Of Course, Full Park Management

Genre: Simulation, Strategy
Developer: Area 52 Games/Nvizzio Creations
Release Date: Early 2016 (Windows, SteamOS+Linux) / Unknown (Mac)
Modes: Single-player, Multiplayer
Languages: TBA
Prices:
Standard edition: $49.99 / €45.99 / £29.99
Deluxe edition: $59.99 / €54.99 / £44.99
Ultimate edition: $74.99 / €69.99 / £55.99​

Minimum system requirements(source: steam):
  • OS: Windows 7 (64-bits)
  • Processor: 2,3 Ghz Core i5 of AMD equivalent
  • Memory: 4 GB RAM
  • Graphics: Dedicated video card with 1 GB of RAM (or above)
  • DirectX: Version 11
  • Hard Drive: 10 GB available space
  • Additional Notes: Subject to Change

  • OS: SteamOS (64-bit)
  • Processor: 2.3 Ghz Core i5 or AMD equivalent
  • Memory: 4 GB RAM
  • Graphics: Dedicated video card with 1 GB of RAM (or above)
  • Hard Drive: 10 GB available space
  • Additional Notes: Subject to Change

Teaser:


Screenshots:

RCTW_Beauty_Adventure.jpg


RCTW_Beauty_Western.jpg


RCTW_Beauty_SciFi.jpg


RCTW_Beauty_Americana.jpg


Links:
http://www.rollercoastertycoon.com/
https://forum.rollercoastertycoon.com/

Couldn't find a thread about it, but I reckon there must be some RCT fans here.
Looks promising and I hope they keep word regarding the absence of microtransactions.

EDIT: Added features info
EDIT: Added release date, prices and system requirements. (10/1/2015)

Credits to user SleepyPanda from the tweakers.net forum I visit daily from whom I got the idea to start this thread and whose TS I shamelessly copied.
 
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Looks nice. Wonder if it will be playable on Mac and if it can capture the charm of the first 2 games.
 
Very interested in this. I still have, and play, RCTs 1, 2 and 3.

Quietly anticipating.
 
Very interested in this. I still have, and play, RCTs 1, 2 and 3.

Quietly anticipating.
I had RCT 1 and 2.... until I got a Mac. Then it went poof. I actually miss playing the older games. I tried 3 and I wasn't a fan.
 
I also still play the RCT games from time to time.
Am very curious how the the free-form mechanics for coaster creation will turn out.

For the more classic feel you can also take a look at Parkitect.
 
I hope not, but yeah it's always a possibility.
As long it's not going to be another micro transaction disaster.
 
1 and 2 are just the best. 3 just went a path that does not fit it as a series. I still have 1 and 2. I did rebuy 1 from steam, but the anti hack kills it. I am holding out on this for now.
 
HYYYYYYPE even though it'll probably end up being bad.

RCT 3 wasn't the best game but it wasn't Sim City bad. I don't think this will be that bad either. As long as someone creates a pack with the RCT 1 and RCT 2 scenarios, I'll be happy.

Diamond Heights? More like Diamond Hype.
 
RCT 3 wasn't the best game but it wasn't Sim City bad. I don't think this will be that bad either. As long as someone creates a pack with the RCT 1 and RCT 2 scenarios, I'll be happy.

Diamond Heights? More like Diamond Hype.

Oh no, I'm not referring to RCT3 as a bad game.

I'm referring to *shudder* this...

roller-coaster-tycoon-4-mobile.jpg
 
Did not know it existed, will not delve further to find out.

In short, removed loads of features (such as queues for rides and other paths...) and added microtransactions in the 'you have to either pay actual money or wait for ages to earn ingame money' sense.
 
DEV Blog update #5

Dear RollerCoaster Tycoon World Fans,

We have heard you, and we concur; the trailer did not show the final game and the game everyone should expect from the RCT franchise. In this blog, we’d like to clarify our intention for showing the trailer and reassure you, our most passionate fans, that making RCTW great is our top priority. We would also like to talk more about the progress being made in the game and what we’re doing next.

TRAILER!

