1. Make the coaster builder fully spline based:
I'm a long time fan of the series and always loved the piece-by-piece approach. I even tried to develop improved versions of it that allow a more fine grained control. However, in the end I have to say that a proper spline based system under the hood is definitely the superior solution as you can always layer a piece-by-piece system on top of it.
Allow experienced players to unlock full access to the spline system (with free node placement !!!) and let the rest use a restricted set of prebuilt pieces as it is in use right now.
2. Decouple the banking from main control points:
Imagine doing a straight drop and afterwards a 180° turn. You would want to to have a constant banking as soon as you are in the curve, but you would still want most of your drop without banking. So the banking would have to happen at the transition between the drop and the curve. However, you only have one control point around there. You would need at least two.
My suggestion would be to give us auxiliary control points at regular intervals for each spline. At these points you can only set the banking angle and nothing else. Also, you can choose to NOT set a banking angle for auxiliary and even main control points and just let the game interpolate the inbetween values. With this, you could e.g. only set the banking at two nodes on the whole track and let the game interpolate everything else.
3. Give us auxiliary grids to build precise custom inversions:
The grid system for the buildings could basically be applied to the coaster editor without major changes. Maybe make it more fine grained, but apart from that it already works pretty well. Allow us to turn on an optional grid on demand that automatically aligns with the current or selected track piece.
To be of any use, however, this system would need the "expert building mode" from (1) with free node placement.
Also, it could be pretty neat, if you could directly use this grid for buildings as well. Imagine building a custom inversion, then creating a building around some parts of the track and saving both coaster and building together as a custom track piece.
I'm a long time fan of the series and always loved the piece-by-piece approach. I even tried to develop improved versions of it that allow a more fine grained control. However, in the end I have to say that a proper spline based system under the hood is definitely the superior solution as you can always layer a piece-by-piece system on top of it.
Allow experienced players to unlock full access to the spline system (with free node placement !!!) and let the rest use a restricted set of prebuilt pieces as it is in use right now.
2. Decouple the banking from main control points:
Imagine doing a straight drop and afterwards a 180° turn. You would want to to have a constant banking as soon as you are in the curve, but you would still want most of your drop without banking. So the banking would have to happen at the transition between the drop and the curve. However, you only have one control point around there. You would need at least two.
My suggestion would be to give us auxiliary control points at regular intervals for each spline. At these points you can only set the banking angle and nothing else. Also, you can choose to NOT set a banking angle for auxiliary and even main control points and just let the game interpolate the inbetween values. With this, you could e.g. only set the banking at two nodes on the whole track and let the game interpolate everything else.
3. Give us auxiliary grids to build precise custom inversions:
The grid system for the buildings could basically be applied to the coaster editor without major changes. Maybe make it more fine grained, but apart from that it already works pretty well. Allow us to turn on an optional grid on demand that automatically aligns with the current or selected track piece.
To be of any use, however, this system would need the "expert building mode" from (1) with free node placement.
Also, it could be pretty neat, if you could directly use this grid for buildings as well. Imagine building a custom inversion, then creating a building around some parts of the track and saving both coaster and building together as a custom track piece.
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