Devs, can we get a definitive answer on Weather?

If it rained through solid objects that'd be worse than no rain at all.

I think this is the reason we don't have weather yet. I agree fully. No weather is better than weather through solid objects. Today we don't have solid objects to block sun light which I think would be more important to resolve before weather.
 
I think this is the reason we don't have weather yet. I agree fully. No weather is better than weather through solid objects. Today we don't have solid objects to block sun light which I think would be more important to resolve before weather.

Totally agree here, we need the no light walls before the weather is tackled, just worrying regard to fps drain if we have weather!
 
Even though weather effects as rain and snow will be to hard to fix for the game, they should reconsider having different temperatures for every day. A cold day maybe more people want to buy hot Streetfox Coffee. A warmer day people wanna buy Gulpee soda. [happy]
 
I am guessing the main reason for such a affirmative "no" is due to the issue of inside/outside performance (same for lighting)?

Frontier, why not just bite the bullet and let us "zone off" areas as inside/outside. These zones can be defined with various methods:
  • a selection of pre built "warehouse" prop buildings of varying sizes. As these are assets, its easy for PC to know the "inside" volume here.
  • a warehouse "editor" that basically lets us lay a grid based inside area and then add multiple doors
  • allow us to drag a cube area, or multiple cube areas attached to our building. This is a manual operation, but will allow us fine control.
  • an auto calculated zone. If we flag a building as "inside" then make PC calculate the inside zone based on bounds + some filtering on certain asset types

Once you know whats inside and what is not, does that not remove most of the performance issues associated with weather?

Also as an added bonus there is an entirely new system to build dark ride lighting, guest behaviours and much more.
  • "its cold, i wish this park had more inside attractions."
  • "I am excited to see what is inside this building."
  • "The smell of the toilets is really bad inside *the warehouse*"

Essentially you could make PC see "inside" as a park attraction that guests want to visit!

Expanding upon that, if there was some form of "warehouse" or "warehouse editor", you could charge admission. This could be used to design walk through rides!
 
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Once you know whats inside and what is not, does that not remove most of the performance issues associated with weather?

My guess is it will have the opposite effect.
Because it means constant calculations based on weather status and location of the camera.

As for warm/cold. This could be done based on the in-game calendar.
 
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My guess is it will have the opposite effect.
Because it means constant calculations based on weather status and location of the camera.

As for warm/cold. This could be done based on the in-game calendar.

I think warm/cold would be a good compromise to weather.

Warmer days people would prefer water rides and cold drinks/food, cooler days water rides would not be popular and warmer food would be popular
 

Bo Marit

Lead Community Manager
Frontier
Again, this is feedback I will bring to the team, but it's not likely to happen at the moment. Thanks for kindly bringing it to our attention though :)
 
Again, this is feedback I will bring to the team, but it's not likely to happen at the moment. Thanks for kindly bringing it to our attention though :)

Ever diligent community manager! Good show!

My guess is it will have the opposite effect.
Because it means constant calculations based on weather status and location of the camera.

As for warm/cold. This could be done based on the in-game calendar.

There are many ways to skin a cat. Id imagine something could be done in a screen space shader. One could use a combination of depth buffer and our inside/zones. Each pixel in the screenspace then produces a color (a mask) of either black or white (0.0 or 1.0). We could then render our rain/weather as a 1 hit overlay but just skip any pixels marked as 0.0. (I am over simplifying this just to make the point)

It would add the overhead of calculating said mask buffer, but Id imagine the engine already has the majority of this information calculated already, just in other areas!

One could use the current calendar for temperature, but there wouldn't be much scope for using this in the game. Id imagine it would boil down to "I am cold, buy a hot meal". Yes a nice extra, but there is so much more potential with a bit more depth...
 
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Rain - I would be happy with a 2D overlay that covers the screen (similar to RCT) and I do not care if it rains through walls, as long as it doesn't rain through terrain. I mean it would be cool if rain did not clip through walls (like Parkitect) but I could see that being a nightmare on our CPUs, so thats why I would be happy just to see a 2D overlay, that way guests can buy/use umbrellas. If rain impacts frame rate, you could disable it or set it to only occur very rarely.

Temperature - Would seem nice to have hot and cold days, if its colder some guests might choose to leave or coffee sales would increase, on hot days drinks and (hopefully pools?) could increase.

Seasons - This genre has always skipped the winter months (Nov-Feb) but we have the option of building in snowy biomes. I hope to see guests clothing match the biome that the park is located in (Alpine/snow should see less guests in shorts and more guests in heavy clothes).

Time - This is a really big question because the value of time can varry in this game depending on how we set our park hours. I wonder what kind of impact it would have if we could choose to add/remove months of the calendar, or set our parks to only be open a specific time of the year.
 
I think this is the reason we don't have weather yet. I agree fully. No weather is better than weather through solid objects. Today we don't have solid objects to block sun light which I think would be more important to resolve before weather.

I agree. I’d like to see this worked on first. I’d even be happy with preset black out buildings. For example you have a building object of various sizes that is a rectangle or box and it blocks out light. You can then theme and build inside the perimeter and then since it would be a building object, would be a grid building object you can place walls on the outside to decorate it etc whichever way you feel the need. I feel like this would be the least taxing on performance. I know it limits you to shapes and track layouts however, i would accept this as a compromise.
 
I do miss rain though. Thinking back at those sundays when I played RCT1 as a kid the rain in the park always had something magical and made it feel realistic and comfy.
 
Weather is currently not in the plans for Planet Coaster, sorry!

[heart]
Bo

Sam's from England as well as a bunch of other guys in the dev team, ask them how many times they've been to Alton Towers or Thorpe Park when it's so bright and sunny with nary a cloud in the sky!

We should have cloudy and rainy settings, with places to buy anoraks and umbrellas. Come on, guys, we all know you were all mean in RCT and put the price of umbrellas up when it was raining to make a quick buck!
 
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Sam's from England as well as a bunch of other guys in the dev team, ask them how many times they've been to Alton Towers or Thorpe Park when it's so bright and sunny with nary a cloud in the sky!

We should have cloudy and rainy settings, with places to buy anoraks and umbrellas. Come on, guys, we all know you were all mean in RCT and put the price of umbrellas up when it was raining to make a quick buck!

What do you try to say?

Bo is from the netherlands. If anybody knows something about water it's us the Dutchies.
 
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Listen pal, with your levvies and dams, one wanton drop in the ocean is enough sink your entire ❤︎❤︎❤︎❤︎ country [haha]

Yep, someday we the Dutch will be the immigrants because we have no place left to stay. [yesnod]
 
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