A mi tampoco (
ya no se puede pre-comprar para la edicion esa especial no?
edit: me autoedito yo, se supone que es hasta el jueves, pero podeis jugar ya en steam?
Alpha 3 ya disponible en steam!
Los que tengáis la early bird tendréis vuestra clave de steam aquí: https://www.frontierstore.net/customerkeys
#62 Tienes hasta el jueves, pero para jugar ahora necesitas la early bird. Con la normal tendrás acceso a la beta.
ok me aguantaré pues, a ver como se da. El juego es visualmente precioso, pero tmpc quiero un sandbox de construccion sin mas, quiero economia y demás a ver como se desarrolla, así que os seguire el hilo!
#64 En esta alpha han implementado la economía y manejo del parque. Faltan cosillas pero es una alpha...
https://forums.planetcoaster.com/showthread.php/9420-Planet-Coaster-Alpha-3-launch-and-Update-notes
Planet Coaster – Alpha 3 Update Notes
General Overview / Intro:
The change log below isn’t exhaustive but gives you an idea of how big a step Alpha 3 is on the way to release on 17 November; don’t forget there are many other things being worked on for release.
The highlights of Alpha 3 are the beginnings of our simulation, the first sight of our community and sharing functions built on Steamworks, even more support for creation with the 400+ pieces of the new Fairytale theme, more coasters, more editing improvements, water, more customisation, more flatrides, (you get the idea) … and, of course, general performance, visual and audio quality improvements.
We can’t wait to see what you do with it!Here we go:
Simulation
New Park Management tabs where the player can Hire Staff and track their Overviews.
Guests are even more like real humans and drop litter everywhere…unless they see a bin of course.
Janitors can be hired to keep the parks clear of litter, vomit and empty bins when full
Mascots are available for hire to entertain your guests
All Staff can be fired. Sacked. Shown the door to Adios City.
Staff can now be trained to increase efficiency. Trained staff work and move faster.
New Guest behaviour makes them more reactive than ever to Mascots.
Economy System is getting serious now where all items have a placement and running cost
Improvements to the Guest Brain
Guests actually make considered decisions by assessing the value of rides, coasters, shops and facilities
As Guests make these decisions and experience the park they give feedback through Guest ThoughtsATM are now available for your guests to withdraw even more money, keeping them in the park for longer
New Mascots added – Cosmic Cow and Princess Amelie
Detailed analysis is now available through Info Panels for Guests, Staff, Rides, Shops and Facilities including price adjustments, custom settings and recent thoughts
Ability to focus camera on Attraction, Shop or Facility relating to a specific Guest Thought
The expanded and improved Park Rating now incorporates Ride Rating, Scenery Rating, Park Balance and Guest Happiness
Added Summary Overview tooltips to status bar for Total Guests, Park Rating and Current Cash
Priority Pass system allows players to create priority lanes for rides and coasters
Priority Passes are available to Guests from the new Information kiosks
Staff become less efficient when demotivated by being underpaid, overworked or both, which can be easily seen in the awesome animations played.
Players can be true gods by picking up and moving groups of guests and staff too.
Staff now have all the same camera functionality available to GuestsMain menu
Curated Planet interface brings all your content into one place, including Steam Workshop
New “My Parks” screen uses screenshots from your Save Games for fast navigation
More appropriate game-mode flows for Sandbox and Challenge mode
Sandbox still offers total freedom with unlimited cash-flow
Challenge Mode won’t allow you to go into negative money, heralding the first steps to fully functional park managementBrand new 3D globe interaction populated with a host of charming, animated Avatars
Our new “Desert” terrain pack offers a new proving ground for park creators to explore
Planet Coaster’s Community get personal with first glimpse Avatar Editor and HQ placement toolsBlueprints
You can now save local blueprints of buildings, scenery, coasters and combinations of all three!
Get a name for yourself in the Community by sharing local blueprints via Steam WorkshopSteam functionality
Steam Workshop integration to access blueprints/parks from in-game
Steam Workshop is fully integrated into the Main Menu making park sharing simple.
Planet Coaster Steam Friends appear in-game with their Steam Workshop content
Planet Coaster “Celebrities” debut in Alpha 3 with Steam Workshop content
Celebrities include Frontier developers and select members of the community
Contains new parks and blueprints created by Frontier staffCoasters
6 new coaster types have been added
Barghest - Is a Euro-fighter style coaster. The trademark feature is its beyond-vertical drop. This is an excellent compact looping coaster.
Basilisk - This has a distinctive look and sound and creates amazing silhouettes over the landscape like a beautiful flowing ribbon.
Loony_Turns - With 2 cars placed close together with 4 riders per car and 8 riders per train, this steel roller coaster is characterised by a vertical or beyond-vertical drop, tight corners and abnormal banking.
Test_Pilot - This is a 4th dimension roller coaster were the riders are suspended either side of the track. The car then spins on a horizontal axis 360-degrees forward and backwards. There are new widgets in the track editor for adjusting 4D coaster to control the car rotation round each section of your track.
Tiamat - This is a prototype wing coaster featuring a high-speed cable lift mechanism. This coaster is all about speed, airtime and high g-force along twisty track layouts.
