An open source re-implementation of RollerCoaster Tycoon 2
github.com
github.com
I thought the size of the device would be an issue, but I've been playing on an iPhone SE with surprisingly great ease! The tap zones are small but very well defined, so you almost never mis-tap. And the game is I believe bug-free because it has never crashed!
The only real tricky part is designing underground paths and building rides with an excitement rating above 6.0! But that's always been tricky…
[1] https://itunes.apple.com/gb/app/rollercoaster-tycoon-classic...
[2] https://play.google.com/store/apps/details?id=com.atari.mobi...
RCT classic. Full game for around £5. IAP options for the add-on packs £1.99-£5.99. No other IAP anywhere in the app. No adds. IAP done right.
RCT 4 mobile. Free to play. Ad's. IAP £0.61-£93.99. IAP done wrong.
Hell will freeze over before I play RCT 4 mobile. Seriously £93.99 on IAP. I haven't downloaded it, but I'm assuming this is the fairly standard "coin pack" sort of pattern where everything you do in game costs coins.
Problem is that RCT4 actually looks cool. I'd quite like to play it with the updated graphics and mobile friendly interface if the play mechanics were roughly similar to the original. They have just destroyed a once great game.
I also suspect that unfortunately, I bet RCT 4 is more profitable. So companies are going to continue to do it.
Also, the terrible reputation that IAP has means I regularly don't bother with apps because they say 'contains IAP' which makes it far harder for those who want to do it right as people will just immediately ignore the app because of the label. What we need is for the stores to have some way of indicating or listing the number and type of IAP options available before you buy the app.
Also, the first game was almost completely written in assembly[2]. I don't think one can pull that off without having some really high coding standards, so I'm not surprised that the game runs really well!
[0] https://en.wikipedia.org/wiki/RollerCoaster_Tycoon_Classic (note that it also has just been released on Microsoft Windows and macOS on September 28)
[1] http://www.eurogamer.net/articles/2016-03-03-a-big-interview...
FYI: OpenRCT2 has support to consume RCT Classic assets as its base. Also, RCT Classic is available on Steam too (Windows and macOS only, though).
Partially hijacking your comment to say that an easy way to get the original assets in openrct 2 is to install the gog version through wine or play on Linux. Have played it a bit too much to say the least...
Not having purchased the Steam version, I don't have an opinion on it personally.
Do you know what sort of nature they are? Is the game complete without them? Do they nag about the IAP in game?
The game already comes with 95 campaigns that you have to unlock gradually. They’re quite varied in terms of style and goals. I’ve completed 17 so far. I bought the game last December, so I still have lots of content to play with…
But I don't blame you for being reticent, I am too.
What I really want next is Pharoah.
The Westwood alumni showed up last time there was a thread about them so Impressions alumni, if you’re reading, thanks for a great series of games (Caesar too). Kickstarter!
Children of the Nile on GOG: https://www.gog.com/game/children_of_the_nile_complete?pp=fe...
Wait what? What do you want those screenshots for?![0]
[0] - https://duckduckgo.com/?q=prurient&atb=v71-6__&ia=definition
Thanks for the correction, made me chuckle :)
And I've always wanted to put Battle Chess on something modern :D
...oh, 404 dead link. Well, at least Archive caught it and Google does still seems to actually host the files: https://storage.googleapis.com/google-code-archive-source/v2...
Someone backed it up, too: https://github.com/linhlc/openbattlechess
But jeez, linkrot is going to be a huge fucking problem.
<space>Playable
<space>Playable<space>Active
if you're after active playable repos
However it seems that the tags are not all there. For example Freeciv is in there ant not tagged as playable. So don't rely on it.
https://en.wikipedia.org/wiki/Wargame_Construction_Set_III:_...
How would that much assembly code be organized? I've never seen a large assembly project, but I would imagine something as complex as RCT2 would easily clock in over 100k lines of assembly. That just sounds light a nightmare to me!
And if you were a little more ambitious you could also write a custom code generator that added whatever additional features you needed - expansions, type checks, expression evaluators, simple optimizations. Code generation is actually far easier today since the scripting languages now are so much more powerful and feature-rich than what a typical early 90's setup would have(assembly, buggy proprietary C or Pascal compiler, Basic variants).