Let’s start with a bit of an explanation: The game is currently in what we are calling a pre-alpha stage – features and graphics are still being coded. Since the switchover of our development team this past Fall, we have focused on core functionality and “under-the-hood” engine work. This is why there has not been significant visual progress on the title. Engine work is critical to the overall stability of a game, and it requires significant labor and time to get right. We knew in the Fall we still had a lot of work to do to achieve the core engine we wanted – one that could support a game like RCTW. Now, however, we are able to finally continue working on the higher level functionality and visuals.

Our intention in releasing our pre-alpha gameplay as a trailer was to show that there is progress being made. RollerCoaster Tycoon has meant so much to so many people over the years, and it’s entirely your prerogative to feel protective of the franchise, just as it’s ours to assure you that it’s in good hands. Our hope in releasing the trailer in its current state was to offer some reassurance that gameplay and features were coming along.

UPGRADED ENGINE! BETTER GRAPHICS!

Regarding the current state of game graphics, we have been exploring prototypes for a while and are happy to announce we will be upgrading to the Unity 5 Engine. We hope to be able to share the results of the upgrade by this summer. We hope to take full advantage of the many new environmental, lighting, and shadow improvements as well as many other features in our original Unity 4.6-based engine to create a game that looks great. Our early results are extremely promising. We know that today these words must ring hollow, but trust that we are doing everything we can to make the game look excellent.

MORE REALISM!

In response to requests and comments from our fans, we can confirm that our teams will be adjusting the art in the game to make it not only higher definition (taking advantage of our engine upgrade) but more believable/realistic overall, while still keeping the charm of RCT. We want the rides to feel like they can be found in real life. Even though some of the rides may never actually exist, we want them to look like they could, and are constructed with real materials. Along with this, we are also taking a pass on our Americana theme to make sure those rides are closer to those you may find today when visiting your favorite amusement park. We will let you know as we make progress along this development path. We also know that once our robust user-generated content systems launch you will be able to make the scenery, rides, etc. that you want and we plan to fully support that.

TIMING!

We will not release the game until we know that it is truly ready. If the game needs to be “put back into the oven,” then we will do it. We have waited for more than 10 years for the next great edition of RCT, and we plan to take the franchise to new heights with RCTW. We will take the time required to achieve that goal. We will communicate on the expected release of RCTW later this year. The team needs the time to craft the experience that so many of you have been waiting so patiently for.

WHAT’S NEXT?

As always, what matters to us is your feedback and we want to continue to hear from you during the course of development. We have high expectations and standards for delivering RCTW as well as a desire to keep this open dialogue with our community going as development progresses. There will be lots more new content released with many visual upgrades, and as the game progresses we will share them. As we have said previously, there will be Alphas, Betas, hands-on previews at gaming events, developer chats, blogs, and more. We look forward to your feedback to make sure we are headed in the right direction. This game is too important to too many people for us not to do it right.

Please let us know what you think in our comments section! Also, if you haven’t already, please join the community on Steam and add RCTW to your Wishlist.

Thank you!

RCT Team


 
DEV Blog update #6

Dear RollerCoaster Tycoon World Fans,

I know it has been some time since my last blog post yet we wanted to be far enough along with new developments before providing updates; now is the perfect time to share. Thanks for your patience.

As many of you know, this past fall the game moved from Pipeworks to a new developer – Area 52 Games. We brought them in to focus on core engine development. In order to accomplish many of the great things we have planned for the game, we needed this work first so that development could later continue on not only the engine, but also on gameplay, content, and graphics. Following this effort, RollerCoaster Tycoon World is now in its next phase of development and on its way to release.

A new team is now in charge, and has been for quite some time. You have not yet seen any of the work delivered by this new team since the trailer was prepared using one of the last builds done by Area 52 Games. Before you ask, we are not announcing the name of this new team today. Our reason is simple: right now, they are laser-focused on a key upcoming milestone and we are keeping distractions to a minimum. Our previous developers received tons of fan emails and social media posts (which we love) as well as phone calls and in a few instances even more extreme requests! Once this milestone is delivered, the pressure will ease a little and we will introduce the team.

