FaceYourNemesis said:
Was rather hoping they'd do away with the grid system in this release. Curved paths??
I disagree - slightly...
For a "casual game" (which the RCT series is at heart, which is why it's so wonderful when people run with it an produce amazing things), it's vital to have a very simple system.
I've played games with modelling into 3D space, and it's a nightmare (Frontier's Screamrider being the very latest). It's really fiddly and awkward.
What they need really is to allow you to do things in blocks and then get it to auto-fill the bits in between to smooth it out.
For example, you may have a 200 foot high coaster topping out, but want it to dive in "three squares" to the pull out. That would give it a silly angle of 79 degrees or something that is impossible with set pieces and a grid system. Doing it with a tool like No Limits you code it in by hand to get it right. With a casual 3D manipulation tool, you fight with the design tool and end up after 2 hours with a kinked track that glitches and is never quite what you wanted.
You can do the same with paths too, hills, fences, everything really. You design the basic outlines in a grid format and then get the game to fill in the curves between - this point to the other point (if there are no curves, it's straight and angled as needed). You could even use a similar system for designing domes.
Instead, they've gone for a half-arsed RCT3 upgrade that will see them up there with Maxis in two year's time