Firework sequencer for doing music shows is not... good, sadly

So ive been playing with the firework display sequencer and im not really happy of how hard and cumbersome it is for creating any firework show that goes along the rhythm of music.
It seems to be done in such a similar way to the coaster trigger editor (which is cumbersome and hard to use for anything complicated, but at least passable in that case because you are just moving the triggers down a visible timeline, in this case the track itself) and probably made like this to not confuse players with multiple different mechanics, that its nearly impossible, without outside help, to make any music show mixed with fireworks something easy to make.

The worst thing about all this, is that you nailed it more than 10 years ago with your own mix master, so its actually surprising its so badly designed from a playable standpoint this time around.

For anyone that hasnt played it before, this is RCT3 famous mixmaster, also made by frontier, probably one of the best things that game had UI wise.
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This was the stuff of legends, a timeline bar, similar to any editing video program like Premiere or Vegas (or even the casual windows movie maker), with a wavelength option to see your music from a visual standpoint (like tracked rides right now during the trigger menu) and fireworks added to the timeline by choosing from a menu (instead of being different scenery, something that I dont find it that bad in PC, but I would lie if I didnt think being everything in a menu wasn't easier). You can even see the duration fo the firework in the timeline, and even the time when it explodes.

And I dont even want to enter into the territory of the menu where you could create your own fireworks, lasers and water effects, or the sheer variety of them form the get a go. Lets leave that for another time.

Now lets compare it to the, sorry for being so blunt, clusterf... of UI we have now to try to make the same thing:
planetcoaster2017-06-cvuyd.png


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Music and fireworks are completely separated menus for the same thing, not impossible to work with, but cumbersome.
The real problem begins with the miliseconds no good timeline, impossible to know exact effect duration of each firework, impossible to know where to place each one without testing the thing multiple times, wasting a lot of time to desing anything remotely a little bit more complicated than attaching some fireworks with zero sound. And chainging the seconds by hand instead of actually moving the thing through a timeline is so so slow, that was not fun when building a coaster, but its even less fun doing any kind of show with the sequencer now.
Its absolutely horrible, so so bad, I need to have the game opened in window mode with a smaller resolution, and have sony vegas opened in another window with the same track to see the wavelenght of the song in a timeline, and see the exact second I need to add to the firework I need to use in that exact moment. And it doesnt help either that the music is displayed in minutes and seconds, while the fireworks are only displayed in hundreds of seconds and miliseconds after you pass the 2 minutes mark, which makes them even harder to place in the invisible timeline.
In summary, making this so "casual friendly" (sinceresly, if I was a more casual player and saw how the display sequencer worked to make a show, I wouldnt want to touch it not even with a ten foot pole and would continue making normal parks), and similar to the track ride sequencer, has made this super hard to use.

I thought I could get accustomed with some time of practice after watching the streams and it being different than the beloved RCT3 mixmaster, but no, not really. This is not a practice thing. I can spend 6 hours on vegas to match a music show with planet coaster, and after days of doing this non stop, I still would work as slow as the first day everytime I wanted to make a new show.

I know developing is hard, and you have a bunch of time constraints Frontier, and Im sure the majority of people understand that, and I also know there will be people that dont mind spending 12 hours to make a 10 minute firework show. But please, look again at the UI of the sequence display and try to make it easier and more user friendly to create more complicated type of shows (that at the same time would make creating simple fireworks shows even easier). I dont think anyone of us mind bigger windows that cover more of the screen to create this type of stuff, instead of this minimalistic folder groups with seconds thingy, and Im sure everyone of us have used some type of editing software (even windows movie maker) to undertand easily how timelines work.

I've talking about this with some other Planet Coaster players and they have similar opinions about it, yes, we are SUPER happy we can finally make our shows, but this stuff is too time consuming and cumbersome, so we would love to have a future update (take your time, we really dont mind waiting for a better display sequencer UI) were we get more near to the mix master (even if its not exactly like that) than what we have now.

Some ideas for improving with a similar system that you have now:
-something like dragging and dropping the firework (or any kind of effect or trigger object) inside the display sequencer trigger folders menu (or even a whole folder) into a point in the timeline and it automatically writting the exact second in the timeline were it appears, without you needing to guess and write the number (This is the idea I most like becuase it would make it super fast a thing that now thakes a lot of time)

-See the whole timeline if you use a track of music (so you dont need to add a firework that shoots out hundreds of seconds later so you can hear the whole song) and giving an option so you can make it finish the second/minute you want (if you dont want to use the whole song).