Torque - The Torque is the only coaster to feature a loop with a top hat element connected to the top of the loop. This coaster also features a reverse launch mechanism which stops the train then propels the car backwards down the track and then gives it another boost forward.1 modified existing coaster type
Black Falcon - Planet Coaster fans asked for a chain lift variant of the wing coaster so we gave them one - we now have a LIM launched and chain lift wing coaster variants. Now has Black Falcon adornment on the coaster car.
New Track Special Pieces
Over 40 new, Special Pieces are available to terrify your guests including:
The “Top Hat Loop” with two entrances and two exits in the same piece
“Heartline” rolls, huge news for all the fans desperate to see this included
Vertical Chain Lift with a 120 degree drop making it the world’s steepest coaster!Improvements to making Specials smoother than ever
New Utility pieces
Cable lift variant for the Tiamat coaster
Stackable vertical chain lifts on the Eurofighter tracks
Dive drop – This has had some graphical and usability improvementsNew animated stations
These stations now work with glorious detailed engineering just like the real thingWerewolf
Aetheon
Stingray
BoaRoller Coaster Blueprints
Move and reposition existing tracks
Save your coaster layout
Load it into any park
Share with your friendsTrack Editor Improvements
Disable supports option - Tracks now have a toggle to have their supports disabled when placed which was a request from the fans, you asked and we listen.
Improved the “tweaky-tweak” behaviour when editing a placed piece of track
Ability to smooth track banking without changing the position of the track
Updated banking widget provides angle feedback
Moved track selection controls into in-world rather than UI buttons to make it easier for you to select your existing track pieces for editing
Dual direction booster that slows the train to a stop, launches it backwards then propels it forwards as it comes back over it
Default track lengths for different coaster types
Ride cameras added to coaster construction
Ability to adjust load rules for smoother loading and unloading of rides
Initial testing mode containing live readouts of your excitement, fear and nausea ratings
Testing mode provides a final readout of key information and statistics about your ride once complete
Coasters must be tested before they can be ridden by guests
Special pieces can now be rotated, scaled and moved in situ without the need to delete any trackAmusement Rides
5 new amusement rides ranging from the classic Teacups to the ultra-contemporary Cube, including the towering Sundial swing, guest-flown Wild Blue and the steel beast they call the Gears of Fear
Amusement rides even more faithfully realised with controls booths on all bases
We give players more control allowing you to adjust individual load rules of each ride
Existing rides have been given greater polygonal detail and improved surfaces.Scenery/Buildings
Introducing our new ‘Fairytale’ theme consisting of over 400 original assets.
Nature packs get even more varieties of tree and plants, including decorative topiary and a fantastic rock-set to support the new Desert theme.
Pre-built blueprints of scenery and buildings lovingly created by our artists are included for creators to modify and managers to bit beautiful parks straight out of the box.
Advanced Move and Rotate gizmos can now switch World and Local making creation of blueprint smoother than ever.
The new “Duplicate and Advanced Move” allows creators to clone complex structures and blueprints quickly and precisely.
New particles offer ever more freedom and movement to your theming, including mysterious Mist, explosive Splashes, and plumes of rising Steam.
Ability to change the grid size of your buildings offers far greater flexibility when planning park spaces.
Players can create an entirely new building simply by selecting a section of an existing one and choosing Split, making creation of complex structures
Grid items have a different Browser background allowing seasoned players greater expectation of how an item will function when usedShops and Facilities
Alpha 3 comes complete with pre-generated blueprints of shops and facilities in various themes to allow players to quickly build evocative parks.
Shops and Facilities now have their own Browser tab to speed navigation
Shops are now internal buildings ready and waiting for custom wall pieces to be added
New First Aid shop included to help control Nausea in Guests
New ATM to supply Guests with cash for new clothes if the First Aiders fail J
New Info kiosk to sell the Priority Passes to impatient guests
New, clean and a well-tiled ToiletsCustomisation
Players can choose custom colours for Amusement Rides, Scenery, and even Building Pieces.
Paths
Placing bins and benches along paths is now simple with the soft snap-to-edge feature
Paths now have an toggle to prevent supports being dropped when the path is raised
Running paths through buildings has never been easier now we have the Align to Grid toggle when laying paths.Guests
Guests throw litter into bin (like b-ball pros!)
Guests sit down at benches when tired
Guests may vomit if they’re nauseous
The new pattern system for guest clothing increases variation
We’ve added more varied body-types to increase the diversity of the crowd
If a guest becomes trapped in busy areas of the park they play a trapped animation
Guests Thoughts now take account of congestion in your parkTerrain
Our new Roughen tool allows players of all abilities to sculpt natural-looking noise into the landscape.
We introduce Water including 4 different types of water to suit most requirements with more to come on release.Global
Improvements to the browsers target categories and sub-categories for all items make navigation easier
Improvements to filtering options for theme, materials and sets for targeted browser searching
New multi-select mode allows you to select multiple types of items
Global vertical grid has been made optional, increasing player freedom when placing structures while still offering precision placement you’ve come to expect, with the Vertical Grid moved to a toggle (the default is Off)Lighting/Shader
Significant improvements to the lighting and shader systems
Real-time, screen space reflection for water and reflective surfaces
Adaptive exposure gives greater lighting realism when going between dark and light areas.
