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The_Dude

Planet Coaster

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Les fan de simulation de parc d'attraction sont a la fêtes cette année avec l'arrivé d'un concurrent de taille pour la franchise Roller Coaster Tycoon,avec l'annonce de la sortie de très prometteur PlanetCoaster


 


J'ai craquer est j'ai rejoint le programme alpha malgré sont prix prohibitif,et je ne suis absolument pas déçu...


N"hésitez pas a posez vos questions et j'essayerai dit répondre dans la mesure du possible!


 


 


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  • Dev Diary #1 - The Individual Experience

 

  • Dev Diary #2 - Rewarding Creativity

 

  • Dev Diary #3 - Build, Create, Share

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Quand je vous dit que Planet Coaster va détruire RCTW....Mais est bien plus hardcore!!!

Absolument chaque élément est place individuellement par le joueur!!Chaque spot,architecture des bâtiments est construit bout de mur par bout de mur!!!

Chaque tonneau,lumière,balcon,fenêtre,absolument tous....AHHHHHHHHHHHHH!!!C'est hardcore!Il n'y a pas d'autre mots mais ont peut totalement laissez libre cours a son imagination au moins....Mais c'est trop hardcore quand même,imaginez le nombre d'heure pour faire ce genre de chose.

 

Regardez le devdiarie 2 pour bien comprendre comment se construit chaque batiment...Faut bien évidement faire l’intérieur aussi!!!HardcoreHardcore

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Edited by The_Dude

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Même pas de modèles préfabriqué pour les bâtiments de base ? O_o

Pour les attractions type montagnes russes et compagnie ok je veux bien mais tout les bâtiments

c'est un peu poussé, dommage que ce jeux ne soit pas sortit il y a une quinzaine d'années voir plus à l'époque ou j'étais un hardcore gamer, ça m'aurait bien plu je pense.

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Même pas de modèles préfabriqué pour les bâtiments de base ? O_o

Pour les attractions type montagnes russes et compagnie ok je veux bien mais tout les bâtiments

c'est un peu poussé, dommage que ce jeux ne soit pas sortit il y a une quinzaine d'années voir plus à l'époque ou j'étais un hardcore gamer, ça m'aurait bien plu je pense.

Non pour le moment tu as juste le droit a des bout des mur (brique,bois,etc,etc),et des morceau de toit..Et c'est partie pour une partie de lego....

Apres c'est toujours en alpha a voir a la sortir...(Il y aura certainement une sorte de workshop)

 

Genre si tu as des prefabriquer (wc,shop,etc) mais ca fait vraiment pre-fabriquer...Apres ben par dessus tu colle des mur au texture de ton choix.

 

Vidoe de 40min en accéléré d'un mec qui te construit son coaster et le bâtiment qui va avec!!

 

 

Au final RCTW devrais quand meme se trouver son public.....(Genre les gens qui ont une vie)

Edited by The_Dude

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Et un petit tour de manege....C'est la que RTCW a enormement de retard (graphisme,sensation de vitesse,realisme)

 

C'est juste hallucinant (v'la quand il rentre sous terre c'est juste enorme)

 

Un coaster nocture!!

 

Edited by The_Dude

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Yahou le Scape mountain recrée sur l'alpha

Edited by The_Dude

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Sortie de l'Alpha 3 le 23 Aout avec comme ajout majeur la migration vers la plateform Steam.....WORKSHOP!!!!

 

Sortie prévus le 17 Novembre

 

 

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L'alpha 3 est sortie est cela envoye du lourds

Révélation

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 Thoughts

 

ATM 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 Guests

 


Main 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 management

 

Brand 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 tools

 


Blueprints

 

 

 

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 Workshop

 


Steam 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 staff

 


Coasters

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 improvements

 


New animated stations
These stations now work with glorious detailed engineering just like the real thing

 

 

Werewolf

Aetheon

Stingray

Boa

 


Roller Coaster Blueprints

 

 

Move and reposition existing tracks

Save your coaster layout

Load it into any park

Share with your friends

 


Track 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 track

 


Amusement 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 theGears 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 used

 


Shops 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 Toilets

 


Customisation

 

 

 

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 park

 


Terrain

 

 

 

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.

 

La migration du jeu vers la platform Steam est juste généralissime.Le workshop compte deja 5.000 objets.

