Coaster Creator

Okay...

Frontier, PLEASE don't go with a spline based system. A piece-by-piece coaster building system will be perfect. All that I ask is that there are a few more options than there were in RCT3. For example:


  • Adjustable banking angle
  • Adjustable incline/descent angles
  • The ability to build special track pieces at any angle your coaster is facing, rather than having to be directly facing north, south, east or west (like the Extended Coaster in RCT3)
  • Blank stations, allowing us to build our own station designs
 
Oh you just tried the RCTW Coaster Creator, i'm sure !!!!

I was about to create the EXACT same topic ! It's paintful, and not fun at all. You absolutly right, piece-by-piece coaster building system will be perfect.
 
If Frontier can implement a spline system that, you know, works, sure, I'll be happy to play, but if RCTW is any indication, I'd rather go back to RCT3 style coaster construction.
 
I said in another thread earlier today that I liked the new coaster tool. I watched a few people on Twitch this evening and I changed my thoughts. The results were awful. Maybe it's a tool you have to get to know first, but from what I've seen so far it doesn't make me happy at all.

But then again, I would love to get some more freedom than just building piece-by-piece..
 
I would love to get some more freedom than just building piece-by-piece..

Add some suggestions. I'd rather have a piece-by-piece building system, but I agree about the freedom. The ideas I bullet pointed were just to add a little more freedom than we had in RCT3.
 
I think all previous RCT versions proved that piece-by-piece does work. This beta of World proves their new systems is maybe a bit weird...

I think the suggestions you did are good ones and could add extra freedom to piece-by-piece building. For myself I think the most important thing is to be able to move in any direction you want to.
 
Yea in trailer and PAX it looks really good,but in practice its is really awful,its hard to make complex costers
 
I think all previous RCT versions proved that piece-by-piece does work. This beta of World proves their new systems is maybe a bit weird...

I think the suggestions you did are good ones and could add extra freedom to piece-by-piece building. For myself I think the most important thing is to be able to move in any direction you want to.

That's important for me as well. If we had piece-by-piece, but when you select "turn left" or "turn right", then you can adjust a slider or something that goes up to 90 degrees, I think that would work a lot better.

Yea in trailer and PAX it looks really good,but in practice its is really awful,its hard to make complex costers

I think that's why I want people to try for themselves. The videos did make it look a lot easier to use than it actually is.
 
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I'm under the impression that nobody here has played NoLimits Rollercoaster Simulation. Spline-based track creation is not bad if it is a well-programmed system, NoLimits is a great example of how a spline based track creator should work and once you get the hang of it, you have endless possibilities on track layout. Frontier should take a page out of their book for spline based track design.
 
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I'm under the impression that nobody here has played NoLimits Rollercoaster Simulation. Spline-based track creation is not bad if it is a well-programmed system, NoLimits is a great example of how a spline based track creator should work and once you get the hang of it, you have endless possibilities on track layout. Frontier should take a page out of their book for spline based track design.

Bear in mind though, it has to appeal to a wider audience. NoLimits takes a while to get the hang of. A game where coaster building isn't the only focus needs to draw players in a lot faster than that, and implementing an initially complicated system will turn potential gamers off.
 
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I'm under the impression that nobody here has played NoLimits Rollercoaster Simulation. Spline-based track creation is not bad if it is a well-programmed system, NoLimits is a great example of how a spline based track creator should work and once you get the hang of it, you have endless possibilities on track layout. Frontier should take a page out of their book for spline based track design.
This is the deception speaking.

I never played NoLimits, so I cannot judge. Maybe the Spline-bases is system can be great.

But most important is that this must be :
- 1) Easy
- 2) Fast
- 3) Fun

And after that we tested (which was quite the opposite), it is true that this system is a little scary.
But you maybe right, perhaps that these three conditions are fulfilled within NoLimits. Personally, I dont know.
 
Even TPS has spline style coasters. Too complicated. That's why I went back to RCT3.
I appreciate the "expert builders" but often they forget that the genre isn't just for them.
 
I like the idea of having a hybrid/both of the two styles - as there are some instances where peice by peice would fit the task I am trying to do and other instances where the Spline-Based system would be great (a bit more free form)
 
Trust me, I am aware that the game needs to appeal to a wide audience, I was just referencing HOW a spline based system CAN be good. [big grin]

Additionally, let me add that you can mix both spline and piece selection. NoLimits for example again, it is a spline based editor, but also features a library of many different pre-built parts that you can plop into place and given it is a spline editor, you can also edit those pre-built parts after plopping them (if your heart desires). That in whole, would not be a bad structure for Planet Coaster.
 
I remember I used to own a game called Hyper Rails, I think it came out before RCT3, but it had a hybrid of both system, you could build a coaster piece by piece but you could also play with the nodes (movement, banking, tension.) I'm sure you could find videos on youtube of it.

Maybe that could be used for a good example for the coaster builder in Planet Coaster?
 
I'm hoping for a hybrid of the two systems. I think Frontier could make a better spline-based system than the one we've just seen too.

I remember I used to own a game called Hyper Rails, I think it came out before RCT3, but it had a hybrid of both system, you could build a coaster piece by piece but you could also play with the nodes (movement, banking, tension.) I'm sure you could find videos on youtube of it.

Maybe that could be used for a good example for the coaster builder in Planet Coaster?

I think that would be cool, as long as we get a lot of more freedom in the coaster builder.
 
I would never go back to rct3 editor. It's handy but it's limited with what you can do with it. The No limits editor is meaby hard but when you work a lot it is going to be very easy.
 
I would never go back to rct3 editor. It's handy but it's limited with what you can do with it. The No limits editor is meaby hard but when you work a lot it is going to be very easy.

It needs to be easy to pick up and get something in place quickly - as you develop your skills you can then do some of the more advanced features. You dont want to have a steap learning curve but you want to be able to do the complex stuff once you feel comfortable with - I think RCTw have got this part wrong as it should not be fustrating to create something basic. I am not a designer of coasters - I have help design UI's for software (at work) and have been though this sort of thing. Its hard to get the balance right of making it obvious to use but having the power avaiable when needed.
 
Trust me, I am aware that the game needs to appeal to a wide audience, I was just referencing HOW a spline based system CAN be good. [big grin]

I played the first time spline based coaster editor in the beta of RCTW and love it. First it was difficult but. After a few try's I got it.

The problems here are issues with the camera which doesn't center the current piece or the nodes that sometimes do what they want.m or that grid has to center the track to build straight lines. It need just more attention by the devs.

All these issues around the editor has to be solved. Of course the editor himself needs more intuitivty
 
Had another hour or so with it and still am not a fan - I am having to fight with it do simple things - its just not FUN. Yes it may allow for freedom but if its not fun to do then there is no point.
having sections then some free form tools to do those great sweeping curves. I see what they are trying to do but its not been done well - and all the pics people have posted - they all look the same - I know its a beta and I hope they take on board the feedback from people.
 
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