-An option to see the wavelenght of the music track under the timeline, if possible. That would make it easier fo any player to see highs and lows of the song and add effects where they really want without hearing the same segment of the song a hundred times.

-This one is a little more severe of a change, but making the display sequencer an horizontal menu isntead of vertical, similar to the scenery objetcs, that you can make bigger or smaller. This would help a lot if the timeline would regain importance in the menu again, becuase the longer the timeline is, the easier is for placing stuff in the exact second you want.

-If there would be some kind of visual representation in the timeline of the duration of the effect, that would be fantastic, although I know that change would also be very drastic, and other things would be easier to implement.

This are just some of the ideas I have, and Im sure other people could come with even better ones.

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You have been doing a fanstastic job everytime with the game, my 1200 hours playing just show this, so im not hating this just for hating, I just want to enjoy all the hard work you put into it, becuase I know making this stuff is hard, and with some future improvement to this UI I will be more than happy [happy]
 
I can only totally agree with you SPRidley.. from what I could try ingame (in between the crashes) it was indeed very hard to use and would love to see something like you just described..
 
I have not used it yet but I agree with everything, I never really used the RCT3 fireworks but I probably wont be making any detailed shows in PC without the timeline, its just going to be very very frustrating to use to match up to music like you said. A timeline with a visual of the music is a must for something like this, just look at any professional firework display choreography software they have a visual timeline

I will just do without the music or take a blueprint from someone
 
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I agree with everything as well! The RCT3 mixmaster was a breeze to use and one of the gems of RCT3 - but the Planet Coaster sequencer is honestly scaring me off and - excuse me if I'm very blunt here - enough reason for me to avoid making timed fireworks shows if it stays like this.
 
+1 from me as well.

I love everything about Frontier and the team but I can only echo that even for a tryhard like me, this looks very daunting. I love the fireworks from the bottom of my heart, when they were announced I didn't expect them to look as good as they do - absolutely amazing work from the art team on this one, but the UI is also something that is putting me off trying it because as someone who isn't fully immersed in the trigger system anyway - I have no idea how to navigate this.

Just throwing my two cents in here to echo everything else. I think for me to be able to approach something like this I need a visual interface that I can relate too, I wasn't a big player of RCT 3 but the mix master looks like it does this perfectly.

All my love to you frontier, I express my opinions on this only from a place of deep admiration and respect.
 
I do wonder if somethings from RCT3 are protected by Atari in some way where they cant do it like they did in RCT3 so they make changes to these things that were so good then but in PC they just miss the mark totally trying to do it a different way
 
Was about to post something about this myself. I was frustrated by the firework sequencer before I even started trying to make a show. It's not at all user-friendly, and the fact that the Mixmaster already exists in RCT3 makes me wonder why we now have a much worse editor 10 years down the line. Trying to time fireworks to music with the current method seems near-impossible.

Also, on the topic of firework things RCT3 could do that PC can't: could we get the firework designer rather than a small number of presets?
 
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+1

I easily got ready and able to use this new UI for fireworks and sequences. Though it is completely out of sync with music most of the time, since we are working in milisecconds. I haven't bothered trying to sync with music yet, but it may come soon when I get more experience with this new technology.
 
I do wonder if somethings from RCT3 are protected by Atari in some way where they cant do it like they did in RCT3 so they make changes to these things that were so good then but in PC they just miss the mark totally trying to do it a different way

Not really, FWSim uses a very similar type of firework show editor as RCT3 had, and thats a different program not published by atari:
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Even then, the timeline type of editor is used by every video editing program in existance, so its not copyrighted either.


I think they just made it this way to use a similar mechanic as the track rides trigger editor and becuase they thought it would be simpler for casual players.
 
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As it stand, I think the fireworks are a nice addition to the library of ride effects, but this weird UI is not very inviting to make big shows. Plus the show only increases happiness for nearby guests somewhat (I supposed regular scenery already did) instead of it being a main event that could be an attraction on its own. So why even bother putting up a fight with the convoluted interface since you are only doing it for yourself (and the Workshop "audience").
 