As I mentioned in my previous blog post, the game has undergone a significant upgrade to Unity 5, and we are very excited about it. This next-gen engine now allows us to do much more with the game, such as displaying many more objects, polygons, and simulations on screen. We have always kept room for improvement and we can say that a number of your suggestions (those that were not in earlier builds) are being implemented now. Those improvements will be announced soon.

From a schedule standpoint, we are on track for a release this year. It has been more than 10 years since the last PC RCT game and we are committed to releasing an amazing AAA game that lays a new foundation for the future of the franchise. Game development is a journey and it is not without its bumps in the road.

Until the next major production blog, see you on the forums so keep the suggestions coming; the game designers and production team love reading what you write! And of course as soon as I have fully polished next-gen in-game assets I will share them.

Sincerely,

“Mattlab”
Executive Producer
RollerCoaster Tycoon World

Doesn't bode well that they moved to another new developer :guilty:
 
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DEV Blog update #7 and #8

Dear Fans,

Just a short update this week and a little teaser on what we have been working on.

Tech is working diligently on their current milestone – an upgraded coaster editor, while Design is fleshing out the details of the user interface systems.

NOW!!! the Art team, just delivered some amazing new shots of a coaster on a track. Below are two of these screenshots, taken directly from the game engine. They are unedited and untouched with the exception of the disabling of the skybox, supports, and ground (still works in progress).

We are making full use of the engine’s ability to support next-gen graphics and textures. Even the below shots do not show all of the improvements and polish details that are yet to be made.

If you remember, a few weeks ago I asked in a thread on our forums about the underpinning of a coaster and the wheels. Now you know why!
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We really want to make sure we are accurate and high quality with our in-game assets and we show you how your feedback is making its way into the game. Can anyone identify what coaster type this is?

See you in the forums!

“Mattlab”
Executive Producer
RollerCoaster Tycoon World

coaster1front.png


coaster1side-659x300.png


Dear Fans,

We wanted to provide a brief update on progress and say that new shots will be shared as soon as they are available.

Last week the tech team crossed a major hurdle and completed work on the initial version of the upgraded coaster builder – a critical component of this current milestone. This is by far one of the most complex parts of the game due to all of the math involved in allowing players to build and edit in 3D space! We also spent some time doing initial user testing and we were happy to see how quickly and easily they were able to build complex coasters using the new UX. That said, there is still work to be done so that we can include all of the features and ease of UX we want in the coaster tool. Some of the tech team will remain on cleaning up tasks related to the coaster tool while the rest move onto upgrading the coaster physics simulation, path systems, as well as other game components.

One little interesting development that I would like to share was from our recent sound meeting. The team has been working on bringing back some of the nostalgic sounds from the old games, based heavily on this thread from our forums. We believe we have identified some of the key themes from the past games as well as a great direction for some additional new high quality effects, but if you have any suggestions be sure to add them in our forum thread!

Finally, for those of you who said the coaster in our last blog’s screenshots was a “hypercoaster”, you were right! Stay tuned for an upcoming blog to see the full thing!

“Mattlab”
Executive Producer
RollerCoaster Tycoon World
 
Dev blog updates #9, #10 and #11

#9
Dear Fans,
The team had a great week finishing upgrades to the coaster building system. One exciting new feature is improved full validation of coaster track and feedback systems, so you know whether your track is going to be safe, “iffy” (build at your own risk!), or just plain impossible.
Work is continuing on the path system overhaul and while I don’t want to give away too much yet, the initial results are very promising. You will be able to do some very cool things not possible in any previous RCT game. This and the improved coaster physics system currently remain as primary focuses of the tech team, before they turn their attention to terrain and queues.
I would also like to take this time to highlight a recent thread I made in our forums about the “Funny/Cool Things That Peeps Do. Our design team is spending some time generating a list of actions and animations for the peeps and I wanted to make sure they heard your input – channel your creativity!
Lastly, I would like to now reveal the full hypercoaster that we teased a few weeks ago! Note the colors are a bit different as this is a night shot (so there are some artificial illumination sources we are not showing you yet). Otherwise, this is the same coaster you saw a few weeks ago – taken from within the game engine.
“Mattlab”
Executive Producer
RollerCoaster Tycoon World