Il n'a jamais était aussi simple d'uploader sur le workshop. La procédure se fait ingame!!Suffit de crée son batiments->enregistrer->uploader-reprendre sa partie comme si de rien n’était..

 

Mais en plus du Workshop s'ajoute enfin pas partie gestion du jeu....Je vous en reparlerais quand je l'aurai un peu plus tester.

 

Les Pre-Commande sont ouverte sur steam mais sans pour autant avoir acces a la béta.

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il y a une heure, The_Dude a dit :

 

Mais en plus du Workshop s'ajoute enfin pas partie gestion du jeu....Je vous en reparlerais quand je l'aurai un peu plus tester.

 

Je n'ai pas compris de quoi tu parles ?

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La partie management de parc (tarif des manege,etc,etc)....

 

Mon 1ier parc en mode "Challenge" budget de depart 10.000.000€

 

J'ai choisie de partir sur une map tropicale

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Je crée mon 1ier building "Accueil Info"

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Que j'habite plus élégament et que j'enregistre.(Je le réutiliserai/adapterai pour d'autres batiments)

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Je copie/colle/modifie et j'obtient l'entrée de mon parcs

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Je depense mes derniers deniers dans des manèges familiaux,une manège a sensation et une montagne russe.

293882201608292016361.jpg

 

Me reste plus qu'a croiser les doigts pour que je gagne de l'argent (beaucoup d'argent) pour ma futur zone "L"Île aux Pirates"

OK c'est pas très beau pour le moment mais j'ai pas de pognon!!!

 

J'essaye de publier une vidéo bientôt.

 

 

 

Edited by The_Dude

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il y a 39 minutes, Socros a dit :

Merci pour la précision.

 

Tu nous fais un Parc RGS ? :)

437652201608292142031.jpg

L'Outil de terraformation est très puissant donc pourquoi pas..

Edited by The_Dude

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Allez yop une petite visite du point de vue d'un visiteur de l'ouverture du parcs......Je doit bien avouer c'est pas très glop pour le moment (j'ai pas l'argent illimité)

 

 

J'ai crée un post dédié pour ce récit de partie et vais laissez ce post pour les diverse info relative au jeu

 

Edited by The_Dude

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Une vidéo sur la gestion des foules dans le jeu....Génial!!

 

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C'est moi ou le jeu est commandité par l'Association pour la promotion de l'anorexie? Certains personnages me semble pas mal mince surtout au niveau des bras. En tout cas, c'est l'impression que ça ma donné.

 

Enfin, c'est souhaite d'être totalement libre pour personnalisés ses bâtiments. Par contre, si je veux y jouer, il va falloir que je dope mon ordinateur d'au moins 4 gb de ram, si ma carte graphique tient encore la route ou ça va être le temps que j'adopte bientôt un nouveau bébé.

Edited by Drawar

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Il y a 8 heures, The_Dude a dit :

Une vidéo sur la gestion des foules dans le jeu....Génial!!

 

Les gens ne marchent pas sur les pelouses au moins lol :D

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Il y a 10 heures, Drawar a dit :

C'est moi ou le jeu est commandité par l'Association pour la promotion de l'anorexie? Certains personnages me semble pas mal mince surtout au niveau des bras. En tout cas, c'est l'impression que ça ma donné.

 

Enfin, c'est souhaite d'être totalement libre pour personnalisés ses bâtiments. Par contre, si je veux y jouer, il va falloir que je dope mon ordinateur d'au moins 4 gb de ram, si ma carte graphique tient encore la route ou ça va être le temps que j'adopte bientôt un nouveau bébé.

Configuration requise

MINIMALE : 

 

Système d'exploitation : Windows 7 (SP1+)/8.1/10 64bit 

Processeur : Intel i5-2300/AMD FX-4300 

Mémoire vive : 8 GB de mémoire 

Graphiques : nVidia GTX 560 (2GB)/AMD Radeon 7850 (2GB) 

DirectX : Version 11 

Espace disque : 8 GB d'espace disque disponible 

 

RECOMMANDÉE : 

 

Système d'exploitation : Windows 7 (SP1+)/8.1/10 64bit 

Processeur : Intel i7-4770/AMD FX-8350 

Mémoire vive : 12 GB de mémoire 

Graphiques : nVidia GTX 980 (4GB)/AMD R9 380 (4GB) 

DirectX : Version 11 

Espace disque : 8 GB d'espace disque disponible 

 

Apres moi le le fait tourner bien en graphisme low 1360*700 sur mon portable. i7 4510U 2.00ghz,8g ram et geforce 840m.

