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Why decide to join games in development on GOG?
Parkitect is a big, complicated game. It's full of many systems working together to create a seamless, fun simulation. As we're a small team, the data that Games in Development provides us is invaluable in helping us create the best game we can.

It also helps us prioritize what to work on based on community feedback and recurring bugs. By simply playing our game, you are contributing to the improvement of it!

Approximately how long will Parkitect be in early access?
Parkitect will likely be in early access for a year or more. We have planned for a year, but things can change and games are quite fluid throughout development. We'll do our best to keep this short, but in the long run we do what's best for the game.

What do you plan to change during development?
The final version of Parkitect will be a bit different than this Early Access version. We have plans to expand and add a number of features, though as with most game projects, these may change or be removed:

- A single-player campaign with a number of parks to manage
- A functional resource system for shops
- Staff management beyond hiring, firing and wages
- Additional rides of all sorts
- Full mod support

What is the current state of Parkitect?
The game is fairly stable and contains enough content for many hours of play time. It's currently sandbox-gameplay only, but many of the biggest features are implemented or at least partially implemented. Some bigger features and more content are still missing and coming soon.

Will the price change on release day?
We think the current price is fair for the current state of the game. The price will go up slightly after Early Access when more features and content have been completed.

How can the community participate in the development process?
We've always been very public with the development of Parkitect, and we're excited to bring that to Games in Development. The Community will help us prioritize what we work on and where our attention is most needed. That might be new rides, or balance changes, or adding new management controls.

Take a look at our weekly devlog for an idea of what we get up to:
http://themeparkitect.tumblr.com/
Post edited June 09, 2016 by Hetman
Does the current version have unlimited money mode?
high rated
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Hetman: How can the community participate in the development process?
We've always been very public with the development of Parkitect, and we're excited to bring that to Steam. The Community will help us prioritize what we work on and where our attention is most needed. That might be new rides, or balance changes, or adding new management controls.
That's really nice, but we are on GOG here.
Wow, it's still more than a year until final release? =o

Also wanted to ask if you will check on GoG for feedback too since you only mentioned Steam, so +1 to froaz.
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EmJayJay: Does the current version have unlimited money mode?
Basically yes. The game currently only has a sandbox mode that does have money, but you can't go bankrupt. Going bankrupt and scenarios/campaign will be added later (and the sandbox mode will stay too of course).
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RyaReisender: Also wanted to ask if you will check on GoG for feedback too since you only mentioned Steam, so +1 to froaz.
I don't seem to have permissions to fix that in the OP but yes, we'll be active over here too of course :)
Alright, I'll give you a tough question: What does this have that Roller Coaster Tycoon series (1-3 only) doesn't?
With the earlier mention of Steam I did notice that, at least in Canadian dollars, that the game is nearly $4 more expensive here on G.O.G. Can I recommend that you also look to normalize the 'non sale' pricing of your game? Thanks.
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Darvond: Alright, I'll give you a tough question: What does this have that Roller Coaster Tycoon series (1-3 only) doesn't?
Off the top of my head:
- resource system for shops, i.e. shops need to get restocked by delivering resource crates to them (not as tedious as it might sound, it works pretty much automatically - kind of like it does in Prison Architect; you do have to put some thought and planning into it). Special park infrastructure related to that (employee only pathways so Haulers don't get in the way of your park guests; in the future there'll be more special infrastructure just for this system); trash works somewhat the same way in reverse
- much more freedom when building stuff, e.g. way more track building options since you can bank almost any segment more fine grained than in the RCT series, any track segment can be built diagonally, track segments can be scaled so for example you have a large variety of loop sizes or curves that you could use instead of a small amount of predefined ones, tunnels can terrain at any angle instead of having to terraform land in a special way in order to build a tunnel, can combine scenery items very freely (I think there are mods to somewhat allow that in RCT 1-3), some scenery items are scalable (like rocks), the majority of scenery items can be freely colored using RGB color picker, a bunch of scenery can be built off-grid
- better guest AI, e.g. actually using transport rides to go from A to B instead of using it like a coaster, not getting stuck in the middle of the park like they could in RCT1/2
- overall usability improvements, like being able to drag-build paths and fences, repaint already placed scenery, save scenery color palettes, the blueprint system that lets you put scenery + rides into easily shareable files (I think RCT 3 had a limited version of this), nice visualizations for coaster stats (kind of like heatmaps) and other park stats such as where trash is or how happy the guests are; basically a bunch of smaller things but they add up
- full modding support (I know there are tons of mods for RCT 1-3, but they are done somewhat unofficially and thus limited in what they can do. There are already mods for Parkitect that go beyond what you were able to do in RCT 1-3)

That's what we have right now. It's probably not a complete list and we still got a bunch of development ahead of us.
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viralent: With the earlier mention of Steam I did notice that, at least in Canadian dollars, that the game is nearly $4 more expensive here on G.O.G. Can I recommend that you also look to normalize the 'non sale' pricing of your game? Thanks.
I contacted the GOG team about it. The CAD price should match the Steam price now and I've been told you'll be refunded the difference.
Post edited June 10, 2016 by Sebioff
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EmJayJay: Does the current version have unlimited money mode?
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Sebioff: Basically yes. The game currently only has a sandbox mode that does have money, but you can't go bankrupt. Going bankrupt and scenarios/campaign will be added later (and the sandbox mode will stay too of course).
avatar
RyaReisender: Also wanted to ask if you will check on GoG for feedback too since you only mentioned Steam, so +1 to froaz.
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Sebioff: I don't seem to have permissions to fix that in the OP but yes, we'll be active over here too of course :)
hi, i read preview in a dutch magazine i been buying since the 90's , its a dutch/belgian magazine: PC gameplay.