#10
Dear RCTW Fans,
It’s a busy week here. Over the past months, our team has been working, improving, and expanding on a number of different systems. It is always quite a sight to walk around the studio and see all of the disparate work being done by different members of the team. Now, we have reached what we’re calling “integration week” and it is a major step for us. We are now putting these assets and systems together – shiny, new, and improved before proceeding forward with additional work. It’s exciting!
This week, I wanted to share a different type of asset shot. Below you’ll see one of the coaster control booths you will find in the game. It’s important for us to really capture all of the elements of a theme park. The ride operator in their control booth is one of these smaller touches that is integral to the immersive experience we’re aiming to achieve in the game. We hope you like it and be sure to let us know what you think!
Lastly, next week Atari is heading to E3 so our forum posting and updating will likely be limited but present for the next few weeks. We won’t be showing the game publicly at E3, but we will be meeting with press to give them updates on RCTW and other Atari projects. That said, I do plan to update you all next week if and when time allows. Until then, see you on the forums and thank you for all of the great and valuable insights and feedback on our “Ideas and Feature Requests” forum. It’s hugely valuable to our design team so please keep it up! While there, be sure to check out our new “Real World Theme Parks and Rides Discussion” forum. Feel free to chat there about all your favorite rides and theme parks!
Cheers,
“Mattlab”
Executive Producer
RollerCoaster Tycoon World


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and #11

Dear Fans,
We’re just getting back from E3, after showing a number of Atari projects. We hope you are as excited as we are for the many great games coming out later this year – including RCTW! The development team is hard at work polishing our newly integrated milestone. This game is big and we have a lot to do over the next few months which is why we have an incredible (and large) team working on it.
All of this work now also allows us to begin showing off full in-game screenshots rather than the game engine shots we had been showing for the last few weeks. For the first time you get to see what the game actually looks like right now un-edited, and how all of the hard work is paying off.
To start, we wanted to share a view down a path in a park a member of our team made. The focus of this first shot is scenery and environment. Before we reveal the rides (and more) we wanted to start with the basics – the ground floor of your park, if you will.
We are gearing up next for our developer reveal and screenshots that we know will get everyone very excited. Rather than me talking about many of the new and improved features, I have asked the team to take a shot that simply shows them all off – including the rides. Until then, we will be a little quieter on the forums and social media as we focus on our upcoming big reveal.
That said, keep posting on our forums as many of your ideas (which you will see very soon) have made it into the game and are shaping it every day! Now’s the perfect time to join our community, as you’ll soon be able to chat with our development and community management teams!
Cheers,
“Mattlab”
Executive Producer
RollerCoaster Tycoon World

PathSetUp_02-1100x824.png
 
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Oh man, I want to get so hyped about this, but the trailer didn't really impressed me. Looked like graphics-wise they stayed in 2004.

Will keep following this, though. I played the crap out of RCT2, the third game I never really played that much.
 
It looks like the new dev is leaning to a bit more realistic look, as the first screenshots and trailers looked a bit more cartoony.
Which might not be a bad thing I think.

New update:

Dear Fans,

As you have seen in my recent blogs and screenshot reveals, the future is bright and the ride to the finish is clear.

One of the reasons for this is the new developer, Nvizzio Creations, whom we chose to work with a few months ago. They have brought fresh new ideas and expanded on the essentials all while embracing the challenge of making such a historic and giant game as RollerCoaster Tycoon World. Everything we have shown you recently has been the work of this incredibly hard-working and talented team. Nvizzio loves this franchise as much as we all do and wants to make a game they too can enjoy for decades to come.

Until this point (and since blog 6) I wanted to just show you their work before revealing their name, so you could judge them on the merits of their work because, frankly, they deserve it.

Additionally, with this talented and large team, we were able to quickly respond to your feedback to make this game better. You saw this with the significant upgrade of the graphics of the game and you will also see in some of the features we will announce (think UGC at launch!). No stone has been left unturned in an effort to make this the next great RCT game in the franchise.

And with that, I want to reveal a fully in-game, unedited screenshot of RollerCoaster Tycoon World, taken only one day ago. This shot contains a sneak peek of a few things you have been asking about (curved paths!). Many of the pieces in the shot were released over the last few weeks. Today you get to see how Nvizzio has brought them together – before even implementing the many layers of additional polish yet to come.

