I believe that this has already been discussed somewhat in the "Construction animation" thread, but I'd like to go into detail about it.
Now, obviously, in a real park in real life, rollercoasters are not built on a whim, with the design being made up as they go along. If the theme park is safe they begin by using CAD (Computer-Aided Design) tools to build and simulate the coaster as a 3D model, complete with physics tests to ensure that nobody on it is going to have their brain melt and end up in their feet.
So how about a blueprint mode for Planet Coaster? It'd be an entirely optional feature - you can either click blueprint mode in the menu, then select the ride you want, or just build it immediately.
Of course, because it's a blueprint mode, it's not going to cost you anything to place down pieces. That way you can properly get the design of the track down without worrying if you're going to run out of money half way through.
Here's how I think blueprint mode should work. You can build basically anything that you can in normal, proper building mode, including paths, flat rides, queues, modular buildings, perhaps even terrain alterations. The only difference between building something in blueprint mode and normal immediate build mode is that when placing things down, they are instead a white, semi transparent model of whatever it is you've placed down. Visible, but clearly indicating it's not actually there. The "ghosts" can either disappear when blueprint mode is exited or remain.
You should be able to build as much as you want in blueprint mode, and then either individually confirm the construction by clicking on certain things (perhaps modular buildings will detect when things are attached to each other and allow the confirmation and construction of all of the connected pieces?) or go to a specific menu in blueprint mode and click "build all current blueprints" (both options would have to show you how much they cost).
Edit: Forgot an important detail.
When building coasters in blueprint mode, you should have the option to test them. They should only show you the max g-forces the ride experiences, unless intensity, excitement and nausea are things they can test for in a simulation.
Obviously, you don't want people making blueprints and then making something real through the middle of a coaster, then being able to confirm the coaster and whatever that real thing was now has coaster track embedded in it. In that case, anything that has an invalid location (due to moving terrain after placing blueprints, the aforementioned building new objects) should show up with a slightly red tint to it - although only on the part that's going to collide with whatever you placed down. You can still confirm the blueprints, but red tinted ones just won't build. Perhaps it should warn you before you confirm, "Part of your blueprints are in an invalid location. Any ghost with a red tint will not be constructed. Are you sure you want to continue?" with a yes/no box.
I'm not sure if there was more I wanted to say about blueprints, but if there is hopefully I will remember.
Please, let me know what you think.
Now, obviously, in a real park in real life, rollercoasters are not built on a whim, with the design being made up as they go along. If the theme park is safe they begin by using CAD (Computer-Aided Design) tools to build and simulate the coaster as a 3D model, complete with physics tests to ensure that nobody on it is going to have their brain melt and end up in their feet.
So how about a blueprint mode for Planet Coaster? It'd be an entirely optional feature - you can either click blueprint mode in the menu, then select the ride you want, or just build it immediately.
Of course, because it's a blueprint mode, it's not going to cost you anything to place down pieces. That way you can properly get the design of the track down without worrying if you're going to run out of money half way through.
Here's how I think blueprint mode should work. You can build basically anything that you can in normal, proper building mode, including paths, flat rides, queues, modular buildings, perhaps even terrain alterations. The only difference between building something in blueprint mode and normal immediate build mode is that when placing things down, they are instead a white, semi transparent model of whatever it is you've placed down. Visible, but clearly indicating it's not actually there. The "ghosts" can either disappear when blueprint mode is exited or remain.
You should be able to build as much as you want in blueprint mode, and then either individually confirm the construction by clicking on certain things (perhaps modular buildings will detect when things are attached to each other and allow the confirmation and construction of all of the connected pieces?) or go to a specific menu in blueprint mode and click "build all current blueprints" (both options would have to show you how much they cost).
Edit: Forgot an important detail.
When building coasters in blueprint mode, you should have the option to test them. They should only show you the max g-forces the ride experiences, unless intensity, excitement and nausea are things they can test for in a simulation.
Obviously, you don't want people making blueprints and then making something real through the middle of a coaster, then being able to confirm the coaster and whatever that real thing was now has coaster track embedded in it. In that case, anything that has an invalid location (due to moving terrain after placing blueprints, the aforementioned building new objects) should show up with a slightly red tint to it - although only on the part that's going to collide with whatever you placed down. You can still confirm the blueprints, but red tinted ones just won't build. Perhaps it should warn you before you confirm, "Part of your blueprints are in an invalid location. Any ghost with a red tint will not be constructed. Are you sure you want to continue?" with a yes/no box.
I'm not sure if there was more I wanted to say about blueprints, but if there is hopefully I will remember.
Please, let me know what you think.
Last edited: