I'm really glad to see that. Its funny, when I was playing Jurassic World Evolution, I was wishing I could just place down a single tree like Planet Coaster. Then in Planet Coaster I was wishing there was a brush to place a bunch of trees like JWE. Glad its really happening!
This. I've wanted this from their Jurassic Park games in PC and PZ for quite awhile, so glad to see this feature. It will save soooo much time when you want to do something more lush.
@@BoG_City he said "some" of the coaster. So we already saw the turntable on the water coaster. Doesnt mean we get them on the regular coaster. But alone the fact they added it at some rides, means they would be able to add them to the rest later too
@@Homebanner666 no he was talking about coasters I believe because he said more than one plus he also said drop tracks and the water coaster does not have that
I think it will be even easier when you get to play with it yourself. It’s amazing. They really thought about all the complaints and fixed them. Let’s goooooo!
not enough people are talking about it, but seeing the way the people start filling up the pool was soooo satisfying, it was like seeing a real life pool on a farmhouse go from completely empty to filled with your buddies before you jump in.
That scenery tool is going to be such a big improvement because placing every little tree and stone by hand even with the copy tool is such a pain. So who ever came up with the idea to add that. Thank you so much 🙏
It would be so great if transfer tracks and maintenance facilities were part of coaster management. For example running more trains increases operating costs but is worth it for increased ridership if the demand is there. Maybe a coaster train can complete 200 cycles before it needs to be transferred off for maintenance. This would add a whole new level of management economics and realism with coasters!
They need to strike a delicate balance between a simulation and a business management game...these wishlist items add more complexity to the gameplay which may turn casual players off as they may become frustrated when trying to learn how to use such complex features. They have to make a game that is easy for players to learn how to play thus broadening the game's appeal to as wide an audience as possible. I can remember when no limits 2 came out,the transfer track was so difficult to use in terms of actually removing trains from the circuit that I gave up trying after several attempts and just un-installed the game altogether.
@@michaezell4607 You could have an accessible mode selected by default and only require complicated maintenance in hard mode. Easy medium and hard mode were already a thing in PLANCO1. For me requiring some additional game mechanics in hard mode makes sense. You could of course add a transfer track and maintenance facility in sandbox mode if you wanted to have it, and could interact with those mechanics, but they would only be required in hard mode. You could also run any coaster as a closed loop with the maintenance barn being the platform, but this would mean that anytime maintenance is required the full coaster would need to be shut down. What I am getting at is that better coaster management and maintenance should be implemented. 1. Train specific maintenance necessitating maintenance facilities and transfer track. 2. Evacuation paths connected to all block zones. 3. Maintenance economics that encourage running less trains in quiet parks and more trains when the park is busy. 4. Preventative and corrective maintenance both need to be modeled into the sim, and this should have a larger impact on park reputation and guest attendance. 5. Accident rate and breakdown rate should be correlated to maintenance policies having long term reputation and economic ramifications for the park.
Hoping that now visitors can enter the roller coaster while people are disembarking, and they don't have to get to the exit floor of the attraction for people in line to get on.
Please add the ability to build multiple stations that can load and unload guests, Like build two stations with a track that can switch to the other while attached to the same ride, Also Splash pads will be something I'd really like :)
@@Julia_and_the_City To be specific I meant like kiddie splash areas with water hoses and water spill buckets and climbable structures, Plus what you thought splash pads as a section for a roller coaster is actually already something you could do but it's alright maybe they could have guest wait by a path and get splashed by a incoming coaster.
Can we talk about the manufacturer names in this game? 🙃 Valais & Nidwalden for Bolliger & Mabillard, Anton for Anton Schwarzkopf, Giovanni for Giovanola, OUTAMAX for Intamin, And fricking DART KINETICS FOR ARROW DYNAMICS!! I love you, PlanCo devs. 🧡
They've pretty much confirmed almost everything the community has been asking for: - Better pathing - Slides that end in a runout - Switch tracks and drop tracks
@@nkechiesan5207 EA doesn't care about making games. Only money, its easier for them to underpay/contract developers to re-release their games over and over...people will continue to buy their trash.
The improvements to PC2 is unmatched to PC1. I do appreciate how you just built off what you already have instead of just starting over and going to scratch. We made some pretty EPIC videos with PC1, I cant wait to see how far we can really push the limits of entertainment with Planet Coaster 2.
Everyone is talking about switch/drop tracks (which I'm definitely excited for), but the sleeper hit in all of this is definitely the scenery painting tool.
Please give us crossings for transport rides over paths, so the peeps get stopped by a barrier or something like that. Look at the Jurassic World games to see what I mean: When the track of a transport ride intersects a path, it creates a crossing.
Yes. Transport rides need more attention in general. They tie the park together. I'm worried that they have been neglected or downgraded because we haven't seen any of them yet.
One of the main reasons I never stuck with PC was due to the groundworks and paths, it never felt natural no matter how long I spent trying to construct realistic floor plans, along with pre built rides looking out of place. I'd quickly just start throwing down rides to complete milestones and lose interest... ...but this looks incredible!! , especially being able to have kiosks over hang paths, I am definitely buying 2.0, well done guys
The game alone is overwhelming, but you can make it less so depending on how you play it. I have never used all of the features from PC1 to the fullest because it is time consuming and my creativity has some limits, BUT I play it casually and in a very simplistic way and I still love it so much ❤
Huge appreciation for the scenery brush and library of prebuilt stuff; one of the big problems I had with PC1 was blank canvas syndrome and the amount of time it felt was required to get something looking decent. Knowing I can build a pretty good area in a dozen clicks and then spend time fine-tuning it if I really want to sounds much better!
Wow. Just wow. Thank you everyone at frontier who made this possible. This is a huge upgrade over the original game. Well worth the wait. Can't wait to get my hands on this!
Someone asked me for a "wish" in PC2, and honestly Iv been... "Just PC2 is fine!". Last night, I was putting together a custom coaster in PC1 and had to add some custom supports and realized... "Spline Based Support Tool". A simple tool, maybe part of the Scenery... Where you can select the "Ground" anchor for a support and place it. Then Place the Other end of the Anchor, and join the two together. A 'Ghost' support column is then generated between the two points, and can be Manipulated slightly by Diameter and Shape, then when the player has the shape and size set, they click a 'Finish' button, and the Game renders a Solid Support Colum based on that info. I feel like that could save a lot of time for the player, be automating the "angles" between the Start and End points. I know I had a rough time getting support poles lined up, Many, Many , Many, Many times just for the one element..... ..... Just a thought.
I just tried a vertical drop slide for the first time yesterday and it was fantastic, and i couldn't help but notice that you only have rear loading drop slides here, and the one I went on was front loading, that would be a neat option to have.
Basically everything I want from this sequel has been confirmed! I would like to see if there are some improvements to the terrain tool. Maybe show some textures, water and upgrades to the tools in the next deep dive?
While I'm absolutely thrilled to see all of the improvements in this new version. Only a couple of things I'd love to see: 1. Separate exit stations 2. Get rid of the chunky "gates' for entrances and exits (and especially at the bottom of flume staircases!) Make it much more versatile, or use different types of gate styles? Maybe something that's customizable? Otherwise, great job so far! Can't wait to see what else is under the hood!
that stamp tool for paths and plazas is genius! I absolutely can't wait to play this game and a huge thank you to all the creators for working on this! :D
I'm actually excited to see how creators will use the pool drawing tool to create scenic ponds, etc in a park because of how clean they are structured compared to terrain in Plan Co 1
What would be convenient for the event sequencer is the ability to drag the playhead around or modify the playback speed while editing. You know, like most video editing or animation programs.
with the option to add scenery to moving parts of rides you guys could be the first game ever to maek a mad house that we as player can decorate, i would really like this!!!
I'm excited to use the scenery brush and making things bigger/smaller! One thing I would always get frustrated with in pc1 was how long it takes to place scenery for filling unused areas, and that I wish I could make things bigger or smaller like in sims 4.
I'm hoping switch tracks and transfer tracks could eventually come to every model for making maintenance area. Tbh a maintenance overhaul dlc would be cool if that's not in the base game.