Today’s just an introduction; you will learn more about the team and have a chance to interact with them in upcoming blogs and social media. We are super excited with the progress being made on RollerCoaster Tycoon World and welcome your continued feedback as we get closer to launching the game! See you on the forums!

Cheers,
“Mattlab”
Executive Producer
RollerCoaster Tycoon World

RCTW-HyperCoaster-Scene.png
 
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Dev blog #13

Dear Fans,
Thank you for all of the incredible and detailed feedback that you’ve provided us via our Forums, Facebook, Twitter, and more following my last blog. We have spent a lot of time analyzing your feedback, finding the top trends and requests, and consequently adjusting our production plans along the way to make sure they’re reflected in the final game. We’d like to take some time today to talk about updates to our community, our roadmap, and some NEW FEATURES!
COMMUNITY UPDATE
We know our forums are integral to the development of our game and our community, and we wanted to make it easier for you to chat, meet friends, communicate with us, and have a great place to talk about the game with other fans. This is why we’ve added a number of features to our forums including:
  • Groups – form a clan on our forums and create a place where you can chat and collaborate with other likeminded individuals.
  • Albums – each fan can now save screenshots directly to their own album to share with other forum users.
  • Similar Threads – a list of similar threads will now show up at the bottom of all threads making it easier to find answers to frequently discussed topics.
  • Search Improvement – we are improving our search algorithms.
  • Threaded/Hybrid Thread Displays – we’ve added more ways to view threads and customize the way the forum displays content.
  • Read Posts Tracked Between Devices – read posts are now tracked among devices so you don’t have to check if something has been read on a different device.
As our forum community grows, we are adding volunteer moderators. Please welcome members of the community that volunteer their time to help keep RCTW discussions clean and on-topic. Also, next time you are in our forums, you may also meet some new RCT community support. These folks are spending time in the RCT forums to help moderate discussions and clean up the world of the forums. If you see them or our volunteers around, don’t hesitate to say hi and thank them for helping to keep the RCT forums safe and clean!
ROADMAP
I would now like to shed a bit of light on what to expect from us over the coming weeks. As we get closer to our release we’ll give more details on when to expect various production and community milestones, but for now, I’d like to give you a sneak peek of what’s coming up:
  • Upcoming Art Blog – look out next week for a guest blog from one of our fantastic artists at Nvizzio. They’ll be talking about and showing off a specific art asset, and its path from concept to in-game. It’ll give some interesting insight into the studio’s process, and show off the talent of our team.
  • Gamescom – Atari is attending Gamescom in Cologne, Germany in the beginning of August. We’ll show off RCTW gameplay with press, and will provide new details about the game and its features! Look out for coverage the week after Gamescom.
  • Steam Page and Website – We’re working on a refresh of our Steam page and website, to be live soon!
  • PAX Prime – We’ll be at Pax Prime in Seattle at the end of August, where we will share additional exciting news.
  • Continuing Blog Posts – And of course, throughout all of this I’ll continue my dev blog posts – revealing new features, screenshots, art assets and more!
NEW FEATURES
Lastly, I’d like to give you a sneak peek at one of the new features the team at Nvizzio is implementing for RCTW. Our focus is to deliver a game that has a solid foundation with the ability to grow in response to requests and feedback. That is why today, I am proud to share some of those changes in response to your feedback!
RCTW will offer User-Generated Content at launch, with direct native Steam Workshop support and full integration for custom scenery and more! Based on your feedback, we’ve been creating powerful user-content tools that will give you both in-game and external native ways to share and consume UGC easily. We see UGC as one the core features of the game, and want it to be seamless and fully-integrated, instead of something added on top or externally. Things are extremely promising on this front and you should look forward to a detailed blog on how it will all work down the road. In short, we are giving you some very powerful ways to create, import, and share your content. This is why we decided to prioritize UGC, modding and sharing of assets for launch, and will be pushing the multiplayer corporation system through a game update.
Thank you again for all the feedback and support, and be on the lookout for WAY more from us over the coming weeks! Keep posting and commenting, we’ll continue listening and implementing, and together we will make the best RCT yet!
Cheers,
Mattlab
 
