Theres been a Q&A with Sam Denney in the Coaster Head Club forums (the paying section of the forum) that was super cool.
He has been the whole week coming back to the thread and answering questions, even thousgh her grandma died the same week and he had to go also thorugh a medical operation. Fantastic chap.
Sam Danney is the Lead Artist and coaster and ride designer, and has worked previosuly on all RCT since the expansions of RCT2, also on the rest of theme parks games by Frontier. His normal day job in Planet Coaster is:
-Research...lots and lots of research
-Defining and designing systems for roller coaster tracks and supports
-Amusement ride design
-Ensuring amusement rides are technically and proportionally correct
-Generating specification sheets for artists to create rides from
-Mentoring the team on art and technical direction
-Meetings with design, animation and code teams
-Technical game and design documentation
-Planning and team management.
Interesting tidbits he gave during the Q&A:
-They have, right now 40 rides, including flats, but still adding more.
-They are studying very seriously how to make dark rides and how to included them in the game (dark ambiance, omnimouver systems, etc...), He say they have their TOP MEN working with them. *My note, I wouldnt wait fot them for the initial release, seems more the stuff of expansions they way he spoke about them.
-Various coaster types already, including the new wooden-steel hybrids.
-The wooden coaster construction is going to be something very special (talking about the realistic way of builidng the wooden supports).
-"Modding was a big part of what kept RCT3 alive for so many years and that has not gone unnoticed by us. We've been inspired by what the community has managed to create with our game. Some of the things we've seen have been absolutely breathtaking.
I think it's too early to discuss if we'll have modding within Planet Coaster but as I've said, we understand it's potential."
-The audio of coasters and tracks is something they are really pushing from a technology stand point. The study individual track elements in real life to ensure the sound exactly the same. The B&M roar, the thud sound when you pass each track section, etc...The physics is a big part of how the sound works in this game, for example, the weight the wheels carry, the G-forces, and the parts of the car.
-On-board music, they are all over this and investigating all the various ways in which this could work.
-Water Rides. They are still experimenting with the water physics and they cant wait to show people how it looks. He says Frontier has always been proud that their water is fully interactable and good looking (see RCT3's water), and that here they are going one step more (probably talking about rides like log flumes, water rapids... interacting with fully bodies of water apart from the water in the tracks, like in real life). He says its going to be a big part of Planet Coaster. *My note: They already said water rides, even if it was a small number, were going to be there for the game's release.
-Recolouring tracks and rides, the game has a very robust colouring system, and you can customise colours of a variety of track elements and supports. He did a 16 page document just to cover the complex rules of one track!
-Studying station platform layouts to transfer tracks, multiple stations etc, and how they can include them. Pens (the term they use for the small queue rows just before getting inside the coaster inside the station) are very high in the "want to include" list.
And at the end of the Q&A he gave us a surprise, the first look to the transport rides the game is going to have:
The Connie Express, based on the C.K. Holiday train on disneyland. The name Connie Express is based on her grandmother, that died this last week.