As a new player of PC (been a fan since the beginning. Shoutout to channel five gaming) I’m excited for all of this but please make simple fixes for staff like adjusting everyone’s salary at once, we should be able to select the color of our staff uniforms before hiring them for better and quicker customizations and for the life of me please allow me to close all my rides at once lmaooo
The game looks amazing! I can't wait to start playing it. 😁 You have really taken the customization features to a whole new level (in an awesome way!). Thank you to everyone who is working on Planet Coaster 2 and the next two games that you will be releasing in the next two years. What you do, bringing joy and happiness to people around the world is amazing. I'm so thankful. It would be awesome to have these features like the scenery brush, the new pathing tool and the scaling tool in Planet Zoo 2 too. 😉
They need to bring someone in on the next deep dive who can build a realistic coaster with a switch track and really show what we can expect from smoothing and POVs
8:55 ok this looks promising. Inside the toilet cabin, there's some nice bounce lighting and we can also observe some denoising artifacts. Does that mean you guys finally implemented Raytraced Global Illumination? This would be huuuge because it would mean dark rides would finally be dark!
amazing! loads of awsome features, especially the brush tool and the pathing integration! just one last wish remaining: ride seating / entrance animations
This looks amazing! So many improvements over Planet Coaster 1, it really feels like they listened to what the players wanted. Only small change I'd love to see is in the screen where you're selecting the type of coaster you'd like to build, it'd be nice to have a preview of the coaster's kart and a piece of rail next to the name of the coaster. Otherwise, it looks amazing and I really love the new UI and tools!
You should call the final form of a themepark (when you decide it's kinda 'done') a dreampark. Or something else, I just like the word dreampark and think it needs a use (you mentioned asynchronous co-op with trying to make the most money on the leaderboard or something like that maybe the top one is called that)
Yeah, this is what I thought. Honestly, many parts of the UI even made me think of RCT3. I spent so many hours in that game as a kid and I'm so excited to have the nostalgia of the water parks back.
An example of actual game progression, like RCT1 to RCT2, taking what fans love, improving the parts that annoyed fans, adding long requested features. I have very high hopes for this game but all looks very promising so far!
This was so satisfying to watch. I haven't played PC1, so no prior experience here. But just watching this made me want to get my hands on PC2 and dive in.
Guys! Thanks so much for the deep dive - you are booth very engaging and explain it really well - been a long while since I played Planco 1, but this is something that is definately going to bring me back!
The New path tools look fantastic but you should have a simple mode it boots up with as default for the first time in a park that's more limited but easier to wrap your head around for new people. The new complexity is fantastic though
This looks absolutely wonderful!! Thank you so much Planco devs. ❤ My one big QOL request: Have an option for roller tracks on coasters to be treated like a track ride, excitement-wise. I love having show scenes on coasters (like the Dragon at Legoland, or the Seven Dwarves Mine Train at the Magic Kingdom). Coasters that also have slow-moving dark ride sections, yknow? But in Planco 1 if I tried to do something similar, it would *tank* the excitement. Having the option to have those slow-moving roller tracks be calculated differently would be a life-saver for coaster/dark ride hybrids. Love y'all!! Thanks for all the amazing work. ❤
Can't wait to play this tbh. One thing I've noticed is that you can't build track while viewing the live stats for testing. In PC1 the stats could be viewed as you edited the track.
This looks fantastic, the level of detail you can get into or just gloss over but still make things work is amazing. That is one of the best features of the game, you can not only manage the park but manage how much engagement with each ride you want in it's placement and detail and even how all the rides operate, just fantastic. This and City Skylines 2 fulfill my gaming need to be creative and enjoy watching sims interact with things. Like building models i always wanted with lego's but could never build. Honestly i am surprised you guys and the City Skylines folks haven't talked to Lego at all about building sets based on your games, just my 2 cents.
Looking forward to this. One of my main builds in Planco was building a recreation of Center Parcs Sherwood forest. I was at it for about two years using my own knowledge of the place (have been going over 30yrs) Photos, videos and luckily the whole place is mapped out in Google maps, trying to get it as like and detailed as possible. Ok, not a theme park, just a cool looking concept. Dreaded getting to the 'Dome' Sub tropical swimming paradise part, but now, that part can be fully functional! Great work
this looks awesome. all the new tools seen here are just amazing. i've spent hundred of hours only decorating in PC1 and PZ1. looking forward to spent hundreds more now
I love Deep Dive. The new tools will save builders a lot of time. What I personally would like more is to simplify the selection of individual objects, so that I don't want to search and scroll through the list for long time.