Dev blog #14

Dear Fans,
This week I’ll be doing things a bit differently on the blog. To give you more insight into our development process, I’ve invited one of our senior artists from Nvizzio, Steph, to write a guest blog on the method applied by the art team to go from a concept to a full in-game object. It’s a revealing behind-the-scenes look at what it takes to create coasters, rides, and other assets you’ll be interacting with. It should also give you, aspiring content creators, some inspiration to one day make your own RCTW game assets to share with the world via the Steam Workshop.
But before I hand over the reins of this week’s blog, here’s a quick update on the status of production. The whole team is working hard to finish a build of the game in preparation for Gamescom, which we’ll be showing to press next week. The art team has finished up work on more coasters and tracks – one of which will be featured in our next big “hero shot” reveal. And lastly, the community team has been busy working on our website refresh, and just yesterday launched the newly redone forums. We’ll have much more information and news on RCTW after Gamescom, so be on the lookout!
Now without further delay, here’s Steph to offer us a behind-the-scenes peek into the development work of RollerCoaster Tycoon World!
Best,
Mattlab
Atari Executive Producer
Team RCTW

With guest blog from dev.

“Hello everyone! I’m Steph, one of the senior artists at Nvizzio and RCTW. Today I wanted to talk about Flat Rides. As you know, flat rides are the stepping stones towards a beautiful park. They are pre-built, ready-to-go attractions that most of you will use for your first park income. We want to share how those Flat Rides are made and show you how things are done here at the studio. Flat Rides offer the perfect opportunity to display our process from conception and ideation to final product. We’ll use the Twister ride as an example.

Twister Ride: Concept Art
The Concept Phase
It all begins with our team of concept artists, who develop ideas from a photo reference and use that to sketch a complete piece of concept art. Before setting pen to tablet, they research real-world rides and note details like mechanisms, ride capacity, and materials. At the studio, we have documentation on the measurements of real rides from around the world, to be as close as possible to reality while keeping our unique RCT style. Once they have drawn an initial concept (in the case of the Twister this includes the cars, supports, control booth, lights, and other mechanisms) they then compare their drawing against the standard sizes of other park assets like peeps, paths, and coasters to ensure proper sizing and proportions. With that, we now have a complete concept ready for the next phase of the art pipeline. At this point, the artists meet with the rest of the team to have everything approved before we model it in 3D.

Twister Ride: 3D Rendering
Making the 3D Model
The concept art of the Twister is now given to us 3D artists who will make a model using software such as 3DS MAX and ZBrush. As seen in the picture above, the model is completely un-textured and allows us to see it in 3D space for the first time. It’s amazing to see the transformation from 2D art to full 3D, and often times we find ourselves adding additional little details at this stage to make the asset more realistic and polished.
Next, the models must be unwrapped and baked before we can begin texturing (this is what gives everything its color and realistic feel). The artists create their textures or pulls them from an internal texture bank for things like concrete, wood, and steel materials. We use themed palettes according to each ride’s tone to ensure coherence. This is actually one of the most time-intensive parts of the process, since it’s extremely important to make sure everything looks like it’s made from actual real-world materials. It is also the stage at which we make sure our creations match the general theme, colors, sizes, and feel of the rest of the game.
During this stage, we also pull the 3D model into Unity, which allows us to see the models in the park, for the first time. Once the texture and model have been approved, it’s ready to be animated.
This process will be comparable to what we will offer with UGC, allowing you to take a file from a 3D editing program and convert it into something the game can recognize.

