Timelapse Modular Building

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[...] 3) And you're perfectly right, but it's still not the main focus. Remember, they're not trying to deliver us a "build the most realistic theme park ever tool", as if you think about it, 90% of the users would find boring spending hours on placing bushes, building houses and making their theme park pretty. They're developing a videogame that should be fun, easy to learn and with the main objective to catch the largest target market possible. In order to do that, they have to balance rides construction, scenery placing and management.
I'm not agree.

Like I said before :
The building tool is one of the pillars of the game (like the "coaster building tool", the "path system", the "crowd management", etc...)

All this game is about : building rides, building structures, buildings paths, placing bushes and making their theme park pretty (for "designers), and make it the most cost-effective (for "managers") and maybe (if we are lucky) let people from the world visit our park and buildings, and try our rides in the first person.

That being said, this is not a debate to know "what is the most important tool of the game". Because every tools are importants.
The question is "How to make this modular building tool as good as possible".

Because for now, unlike the "terrain editor" (which just need a sort of "texture brush" to be perfect, at least at first glance), the "building tool" is far from perfect (good yes, in the right direction yes, and as well, or even a little better than RCT3, but not as good and innovative that it should)

This topic is about the modular building, so this is some improvements the tool need.

So, I repeat, They really need to learn many things about theSims4 Building Tool. (especially the examples in my first message)

[...] Therefore, I highly doubt that they'll be able to implement a so huge and sophisticated building system, but I'm NOT saying that it shouldn't be optimized and polished.
There are some improvements to make, but nothing insurmountable.
This is Frontier, not a small independent studio.

Friends? [heart]
I think this game will be great, I'm just trying to make it the best it can (with the limited resources at my disposal : few messages on a forum, making by making as much noise as possible because "the ends justify the means")

This is not because I am passionate in the debate, that I am your enemy, dont think that.
Quite the contrary ! [heart][up]
 
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The question is "How to make this modular building tool as good as possible".
They really need to learn many things about theSims4 Building Tool. (especially the examples in my first message)

Ohhh now we're getting together! [yesnod]

I approve the idea of draggable walls, as I would love to have the possibility to recolor every single item in the game (TheSims3 major strong point).
In that way we would have billions of possibilities, giving to every theme park a different look and feel.

These are the 2 main features they should add imo.
 
Ohhh now we're getting together! [yesnod]

I approve the idea of draggable walls, as I would love to have the possibility to recolor every single item in the game (TheSims3 major strong point).
In that way we would have billions of possibilities, giving to every theme park a different look and feel.

These are the 2 main features they should add imo.

Oh yes Sims 3 CAST system I love it! retexture, recolor everything. They removed it in sims 4 and I could not play it beyond the first couple of days, it felt like going backwards. :( Got soo frustrated by having to recolor everything manually and have 20 different files of same objects just to have different colors. :p :p :p NOPE!

But the objects has to be prepared for that with extra layers of texture which take work if you haven't planned for it initially.

Now Planet Coaster is a different kind of game, it is not about interior decoration and clothing. But I would still love to see some kind of change color/texture ability even if it is simpler.
 
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I wonder if they make scenery parts, such as wall pieces, work with texture world location, so extending the length or height of a wall won't stretch the texture. This way you would have one large wall piece instead of plenty small ones. Not to say, UV mapping would be way easier for fresh modders too.
 
This is how I think too applez but you know people always want more and more. I'm just happy by what I saw since the beginning.

I think it's a generational thing. I remember when the only updates we used to get were two paragraph 'preview' articles two months before release.
 
Ohhh now we're getting together! [yesnod]

I approve the idea of draggable walls, as I would love to have the possibility to recolor every single item in the game (TheSims3 major strong point).
In that way we would have billions of possibilities, giving to every theme park a different look and feel.

These are the 2 main features they should add imo.
Yes. They need to add some features in the tool to be absolutly perfect.

Some very importants things (what I think is the priority) like :
- Textures (custom texture + color picking ?)
- Walls (stretchable ?)
- Roofs (stretchable ?)

And some others things, perhaps less important but they still should improve, like :
- Multiple floor (They can cheat here, this can be done by improving the path system)
- Grounds (They can cheat here, this can be done by improving the path system too)
- "Indoor Lighting" (Because if they dont do something about this, allowing to make darkrides, well ... modders will break the game to do it, but this will be not as good, 110% guarantee)

And of course ... (and this is just a key point for me, and many modders) :
- 3D Model Import with the ability to import its own "piece" of building
(even if it is related, that's a little off topic because this is not necessarily linked with the "Modular Building Tool" but it is more global, it's not only about "building pieces" but also CSO, CTR, CFR, Textures, Music and sound, etc...)

I wonder if they make scenery parts, such as wall pieces, work with texture world location, so extending the length or height of a wall won't stretch the texture. This way you would have one large wall piece instead of plenty small ones. Not to say, UV mapping would be way easier for fresh modders too.
+1
 
Little NEW idea:

I want the hability to rotate my objects in any direction!! :D Imagine Poligonal Buildings, Inclinated Towers.... That BEAUTIFUL ship landed, semi-Sunken on the desert or on watter, feeling like it landed on a irregular sea ground....... !!!

I think the ability to place any object in any directions/rotation too should be fantastic and easy to implement on the developing [yesnod][squeeeeee][squeeeeee][squeeeeee][squeeeeee][squeeeeee][squeeeeee]
 
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