Direct control of a character to run around the parks and use the rides etc please. (Not just the chest code camera but an actual feature like Thrillville had)
The pathing is reason enough in which to buy this game, but in the water park, will there be 10,000 gallon bucket drop pools? Also, can you create flumes that end in their own long bodies of water? Not many pools at water parks just allow people coming down flumes to dump into the main pool with out some sort of separation so that guests don't get hurt. I realize it's a game, but that level of realism would be appreciated. Not bad otherwise! I’m really excited to get started with all this!
Scenery brush is such a goated feature. It gives me Zoo Tycoon 2 memories. Excellent choice to include it
So many pre-set brushes.. and the ability to make custom brushes is just.. I could cry😭😍.
I'm really glad to see that. Its funny, when I was playing Jurassic World Evolution, I was wishing I could just place down a single tree like Planet Coaster. Then in Planet Coaster I was wishing there was a brush to place a bunch of trees like JWE. Glad its really happening!
This. I've wanted this from their Jurassic Park games in PC and PZ for quite awhile, so glad to see this feature. It will save soooo much time when you want to do something more lush.
I finally won’t have to suffer while making scenery
Thanks to Jurassic World Evolution.
Switch tracks and Drop tracks. Love you guys!
where do you see it?
@@DoomEBhe says it at @30:34. To sum up, they will be special track pieces on some of the Coaster types
@@BoG_City he said "some" of the coaster. So we already saw the turntable on the water coaster. Doesnt mean we get them on the regular coaster. But alone the fact they added it at some rides, means they would be able to add them to the rest later too
Finally!
@@Homebanner666 no he was talking about coasters I believe because he said more than one plus he also said drop tracks and the water coaster does not have that
The new path system is absolutely incredible. Very excited to have my paths and plazas be something I can just make rather than hack together.
I think it will be even easier when you get to play with it yourself. It’s amazing. They really thought about all the complaints and fixed them. Let’s goooooo!
That alone makes what ever the price of the game worth it.
The path tools on regular planet coaster pissed me off. They were cumbersome and not intuitive.
shame the NPC's are buggy, watch the leaked gameplay/ path system not that great.
24:45 YES! Finally gone are the days of making a wad of scenery off in the distance and copy and pasting it around to fill in empty areas.
Tell me about it, took me like 3 hours to do yesterday in my park in PC1. 😭
Thanks to Jurrasic world evolution.
I GASPED
not enough people are talking about it, but seeing the way the people start filling up the pool was soooo satisfying, it was like seeing a real life pool on a farmhouse go from completely empty to filled with your buddies before you jump in.
Absolutely, I had just read your comment as they started cannonball-ing into the pool as the video played! 😁👌
Still no pool depth adjust feature though
Switch tracks confirmed! Now please pov to show proper coaster smoothing and DARK RIDES
Where?
30:31
Just casually dropping switch tracks ;)
Can someone explain what are switch tracks about ?
@@YOUENNNN just search for a video with it
That scenery tool is going to be such a big improvement because placing every little tree and stone by hand even with the copy tool is such a pain. So who ever came up with the idea to add that. Thank you so much 🙏
30:34 Casually brings up the most hyped feature about PC2
8:42 I love how the shops don't need to be perfectly aligned with the paths anymore
THANK THE LORD WE HAVE SWITCH TRACKS!
Amen!
And a really good pathing tool, a scenery brush.. and SO MUCH MORE. And from what I could see.. there are at least 40+ coasters so far.
It would be so great if transfer tracks and maintenance facilities were part of coaster management. For example running more trains increases operating costs but is worth it for increased ridership if the demand is there. Maybe a coaster train can complete 200 cycles before it needs to be transferred off for maintenance. This would add a whole new level of management economics and realism with coasters!
Completely agreee
Yes!
They need to strike a delicate balance between a simulation and a business management game...these wishlist items add more complexity to the gameplay which may turn casual players off as they may become frustrated when trying to learn how to use such complex features.
They have to make a game that is easy for players to learn how to play thus broadening the game's appeal to as wide an audience as possible.
I can remember when no limits 2 came out,the transfer track was so difficult to use in terms of actually removing trains from the circuit that I gave up trying after several attempts and just un-installed the game altogether.
@@michaezell4607 You could have an accessible mode selected by default and only require complicated maintenance in hard mode. Easy medium and hard mode were already a thing in PLANCO1.
For me requiring some additional game mechanics in hard mode makes sense. You could of course add a transfer track and maintenance facility in sandbox mode if you wanted to have it, and could interact with those mechanics, but they would only be required in hard mode.
You could also run any coaster as a closed loop with the maintenance barn being the platform, but this would mean that anytime maintenance is required the full coaster would need to be shut down.
What I am getting at is that better coaster management and maintenance should be implemented.
1. Train specific maintenance necessitating maintenance facilities and transfer track.
2. Evacuation paths connected to all block zones.
3. Maintenance economics that encourage running less trains in quiet parks and more trains when the park is busy.
4. Preventative and corrective maintenance both need to be modeled into the sim, and this should have a larger impact on park reputation and guest attendance.
5. Accident rate and breakdown rate should be correlated to maintenance policies having long term reputation and economic ramifications for the park.
Hoping that now visitors can enter the roller coaster while people are disembarking, and they don't have to get to the exit floor of the attraction for people in line to get on.
Please add the ability to build multiple stations that can load and unload guests, Like build two stations with a track that can switch to the other while attached to the same ride, Also Splash pads will be something I'd really like :)
Yes I agree I want to say Roller Coaster Tycoon 3 had it this will be a huge spec to add
I hope they do the unloading stations as well
Yes, they really need to do that. They did it in RCT3, so idk why they didn't in the first Planet Coaster.
Splash pads can be mimicked by a careful application of brakes and scenery triggers I suppose, but I still agree with this sentiment
@@Julia_and_the_City To be specific I meant like kiddie splash areas with water hoses and water spill buckets and climbable structures, Plus what you thought splash pads as a section for a roller coaster is actually already something you could do but it's alright maybe they could have guest wait by a path and get splashed by a incoming coaster.
Can we talk about the manufacturer names in this game? 🙃
Valais & Nidwalden for Bolliger & Mabillard,
Anton for Anton Schwarzkopf,
Giovanni for Giovanola,
OUTAMAX for Intamin,
And fricking DART KINETICS FOR ARROW DYNAMICS!!
I love you, PlanCo devs. 🧡
Premium Rides for Premier Rides
F&N for E&F
Big M's Rides for Mack Rides
Vector for vekoma :)
Don’t forget
F&F for S&S.
“Man, those V&N coasters have been having a serious rattle issue lately…”
I laughed way too hard seeing those names! 😆
@keenanwhitham4920 I guess, I didn’t expect the infinity to come back, hopefully the smoothing has been improved on that coaster type.
They've pretty much confirmed almost everything the community has been asking for:
- Better pathing
- Slides that end in a runout
- Switch tracks and drop tracks
Yes EA needs to take notes
WE JUST NEED TRANSFER TRACKS PLEASE
I think the last big thing besides those is performance that isn’t genuinely ass
@@nkechiesan5207 EA doesn't care about making games. Only money, its easier for them to underpay/contract developers to re-release their games over and over...people will continue to buy their trash.
It's just indoor rides/proper indoor lighting, but i doubt we'll see it.
The improvements to PC2 is unmatched to PC1. I do appreciate how you just built off what you already have instead of just starting over and going to scratch. We made some pretty EPIC videos with PC1, I cant wait to see how far we can really push the limits of entertainment with Planet Coaster 2.
Everyone is talking about switch/drop tracks (which I'm definitely excited for), but the sleeper hit in all of this is definitely the scenery painting tool.
Please give us crossings for transport rides over paths, so the peeps get stopped by a barrier or something like that. Look at the Jurassic World games to see what I mean: When the track of a transport ride intersects a path, it creates a crossing.
Yes. Transport rides need more attention in general. They tie the park together. I'm worried that they have been neglected or downgraded because we haven't seen any of them yet.
The sequencer must be such a lifesaver - gone are the days of cheesing timed events by triggers on a hidden rollercoaster.
That said, it cracked me up that he immediately botched his sequence right after deciding what he wanted lol
I appreciate how long this deep dive was, so many cool new features like the slides, scenery brush and switch tracks, I can't wait for this game 💯
I thought my theme park building days were over since theme park back in the 1990's on the commodore amigo. Planet coaster is absolute class 😎👌
I love summer but Planet Coaster 2 helps me put the end of summer into perspective, I almost can't wait for the fall so the game comes out
Same!!
One of the main reasons I never stuck with PC was due to the groundworks and paths, it never felt natural no matter how long I spent trying to construct realistic floor plans, along with pre built rides looking out of place.
I'd quickly just start throwing down rides to complete milestones and lose interest...
...but this looks incredible!! , especially being able to have kiosks over hang paths, I am definitely buying 2.0, well done guys
not enough people are talking about the scenery brush.. that’s CRAZY
I'm probably alone here, but I find the extreme amount of detail possible overwhelming, the path tool alone was so massive
The game alone is overwhelming, but you can make it less so depending on how you play it. I have never used all of the features from PC1 to the fullest because it is time consuming and my creativity has some limits, BUT I play it casually and in a very simplistic way and I still love it so much ❤
Loving the look of the new tools ❤
Biffaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
Very excited about this release. I am 69 and just love playing my video games. It keeps me busy and out of trouble!
Aww that's wonderful!! I'm super excited too ❤
seeing the scenery brush made me audibly gasp. one of the things i was most hoping to come into this game!
Scenery brush saves hours of work, I love this
I'm really looking forward to when the more creative modders, like DeLadySigner get a hold of PC2. I enjoyed her park builds and assets she created.
Sequencer changes look 💯
Everyone talking about switch tracks, but how amazing is that greenery brush tool??🎉
THIS IS AMAZING!
Huge appreciation for the scenery brush and library of prebuilt stuff; one of the big problems I had with PC1 was blank canvas syndrome and the amount of time it felt was required to get something looking decent. Knowing I can build a pretty good area in a dozen clicks and then spend time fine-tuning it if I really want to sounds much better!
Wow. Just wow. Thank you everyone at frontier who made this possible. This is a huge upgrade over the original game. Well worth the wait. Can't wait to get my hands on this!
Scenery Brush and Scaling is a real gamechanger.. 🔥
Someone asked me for a "wish" in PC2, and honestly Iv been... "Just PC2 is fine!".
Last night, I was putting together a custom coaster in PC1 and had to add some custom supports and realized... "Spline Based Support Tool".
A simple tool, maybe part of the Scenery... Where you can select the "Ground" anchor for a support and place it. Then Place the Other end of the Anchor, and join the two together. A 'Ghost' support column is then generated between the two points, and can be Manipulated slightly by Diameter and Shape, then when the player has the shape and size set, they click a 'Finish' button, and the Game renders a Solid Support Colum based on that info. I feel like that could save a lot of time for the player, be automating the "angles" between the Start and End points. I know I had a rough time getting support poles lined up, Many, Many , Many, Many times just for the one element.....
..... Just a thought.
I just tried a vertical drop slide for the first time yesterday and it was fantastic, and i couldn't help but notice that you only have rear loading drop slides here, and the one I went on was front loading, that would be a neat option to have.
Apart from all the awesome features, the music already sounds amazing.
We need a reveal date and preorders now guys!
HERES ALL MY MONEY FRONTIER.
@@ErwinPPPFRRR
Basically everything I want from this sequel has been confirmed! I would like to see if there are some improvements to the terrain tool. Maybe show some textures, water and upgrades to the tools in the next deep dive?
27:58
Giovanola is just called ‘Giovanni’ 😂
Im for sure making Hagrid Magical Creatures Motorbike Adventure when the game comes out
While I'm absolutely thrilled to see all of the improvements in this new version. Only a couple of things I'd love to see: 1. Separate exit stations 2. Get rid of the chunky "gates' for entrances and exits (and especially at the bottom of flume staircases!) Make it much more versatile, or use different types of gate styles? Maybe something that's customizable? Otherwise, great job so far! Can't wait to see what else is under the hood!
that stamp tool for paths and plazas is genius! I absolutely can't wait to play this game and a huge thank you to all the creators for working on this! :D
I'm actually excited to see how creators will use the pool drawing tool to create scenic ponds, etc in a park because of how clean they are structured compared to terrain in Plan Co 1
What would be convenient for the event sequencer is the ability to drag the playhead around or modify the playback speed while editing. You know, like most video editing or animation programs.
with the option to add scenery to moving parts of rides you guys could be the first game ever to maek a mad house that we as player can decorate, i would really like this!!!
