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Theme Park Studio

Backing it on Kickstarter is one thing, as you are investing in something you believe in. (I've never paid much attention to Kickstarter, but I assume there is some kind of money back guarantee if the project fails?)
I meant people who buy a game that they know is nowhere near finished, then complain that it's not finished.
 
The only way you get your money back on Kickstarter is if a project doesn't reach it's funding goal.
 
DiogoJ42 said:
My thoughts:

1) I've never seen the point in releasing something until it is finished, it only ever gets bad press.
2) A beta should be free, since anyone playing it is acting as a fault finder for the developers.
3) Anyone dumb enough to pay for an unfinished product gets what they deserve.

early access programs, work quite well for a small indie company, modern video games are expensive to develop and take a lot of time, it provides investment during development rather then at the end, if you are self published/don't have a large publisher it's an excellent alternative. Better this then have EA or Atari forcing micro-transactions and other tomfoolery down a games throat.

It's more of a problem people being stupid and viewing alpha/beta's as demos, when they should be sensible and view them as alpha/betas.

There's a big enough banner next to the 'buy' button on steam for early access games to provide a good enough warning, just don't buy it till it's finished.
 
The coaster stage has now been released and after having a very brief play around mocking up some coasters, TPS has the ideal system that sits perfectly between RCT coaster building and No Limits. The building blocks are there for RCT users who are familiar with the snap together pieces of track, and are also offered the ability to be more daring with their designs. You can also start reaching the very basics of No Limits functions in terms of banking,pitching and nodes etc. There are still two more stages as such to be added before coaster building is complete in TPS, but this is certainly looking promising thus far.
 
A new update has been released.

The headline feature of this beta is the addition of Oculus Rift support, but it also contains the following new features too:
  • Four new coasters (Giga, Dragster, Floorless, and Inverted)
  • Animated brakes transport tires, and new LIMs
  • Block segments
  • Multiple trains per coaster
  • Dynamic track selection (change coaster track type even after you build your design)
  • Dynamic train length
  • Advanced Properties Panel
  • Custom Train Importing
  • Brake hold time
  • Fullscreen mode
I had a bit of a play with this on the last version but it still felt a bit glitchy and I couldn't really get a handle on how to make it work. Looking forward to giving this version a try!
 
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