Absolutely agree. Surely whomever programmed the firework show for the Summer Update firework teaser video must have struggled with this. That show was timed perfectly to the music. A visual timeline with sliding effect blocks is a must-have here (preferably with a graphical representation of the music selection - with visible amplitude changes or peaks and valleys or something - hey we can dream big, right?).
 
The new mix-master is heavy to use.....

Is dificult to move fireworks in time and dificult to create beautiful shows... there are some features i love. The fireworks effects are beautiful but the sequencer is not enough evolved to programme a show u.u
 
Absolutely agree. Surely whomever programmed the firework show for the Summer Update firework teaser video must have struggled with this. That show was timed perfectly to the music. A visual timeline with sliding effect blocks is a must-have here (preferably with a graphical representation of the music selection - with visible amplitude changes or peaks and valleys or something - hey we can dream big, right?).

No, they didnt, it was easy for them, because they cheated ...

Should I tell you the magic how they made it?
They cutted the videosequences in a way that the fireworks matched the music perfectly. They didnt even made a show, cutted togehter some single shots is all what you need for a video. You get it perfectly synced that way.

Sometimes I wished I get money for my visions https://forums.planetcoaster.com/sh...ter-Smoothness?p=194634&viewfull=1#post194634 (look at date of my reply).

As a very good example WHAT fireworks are and what shows should be:
[video=youtube;hH4tZTREWeE]https://www.youtube.com/watch?v=hH4tZTREWeE&t=317s[/video]

This is what I dont like, people get hyped for new features and those are badly implemented, come on Frontier, you are smart guys, why this crap ? Why is it so hard to communicate with the community and ask what they want and what they need ?Why redefining already existing and working ideas ?

More and more things are only "half-done" ... it looks more like "the end of the game-developement is coming" ... wont hope so.
 
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While the UI for the fireworks may be an issue, here's the good news: A) Frontier genuinely seems to be listening to fan feedback (as demonstrated with the Custom Biomes surprise, which the dev team themselves had previously stated seemed "impossible" to achieve technically), and B) like everything else in PC, this is still a work-in-progress that's still being refined. The fireworks component literally JUST released, folks; there were bound to be some areas that still need tweaking.

I know it's disappointing when something you were really looking forward to isn't as easy to work with as you hoped it would be; I had the same feeling myself with the initial path-building mechanics of the alpha, and I was vocal about it here, as were many others. But since then those mechanics have been drastically improved, along with a lot of other areas where players pointed out needs for improvement. In time I'm willing to bet the UI for the fireworks and music will be similarly tweaked to make them easier to use, just as the OP suggests.

The reason I'm posting this is that EVERYONE in this community is passionate about this game and having it be the best it can possibly be...and I believe that includes the development team. They literally just released another FREE update and already there are multiple threads complaining about this issue. Pointing out areas that can be improved upon is part of what this community has been about from the beginning; there's absolutely no problem with that. My concern is where those comments might cross the line into negativity and begin "poisoning the well", both here as well as for the folks who've just gotten through busting their butts to share this update with us; they have feelings, too, and their hearts are in this project 100 percent.

All I'm saying is that we should temper our frustrations with gratitude for the efforts the team at Frontier have been making, and faith that they're hearing our requests and will address them in time. That's a lot more than you can say for many other developers' relationships with their communities.
 
+1

I've only had half an hour trying (Game crashed) and it was difficult. I'd be interested in hearing from frontier their rthought process around why they chose the sequencer the way they did.
 
My concern is where those comments might cross the line into negativity and begin "poisoning the well", both here as well as for the folks who've just gotten through busting their butts to share this update with us; they have feelings, too, and their hearts are in this project 100 percent.

All I'm saying is that we should temper our frustrations with gratitude for the efforts the team at Frontier have been making, and faith that they're hearing our requests and will address them in time. That's a lot more than you can say for many other developers' relationships with their communities.

So I recently posted a thread in "Suggestions and Ideas" about this issue, and I tried to be as constructive as possible. I completely agree with your statement, Atlantis. While the UI is buggy and unperfected, there's a lot to love and a great starting point. I'm willing to be patient and wait for future updates that improve upon the idea.

Also, for clarification, this is coming from a *professional* in this industry. Give things time! Don't call it crap- call it "in development." ;)
 
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