Let me be, well, blunt.
All in all Planet Zoo turned out quite nicely, HOWEVER, i am turning a little sour when i see the game being as rough as PlanCo was when it was released.
It feels like no lessons were learned from what worked well within PlanCo and what didn't.
So i can already foresee changes to the lighting strength settings of the PlanCo Spot that's currently nicely bright (but too bright for the average user and just like the shadows back in PlanCos early days,
the feature will be "tweaked" to death. Resulting in lots of adjustments for the player to adapt to again and again. When the black shadows vanished in PlanCo it was almost a gamebreaker for me. I loved the pitch blackness you could do awesome things with it when it was still there.)
But with Planet Zoo i honestly don't want to go through all these tweaks again. It will kill the fun ultimately.
There are lots of QoL gimmicks that were implemented in PlanCo over time, why do we have to go through the same with PZ? It baffles me.
Then there's the Cobra... with all the additions to the engine, it's a STEP in the right direction but i URGE you, FRONTIER DEVS,
pick a dedicated team and overhaul the engine. As is, it won't last thorugh the next game, it needs so many little features to make it stand out and, foremost,
enable it to take up new logic capabilities, they are just so essential. Cobra NEEDS a logic curcuit capability, fluid physics, mesh morph capabilities, there's just so much
that would be needed to take the game sries to the next level. PlanCo2 will not wow ANYONE with the engine as is, sorry to say, but that's the truth as is see it.
This ain't a rant of sorts, it's a suggestive feedback and i hope someone will pick up on this, i see so much potential there, but it's just not quite there yet.
cheers,
Arti
All in all Planet Zoo turned out quite nicely, HOWEVER, i am turning a little sour when i see the game being as rough as PlanCo was when it was released.
It feels like no lessons were learned from what worked well within PlanCo and what didn't.
So i can already foresee changes to the lighting strength settings of the PlanCo Spot that's currently nicely bright (but too bright for the average user and just like the shadows back in PlanCos early days,
the feature will be "tweaked" to death. Resulting in lots of adjustments for the player to adapt to again and again. When the black shadows vanished in PlanCo it was almost a gamebreaker for me. I loved the pitch blackness you could do awesome things with it when it was still there.)
But with Planet Zoo i honestly don't want to go through all these tweaks again. It will kill the fun ultimately.
There are lots of QoL gimmicks that were implemented in PlanCo over time, why do we have to go through the same with PZ? It baffles me.
Then there's the Cobra... with all the additions to the engine, it's a STEP in the right direction but i URGE you, FRONTIER DEVS,
pick a dedicated team and overhaul the engine. As is, it won't last thorugh the next game, it needs so many little features to make it stand out and, foremost,
enable it to take up new logic capabilities, they are just so essential. Cobra NEEDS a logic curcuit capability, fluid physics, mesh morph capabilities, there's just so much
that would be needed to take the game sries to the next level. PlanCo2 will not wow ANYONE with the engine as is, sorry to say, but that's the truth as is see it.
This ain't a rant of sorts, it's a suggestive feedback and i hope someone will pick up on this, i see so much potential there, but it's just not quite there yet.
cheers,
Arti