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Parkitect controls
Parkitect controls




parkitect controls

I haven't quite gotten the hang of building coasters yet, but looking back at my RCT2/3 creations, I've never really had it. Building a huge flat roof in RCT is a major pain in the rear. Just the fact that walls and objects don't reset their build height to ground level after you plonk one down makes a huge difference. It still lacks some parts to work well (I miss pillars on grid lines and more roof slopes in particular), but it's so much easier to build stuff than in RCT that the latter feels inflexible, slow and unwieldy by comparison. Speaking of buildings, the construction tool is really awesome and user-friendly. In RCT, I hardly bothered with buildings other than ride stations and restaurants, but in Parkitect I use them all the time to camouflage the back stage. This encourages the use of "back stage" areas with depots, staff break rooms and staff-only pathways, supporting a cluster of shops and stalls. You can't just plonk shops down willy-nilly, but you must use a depot and haulers to support them. This adds a completely new depth to your park planning. Unlike the RCT series, shops and stalls in Parkitect have to be restocked with supplies. Not quite RCT2 yet, but definitely getting there.

parkitect controls

It's still not complete, but you can see the vision of the developers, and it's possible to have a good game experience with what we've got so far. I'm going to draw a lot of parallels to RCT2 since the games have a lot of similarities, and because from the looks of things, most people in here are familiar with how RCT works.

parkitect controls

Sorry for double posting, but after half a year or so, I feel like it's safe to follow up my initial thoughts.






Parkitect controls