I'm excited to use the scenery brush and making things bigger/smaller! One thing I would always get frustrated with in pc1 was how long it takes to place scenery for filling unused areas, and that I wish I could make things bigger or smaller like in sims 4.
Being able to attach scenery to carts is sooo amazing! Now we can theme the carts to fit the ride. Thank you soo much for this!
I'm hoping switch tracks and transfer tracks could eventually come to every model for making maintenance area. Tbh a maintenance overhaul dlc would be cool if that's not in the base game.
1000000% agree this was what I wsa the most hoping for
That draw tool looks AMAZING
As a new player of PC (been a fan since the beginning. Shoutout to channel five gaming) I’m excited for all of this but please make simple fixes for staff like adjusting everyone’s salary at once, we should be able to select the color of our staff uniforms before hiring them for better and quicker customizations and for the life of me please allow me to close all my rides at once lmaooo
The game looks amazing! I can't wait to start playing it. 😁 You have really taken the customization features to a whole new level (in an awesome way!). Thank you to everyone who is working on Planet Coaster 2 and the next two games that you will be releasing in the next two years. What you do, bringing joy and happiness to people around the world is amazing. I'm so thankful. It would be awesome to have these features like the scenery brush, the new pathing tool and the scaling tool in Planet Zoo 2 too. 😉
They need to bring someone in on the next deep dive who can build a realistic coaster with a switch track and really show what we can expect from smoothing and POVs
Next deep dive is about (park) management.
This game looks so good! I am so excited!
8:55 ok this looks promising. Inside the toilet cabin, there's some nice bounce lighting and we can also observe some denoising artifacts. Does that mean you guys finally implemented Raytraced Global Illumination? This would be huuuge because it would mean dark rides would finally be dark!
I've never been more exited about a game EVER!
OMG can't wait to play this myself!!!
the sequenced events window reminds me of RCT3
I really really hope we have realistic fireworks, the PC1 ones were too silly and didn't fade realistically. I loved making shows on RCT3
It looks so nostalgic omg
17:17 open-sided track on that curve is criminal 😂
amazing! loads of awsome features, especially the brush tool and the pathing integration! just one last wish remaining: ride seating / entrance animations
22:00 I shed a tear seeing the timeline interface.
PC1’s sequencer was such a nightmare to work with
Great job Planet coaster is one of my favourite games ever played, and this clearly has a lot more work and customisation options which is exciting!
SWITCH TRAKCS AND DROP TRACKS CONIFRMED
Drop tracks were confirmed weeks ago.. but yaaaaay!!
really cool stuff guys. love how you kept some neat additions to showcase outside of the big reveal
Every time I had a question they answered it. I'm super excited.
the scenery painter is so cool to see
This looks amazing! So many improvements over Planet Coaster 1, it really feels like they listened to what the players wanted. Only small change I'd love to see is in the screen where you're selecting the type of coaster you'd like to build, it'd be nice to have a preview of the coaster's kart and a piece of rail next to the name of the coaster. Otherwise, it looks amazing and I really love the new UI and tools!
That tree scenery brush is so needed, something you carried over from Jurassic World Evo. Nice call
You should call the final form of a themepark (when you decide it's kinda 'done') a dreampark. Or something else, I just like the word dreampark and think it needs a use (you mentioned asynchronous co-op with trying to make the most money on the leaderboard or something like that maybe the top one is called that)
Heatmaps and Event Sequencer 🎉 I love how they've brought back the things that were missing from Roller Coaster Tycoon
Yeah, this is what I thought. Honestly, many parts of the UI even made me think of RCT3. I spent so many hours in that game as a kid and I'm so excited to have the nostalgia of the water parks back.