Twister Ride: Textured and in Unity 5
Animation
Where our concept artists and 3D modelers create the ride, the animators make it come to life. Already at concept stage, they start the process by researching how the ride should move and react to peeps. Their research involves watching videos of real rides and recreating the movement in 3D, and sometimes even visiting real-life themeparks to understand how the rides actually work (don’t we all wish we had this job!).
Animating starts with rigging. This is where we create a skeleton for the 3D model, allowing it to be manipulated in 3DS Max or Maya. Once a model is rigged, the animator creates the different sets of the ride’s animations that will be used by the engine.
The Final Phase – Integration
Now with the model, texture, and animations ready, the artists work with our programmers to implement the Twister ride into the game. We doublecheck everything by placing the ride in the game, cycling through the animations for one last look and then hooking it up to the UI. Our design team then sets the parameters for the ride (excitement, nausea, intensity, safety, etc) and it’s finally ready for your peeps to enjoy!
This process is repeated day in and day out to give your peeps a robust set of in-game objects to enjoy. We are working hard at the studio to really give you the tools to make your dream park! Our goal is to give you enough at the very launch of the game to ensure every park feels unique and special. We also work daily with our programming team to revise our tools to make sure they are easy to use by our future UGC community.
Come back for RCTW’s next blog to see the final in-game shot of the Twister alongside some other amazing reveals!
Steph
Nvizzio Creations
Team RCTW”
 
I remember playing the second one and loved it. Can't wait til this releases
 
It's gonna be a Rollercoaster game year this year.

With RCT World, Planet Coaster and Theme Parkitect.
 
Time for a bit of catching up.

Blog update #15

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RCTW – Blog #15 – Post Gamescom Recap and Feature List Updates

August 13, 2015 Mattlab RCTW Production Blog
The team is back from Gamescom and we are busier than ever so it’s time for a quick recap of recent events! As many of you have seen, press is being published from our interviews at the show and we are happy to see everyone enjoyed the game as much as we do. It was fun to see how excited the media were when they first saw the coaster builder or when we zoomed in some of our flat rides, showing the great attention to detail that is being given to each ride. What was also very clear was how much everyone loves the franchise and how RCTW invoked those same feelings they had playing the game many years ago – exactly what we had hoped would happen.
At the same time we invited the press to join us at PAX Prime in Seattle where we will be showing even more of the game! These giant steps forward in production are possible due to the extremely hard working team at Nvizzio. Everyone is in overdrive and the game is really coming together. And to reassure you of the game’s visual quality, here are two new screenshots taken today on a powerhouse computer with a high-end graphics card at 4K resolution. No doctoring!

Wood Station Internal
Wood Station External

With all of the Gamescom announcements we made to press, it meant that it was also time to update the official RCT Website and Steam page. Some fans noticed that this was done last night and indeed there is a new fact sheet of features that comes with; I am providing that feature list below.
Please additionally note that indeed multiplayer is not listed. This will be released as a free update post-launch due to our focus on creating a robust set of UGC tools for release – which promises to be awesome.
FEATURES
Powerful Building Tools:
  • Freeform Object Placement: Control and place every single in-game object anywhere on the map at any angle. For our more casual users we are also providing ‘snap-to’ and ‘brush’ placement functionality to make this enhancement easy to use.
  • Curved Paths: Select your unique type of path from a variety of widths, styles, and shapes. You can make them straight or, for the first time in the franchise, curve them at almost any angle!
  • Innovative 3D Track Editor: Create the coolest and wildest coasters imaginable with our best track editor ever! For the first time, using our spline based editor, tracks can be fully manipulated in 3D allowing you to create any shape you can dream up.
  • Fully Deformable Terrain and Water: Build amazing rides and change your park’s landscape in full 3D with completely deformable terrain and water.
  • Expansive Selection of In-Game Objects: Entertain your park guests with many different types of coasters and rides all in eye-popping next generation resolution. Choose from pre-made rides and coasters to scenery and shops.
Expansive Customization Support:
  • UGC Tools: For the first time, you will be able to create your own scenery, peeps and more in any 3D editing program that works with Unity and import it into the game for everyone to use!
  • Multiple Maps and Themes: Choose from different environments and theme options to make each map unique.
Fully Realized Next-Generation Simulation:
  • Detailed Park Management Tools: Run a successful theme park with the beautifully crafted User Interface that provides easy access to all of your park management tools. From park finances to the thoughts of your guests, everything is at your fingertips including new features – heat maps and tips.
  • Multiple Game Modes: Play the way you want in Sandbox mode, or complete varying challenges and quests in Scenario and Campaign modes.
  • Responsive Environments + Guests: Create themed zones in your park! Placing different themed rides and objects will affect not only ratings but increase its attractiveness to certain peeps.
  • Advanced Physics Calculations: The coasters in RCTW use a more complex physics simulation than any previous game in the franchise. This allows for amazing designs and a lifelike riding experience. Build a coaster that stays perfectly on its tracks or teeters on the brink of disaster; just be careful or your coaster may jump the rails!
  • Ride Every Coaster: Hop into the front seat of a coaster and ride what you made yourself!
  • Innovative Services: Manage your park’s medical, janitorial, entertainment and mechanical needs with the re-designed, simple-yet-powerful services system.
Native Sharing and Social Features:
  • Social Media Integration: Share all your cool creations and designs with your friends straight from within the game!
  • Freeform Cameras: Take a video at any angle; edit your park above, below, or next to a ride. Prefer an isometric view? We have that too!
  • Friend’s Lists and Stat Comparisons: See what your Steam and Social friends are up to in their games from within yours! It’s easy to see someone’s latest coaster or when they last edited their park.
  • Visit a Friend: Check out a friend’s park with a simple click! Chat with them and give them suggestions on what to do next while you’re there.
  • Native Steam Workshop Support: Native Steam Workshop support is built right in the game! The interface has been simplified and centralized to make it easy for anyone from casual to hardcore to use. Custom scenery, blueprinted coasters, parks and more can be easily and seamlessly shared from within the game. UGC has been designed to be accessible and easy to use for everyone.
With the show now over, our attention has shifted entirely to PAX. As soon as we can we will update everyone via a blog on what to expect. We appreciate your support and thanks again to all of the press who wrote the great previews of the game from Gamescom!
Until next time,
“Mattlab”
Executive Producer of RCTW
Atari