Of course there's nothing stopping you from taking a similar approach now and custom-generating some source instead of using templates or compile-time evaluation or other fancy features - it's just harder to communicate.
https://en.wikipedia.org/wiki/Category:Software_written_prim...
Even today a minority prefers writing new projects in assembly.
https://news.ycombinator.com/item?id=15281522
Here you can have a look at Prince of Persia's source for the Apple II: https://github.com/jmechner/Prince-of-Persia-Apple-II
It's still an impressive achievement. The latest SimCity can't simulate as many people as RCT before crapping itself, even on a machines a million times faster.
I'm wondering what % performance improvement he saw from doing it this way.
It's the engine without the assets. Kind of like Open Rails, which is an open source engine for Microsoft Train Simulator content. That's been out for a while, and now others are writing content for it.
Engines are easier compared to the assets. You only need programmers writing code (hard but easier than finding teams to work on assets)
http://store.steampowered.com/app/285330/RollerCoaster_Tycoo...
I am not a gamer so I can't opine on the quality.
Thinking now, I would love to see Dolphin style progress reports every now and then from the project. I'm sure they'd catch a lot of buzz.
We already kind-of do that, but it is scattered. See https://www.youtube.com/playlist?list=PL0YvVAW9aoL0jq8XIDee0... and https://www.youtube.com/watch?v=8i6IPPi91Xs and https://www.youtube.com/watch?v=bJxlCxnmRiU and https://www.youtube.com/watch?v=i0HTA79NcIE
These and other useful/current information can be found where most of the community is: on reddit /r/rct and /r/openrct2.
https://hn.algolia.com/?query=dolphin-emu%20comments>0&sort=...
https://news.ycombinator.com/item?id=15381844
>kanwisher: Always interesting to read the release notes on this product. They go into such technical detail, its a joy to read
>overcast: This comment is becoming the HN equivalent of "First!" on Dolphin Progress Reports.
https://dolphin-emu.org/blog/2017/10/02/dolphin-progress-rep...
Otherwise the best way to play this. I'm pretty sure you can also import certain elements from RCT1 if you have it.
I contributed a little bit back in 2014/2015 and it was a lot of fun. Because it is almost all hand-written x86 ASM (which is insane), it was actually not too hard to reason about, certainly far easier than what Clang/GCC will spit out.
The game works really well. I don't remember noticing that anything was still missing in singleplayer. Multiplayer... there was something, but I don't remember what. Desyncs for sure, but I think those were always solveable by just reconnecting. I'm not sure what, but there was a reason why my girlfriend and I didn't play it. We played RCT2 a bunch, with one person watching and the other playing, and OpenRCT2 with multiplayer seemed epic, but there was something annoying in multiplayer, I just don't remember what.
By now, it might have improved again. I remember the development going really fast before. And in singleplayer, I don't think there were any bugs that prevented me from playing.
Give it a spin if you were (or still are) into the original Rollercoaster Tycoon!
It's a shame the remake has decided to go 3d and lose the original art style. The original really has timeless graphics.
Also don't forget that you can put bathrooms near the exit of an upchuck inducing ride to keep the paths a little cleaner.
Or for that matter, any kind of roller coaster simulator. There's an excellent Windows roller coaster simulator out there ("No Limits"), but nothing like it exists on other platforms.
Back when things used to be more hardcore.
Spent so many hours playing it when I was younger. RCT too :)
Seems like a humble person with a good life ethos. I like his philosophy with the RCT license of letting others have a go at it since he already made what he wanted.
I wish he would come back to make another game. RCT is so consistently fun so well put together it always impresses me so many years later. That guy is a hero of game design.
Even official open-source releases like the Quake series still require you to buy the original game in order to run them.
We're gradually moving towards C++, compiling our current C sources as C++ is the first step. Quite surprisingly too, we discovered how shitty a C compiler MSVC is, because just changing the C code of ride drawing to C++ made a huge performance impact there.
Reportedly, GCC also benefited from the switch, but the effect was less pronounced there.