An example of actual game progression, like RCT1 to RCT2, taking what fans love, improving the parts that annoyed fans, adding long requested features. I have very high hopes for this game but all looks very promising so far!
This was so satisfying to watch. I haven't played PC1, so no prior experience here. But just watching this made me want to get my hands on PC2 and dive in.
Please add that if you close slides, water turns off. It will be more realistic😂
Guys! Thanks so much for the deep dive - you are booth very engaging and explain it really well - been a long while since I played Planco 1, but this is something that is definately going to bring me back!
True sandbox right here, can't wait to play
This is incredible, cannot wait!
I love you Planco2
The more we know about the game the more i start to love it. Those guys really thought about everything
The New path tools look fantastic but you should have a simple mode it boots up with as default for the first time in a park that's more limited but easier to wrap your head around for new people. The new complexity is fantastic though
This looks absolutely wonderful!! Thank you so much Planco devs. ❤
My one big QOL request: Have an option for roller tracks on coasters to be treated like a track ride, excitement-wise.
I love having show scenes on coasters (like the Dragon at Legoland, or the Seven Dwarves Mine Train at the Magic Kingdom). Coasters that also have slow-moving dark ride sections, yknow? But in Planco 1 if I tried to do something similar, it would *tank* the excitement.
Having the option to have those slow-moving roller tracks be calculated differently would be a life-saver for coaster/dark ride hybrids.
Love y'all!! Thanks for all the amazing work. ❤
The scenery brush 😭😭 crying about how good this all seems
Can't wait to play this tbh. One thing I've noticed is that you can't build track while viewing the live stats for testing. In PC1 the stats could be viewed as you edited the track.
Never been so hyped for a game in recent years!
Hope the controls for PS5 and controllers will be good as well! Loved it on my PS5 but control was tough
This looks fantastic, the level of detail you can get into or just gloss over but still make things work is amazing. That is one of the best features of the game, you can not only manage the park but manage how much engagement with each ride you want in it's placement and detail and even how all the rides operate, just fantastic. This and City Skylines 2 fulfill my gaming need to be creative and enjoy watching sims interact with things. Like building models i always wanted with lego's but could never build. Honestly i am surprised you guys and the City Skylines folks haven't talked to Lego at all about building sets based on your games, just my 2 cents.
Looking forward to this. One of my main builds in Planco was building a recreation of Center Parcs Sherwood forest.
I was at it for about two years using my own knowledge of the place (have been going over 30yrs) Photos, videos and luckily the whole place is mapped out in Google maps, trying to get it as like and detailed as possible. Ok, not a theme park, just a cool looking concept. Dreaded getting to the 'Dome' Sub tropical swimming paradise part, but now, that part can be fully functional! Great work
Can we change the railing that is on a path? Like have a wood railing on a concrete bridge? It was a feature sorely missing in the first game.
this looks awesome. all the new tools seen here are just amazing. i've spent hundred of hours only decorating in PC1 and PZ1. looking forward to spent hundreds more now
I really hope this game is more optimized than the first one. I’d love to be able to build a park with lots of scenery and manage at least 30-60FPS.
With an updated engine, im sure it will be plenty optimized. Tech has advanced quite a bit since the first game.
@@EvanWashburn-x2g Cities skylines 2 is calling.
I wish that the new path system were in Planet Zoo
I love Deep Dive. The new tools will save builders a lot of time. What I personally would like more is to simplify the selection of individual objects, so that I don't want to search and scroll through the list for long time.
The new path looks awesome. Thank you
Direct control of a character to run around the parks and use the rides etc please. (Not just the chest code camera but an actual feature like Thrillville had)
The new sequencer is much needed. Glad to see how much it’s improved
The pathing is reason enough in which to buy this game, but in the water park, will there be 10,000 gallon bucket drop pools? Also, can you create flumes that end in their own long bodies of water? Not many pools at water parks just allow people coming down flumes to dump into the main pool with out some sort of separation so that guests don't get hurt. I realize it's a game, but that level of realism would be appreciated. Not bad otherwise! I’m really excited to get started with all this!
Wow, the scenery brush tool is incredible!!
I love the planet coaster game please never stop updating creating and innovating for this game it truly is amazing
The new path system is a complete game changer, beautifully done!