Blog update #16

RCTW – Blog #16 – PAX Plans and Contest!

August 21, 2015 Mattlab RCTW Production Blog

Today we are pleased to announce our official PAX Prime 2015 plans, from August 28th – 31st in Seattle!
As some of you may have seen in our recent press release, a special demo of RCTW will be available to play for all fans so if you are going to the convention be sure to stop by, play, and meet the team! We are working in partnership with Nvidia, and the build will be available on computers at Booth #252! PAX is the single biggest organized celebration of fan-centered gaming culture so this is the perfect venue for us to premiere a demo of the game to you all.
In addition, we will be privately presenting the game demo to press at the Grand Hyatt across the street. It’s a more intimate setting, and lets us show even more aspects of the game. We have done this in the past at a number of conventions, but what we are doing differently this time is allowing three lucky fans to come to this exclusive event as well. If you are planning to go to PAX, love RCT, and want a VIP behind–the-scenes look at the game with members of the dev team and the ability to play the game without waiting in line, ENTER OUR PAX RCTW VIP CONTEST BELOW NOW! (Note – you do not need a PAX pass to enter, since you will be invited to our press room in the Grand Hyatt. However, you must already be in Seattle, over the age of 18, and able to come meet us at the Grand Hyatt at some point from the 28th to the 31st.)
If you can’t make it to PAX, don’t worry! We have other cool stuff planned too… We are excited to have you, the fans, get your hands on the game for the first time and can’t wait to see you at the show!
ENTER THE VIP PAX PRIME CONTEST BELOW
a Rafflecopter giveaway
See you soon,
Mattlab

Blog update #17

RCTW – Blog #17 – Thanks for the Awesome Ride at PAX PRIME 2015!

September 3, 2015 Mattlab RCTW Production Blog
Now that our team is back from PAX Prime 2015, it’s time to recap some of the great news from the show! It was full of surprises for both fans and our developers. From the Alienware sponsored Twitch stream of the game, to press interviews, and to exclusive demos with our Contest Winners – it was definitely a wild ride.
In case you missed it, here are some highlights from the show floor:
If you thought there was a lot going on before, just wait until you see what we have in store. We will soon announce the timing of pre-orders, beta, and the release date.
For now, the team is laser-focused on releasing a solid AAA theme park game that sets up the next generation of the franchise. So stay tuned!
Thanks to everyone who came out to PAX and saw the game. You have given the team quite a boost in excitement!
Cheers,
“Mattlab”
Executive Producer of RCTW
Atari

Extra videos and pictures:

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