Mais tourne bien sur en high 1960 sur mon pc bureau i3 6100 370ghz 2coeur et GTX750

 

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J'ai vu le prérequis sur Steam, c'est pour ça que j'ai dit ça.

Mon petit bébé commence à se faire vieux.

Processor: AMD Phenom(tm) II X6 Processor 1090T 3.20 GHZ

Ram :4 GB

Carte Graphique : GeForce GTX 460

Edited by Drawar

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Mince je n'ai qu'une GTX970M sur le pc portable et une R7 je ne sais plus quoi sur le fixe.

Le reste c'est bon pour les deux (mais le pc portable commence légèrement à manqué de place sur le DD)

J'attends de voir des tests et avis de joueurs, le coté Lego je m'en fiche un peu (à vrai dire j'ai un peu peur que le fait

de devoir construire pièce par pièce chaque bâtiments me saoule vite fait, je me connais bien ^_^)

Comme je l'ai déjà dit, le minimum pour moi c'est faire ses pistes de montagnes russes et apparenté (karting, truc aquatique)

ce qui m’intéresse le plus c'est le coté gestion.

Pour le moment à défaut de véritable test où LP qui pourrait me convaincre, je pense que je vais resté fidèle à RCT, en tout cas

financièrement ce ne seras pas possible de prendre les deux. ^_^

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Il y a 2 heures, eternien a dit :

Mince je n'ai qu'une GTX970M sur le pc portable et une R7 je ne sais plus quoi sur le fixe.

Le reste c'est bon pour les deux (mais le pc portable commence légèrement à manqué de place sur le DD)

J'attends de voir des tests et avis de joueurs, le coté Lego je m'en fiche un peu (à vrai dire j'ai un peu peur que le fait

de devoir construire pièce par pièce chaque bâtiments me saoule vite fait, je me connais bien ^_^)

Comme je l'ai déjà dit, le minimum pour moi c'est faire ses pistes de montagnes russes et apparenté (karting, truc aquatique)

ce qui m’intéresse le plus c'est le coté gestion.

Sur mon portable avec geforce 840m il tourne bien en medium (meme en medium il est plus beau que RCT)

Apres le coté lego me faisait un peu peur aussi mais c'est super simple...Tu te crée quelque batiment a ton gout tu les sauvegarde et ensuite tu plop a l'envie.Pis en une semaine le workshop c'est remplie de milliers de batiments,etc,etc. jette un coup d'oeil au création déja en ligne. http://steamcommunity.com/app/518340/workshop/

(D'ailleur le systeme Lego vient d’être mis en place sur RCTW....J'ai pas vraiment pus essayer ca lag trop même sur mon pc gamer.)

 

Il y a 2 heures, eternien a dit :

 

Pour le moment à défaut de véritable test où LP qui pourrait me convaincre, je pense que je vais resté fidèle à RCT, en tout cas

financièrement ce ne seras pas possible de prendre les deux. ^_^

Si tu veux rester fidèle a RCT passe à Planer Coaster c'est eux qui ont sortie RCT3 (Frontier Studio )

RCTW est editer par Atari mais c'est un obscur studio qui le developper par Nvizzio Game http://www.nvizzio.com/games/

Edited by The_Dude

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Je n'étais pas au courant de ce changement de studio, donc en fait techniquement Planet Coaster serait le vrai RCT 4 en gros ?

Sinon je me suis fais bai*biiiip* par ma banque de 100€ qui est à peu de chose près la somme que je me réserve pour mes petits plaisirs

(clope, jv, achats divers) du coup non seulement je vais passer un mois pourris mais en plus je ne pourrais même pas me payer un truc ce

mois-ci -__- Merci l'écureuil voleur

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Il y a 7 heures, eternien a dit :

Je n'étais pas au courant de ce changement de studio, donc en fait techniquement Planet Coaster serait le vrai RCT 4 en gros ?

C'est exactement cela!!!

 

T'en fou le jeu ne sort que le 27 novembre....Et les acces alpha son maintenant fermé.

 

 

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J'adore cette vidéo.....Juste dessus de n'avoir pas pensez a faire cela moi-même.

 

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