Improved lighting makes tunnel darker the deeper they go and prevent surface atmospherics from brightening subterranean areas
Bounce lighting is more advanced, with rich surfaces reflecting hues upwards to structures built upon them.
Lights turn on when underground
Volumetric atmospheric effects, such as cones, appear on placable lights
HBAO has been improved to occlusion to be visible further from the camera, making the large structures feel far more solid and guests more ground to surfaces.Added advanced graphics options to allow players greater control over their gaming experience
Audio
Obstruction/Occlusion our audio is now aware of the space it is in and will change accordingly!
Buildings, tunnels and caves will alter the sound according to how you build them.
Made a huge cave? Well prepare for an echo! Move the camera into a narrow passage and there will be early reflections to simulate such a small enclosed space.
Sounds that are outside will be muffled, making it much easier to create underground or indoor rides.We have started adding sounds to special track pieces such as the Drivetrain and Chainlift. This is ongoing.
We are replacing placeholder sounds, like the mechanical brake noises on magnetic brakes.
We are beginning to diversify the audio on coasters, which up until now where all using the same sample set.
The Cloudrunner, Rival, Wendigo and Sprint 500 have bespoke sound design layers.
Small objects close to the tracks produce little swooshes when a coaster goes by them at speed.
We have recorded over 46 voice actors for the game, all speaking the language specifically designed for Planet Coaster.
Previously close-up animations didn’t have any sounds, we’re beginning to add these. This is ongoing.
Guests in the park react to the sounds that mascots make. Move in closer to King Coaster see the Guest react when he makes noises.
Not only will players be able to see the happiness of guests at a glance, but they’ll now start to hear them emoting and reacting to their surroundings
(Note: this is not just mascots performing – this is coasters racing by, opening new rides, etc.)Loads more Planco is spoken throughout the park now, replacing placeholder background “walla” layers.
Added a lot more music to the rides. We personally love the teacups ride, give it a spin!
We have changed how far music carries (just like in a real park!) so take this into account when placing your rides. Close together for a fairground feel, further apart for that theme park feel.
We have added layers to existing music, check out the Whirly Rig
A huge pass on scenery, there are sounds for placing and moving it around and even more pieces of scenery have unique sounds now.
Loads more bespoke sounds for animated scenery and new scenery pieces.
New ambient soundest for the desert biome.Game Optimisations
Guest optimisation. Updates now 3-4 times faster and uses half the memory overhead from Alpha 2
Optimisation and LOD pass on all ride and coaster assets
Optimisation and LOD pass on existing scenery and building items
As well as improving the visuals, we optimised materials on rides, coaster cars and tracks by removing the clip material from surfaces that did not require it and moving the alphas onto a separate, smaller texture.
Audio systems now use less resources
Optimised and improved the model renderer system
Optimised and improved the animation rendering system
Optimised and improved the crowd rendering system
Optimised and improved the particle rendering system
Reduced the cost of rendering the reflective shadow maps used to populate light propagation volumes.
Softer shadow filters.
Reduced memory usage of the terrain system.
SIMD optimisations to improve terrain editing performance.
#66 Ahora sí.
Porque no tengo tiempo con tanto juego que me he comprado recientemente, pero cuando salga -o esté en Early Access avanzado- va a caer sí o sí.
Los que habeis catado la Alpha 3, como va el tema de la economia? da profundidad al juego o es un mero pegote y en 2 horas eres multimillonario ya? sigo escéptico con el puto juego y eso que visualmente me flipa.
Pensaba que costaría 15/20 euros máximo pero es que 35... duelen aunque el juego tiene una pinta de 10 ^^
¿Se sabe si lo van a subir más de precio hasta su salida oficial?
yo pense que hoy se podria pillar a 26... y va y no XD pues nada.... ya lo pillare cuando sea el momento si sale bueno.
Lleva días estando a 26 así que oportunidades para comprarlo barato ha habido.
#76 Acaba de empezar la 3a alpha. Cuenta que la beta será a finales de Octubre más o menos.
EDIT: He actualizado el thread con los últimos cambios.
Yo me arrepentiré mientras hackeo paneles en el Deus Ex MD pero tampoco quería jugarlo antes del lanzamiento oficial, ya cometí el error con el Prison Architect
#80 De nada, me alega ver que la gente se lo va a pasar bien jugando. Quiero ver creaciones de españoles en el workshop
que coraje, hoy venía decidido a comprarlo y ya lo han subido de precio ( , aunque bueno iré viendo cuando salga la beta como lo han dejado, y si hay que gastarse los 35 palos pues se los gasta uno. También he leido que lleva Denuvo, así que el sparrow edition ya se puede ir olvidando xD
#84 Lo de Denuvo me parece perfecto. Leí por ahí que empeoraba el rendimiento del juego pero luego no se pudo demostrar que fuera cierto de ninguna forma.