Issue 242 (june issue this year) they said the game 'saw the light' in 2014 as a proof-of-concept
in simulating rollercoaster physics. The game found its way to kickstarter, as a themepark .
They wrote that it looked as if RTC2 got a following up,they also write the game is very styled and looks very good, the only problem they spotted was the problem with the money ingame, they said it was a little awkward, and they wrote they hope that this will be fixed.

see attachment, its Dutch, but maybe they can translate it to english.
Attachments:
Post edited June 10, 2016 by gamesfreak64
I know the game officially (currently) only supports dedicated graphic cards on the Mac. But I've been quite successful with playing many games with the Intel Iris Graphics 6100 on my MBP.

So can I dare to try the game? I don't intend to nail you on the answer if I face some hiccups, I just wish to know whether there are actual technical limitations that would prevent the game from running.
Nice game play, I think I will buy it
But one request: translation in French? You need the community (voluntary free) to help you in this purpose?

ty for answering ;-)
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chrisstr: I know the game officially (currently) only supports dedicated graphic cards on the Mac. But I've been quite successful with playing many games with the Intel Iris Graphics 6100 on my MBP.

So can I dare to try the game? I don't intend to nail you on the answer if I face some hiccups, I just wish to know whether there are actual technical limitations that would prevent the game from running.
A dedicated graphics card is just preferable, but it should work on pretty much any integrated one as well (obviously with lower performance). My development machine got an Intel Iris as well so you should be safe. GOG allows refunding for 14 days after purchase though without any questions asked, so if it doesn't run you won't have any trouble there.

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grouii: But one request: translation in French? You need the community (voluntary free) to help you in this purpose?
Yes! We've got some community translations in the works, including french. If you could help with that it'd be awesome! Our translation community is over at translate.themeparkitect.com and it'd be especially great to vote on already existing suggestions instead of adding new ones.
Post edited June 16, 2016 by Sebioff
avatar
Darvond: Alright, I'll give you a tough question: What does this have that Roller Coaster Tycoon series (1-3 only) doesn't?
avatar
Sebioff: Off the top of my head:
- resource system for shops, i.e. shops need to get restocked by delivering resource crates to them (not as tedious as it might sound, it works pretty much automatically - kind of like it does in Prison Architect; you do have to put some thought and planning into it). Special park infrastructure related to that (employee only pathways so Haulers don't get in the way of your park guests; in the future there'll be more special infrastructure just for this system); trash works somewhat the same way in reverse
- much more freedom when building stuff, e.g. way more track building options since you can bank almost any segment more fine grained than in the RCT series, any track segment can be built diagonally, track segments can be scaled so for example you have a large variety of loop sizes or curves that you could use instead of a small amount of predefined ones, tunnels can terrain at any angle instead of having to terraform land in a special way in order to build a tunnel, can combine scenery items very freely (I think there are mods to somewhat allow that in RCT 1-3), some scenery items are scalable (like rocks), the majority of scenery items can be freely colored using RGB color picker, a bunch of scenery can be built off-grid
- better guest AI, e.g. actually using transport rides to go from A to B instead of using it like a coaster, not getting stuck in the middle of the park like they could in RCT1/2
- overall usability improvements, like being able to drag-build paths and fences, repaint already placed scenery, save scenery color palettes, the blueprint system that lets you put scenery + rides into easily shareable files (I think RCT 3 had a limited version of this), nice visualizations for coaster stats (kind of like heatmaps) and other park stats such as where trash is or how happy the guests are; basically a bunch of smaller things but they add up
- full modding support (I know there are tons of mods for RCT 1-3, but they are done somewhat unofficially and thus limited in what they can do. There are already mods for Parkitect that go beyond what you were able to do in RCT 1-3)

That's what we have right now. It's probably not a complete list and we still got a bunch of development ahead of us.
avatar
viralent: With the earlier mention of Steam I did notice that, at least in Canadian dollars, that the game is nearly $4 more expensive here on G.O.G. Can I recommend that you also look to normalize the 'non sale' pricing of your game? Thanks.
avatar
Sebioff: I contacted the GOG team about it. The CAD price should match the Steam price now and I've been told you'll be refunded the difference.
Thanks for getting that done. I hadn't got it yet, but just picked it up from GOG. Cheers.
I checked out the game now, here my first impressions / points of improvement:

1. Rotating the camera is kinda annoying and doesn't feel intuitive. Also dislike that I need to use the keyboard for it, I usually prefer to play these games with mouse only. Even a rotate button on screen would make it better. Or just replace scrolling with turning and make scrolling via moving mouse to screen border.

2. The game really needs a thought summary. Right now if I want to know which attractions are too expensive, which are too cheap and which are the worries of my visitors, I need to check every attraction and every visitor manually. Somehow it should be possible to see how many visitors are hungry, thirsty, need to go to the toilet and which attractions are too cheap and which are too expensive.

3. I kinda disliked that when you have a rollercoaster going on the ground level and then you have a turn and give it an angle that it turns into a tunnel. As long as it's not underground it shouldn't make it a tunnel, it just makes it look ugly.

4. Some way to watch your rides would be nice. Even if that just means to auto-follow a wagon.
Could anyone tell me if there are, or will be, any features that the DRM-free versions won't have?