How I Imagine the "UGC Editor"

These are some great ideas Angelis! Thanks for putting so much time and effort into these mockups. They give the users (like me) a great feel for how it could work and that was the main purpose they served I guess. ��
You guess right, and thanks for the compliment [yesnod][up]

I'm anxious to see if they will add UGC and mods for that matter. Personally I think that is the only way a game can have a long lifespan. Just look at Cities: Skylines which still has an insanely active community, or RCT3 for that matter which also had a very active community until Planet Coaster launched.
As a simulation game you need to give your users as much freedom as possible, and PC is already doing that very well with it's building tools and Steam Workshop integration, but I think UGC and mods will push this even further and allow Planet Coaster to grow immensely.
I agree.

Also, UGC and mods are planned (Jonny Watts confirmed that UGC are planned for "after release" in my interview during the first press conference, and also said, in an interview by the youtuber "LanguageCraft - Bill Silverlight" that the Cobra Engine is made to support mods), so the question now is : How

And this is why I made this thread. To let Frontier team know that :
- UGC and mods integration and support should be more user-friendly than usual in the video game industry. (Which seems possible given the close proximity that we seem to have with the team, which is rare but very cool)
- UGC does not mean ONLY "import 3D objects" (CSO/CTF/CFR/CT) but ALSO a multitude of different content that can be imported by players (more or less easily) no matter their respective skills if well made.

[happy]
 
Great idea and very professional picture editing. Some other suggestions from me:

1. Move "Tutorial Videos" into a third folder in the main menu called "extras", "tools" or similar below "Play" and "Continue".
1.1 Maybe move "Continue" inside the Play folder on the left so under "Career", "Sandbox" and Challenge" there would be "Continue", "My Parks" and your UGC button.

2. In the folder "Extras" or "Tools", there really could be some extras we are still missing from RCT3, e.g. family/people editor, scenario editor (plus even bigger maps please... make them HUGE for this one please <3), maybe coaster builder (although that seems quite unnecessary with Sandbox) etc.
Maybe the "UGC" folder would fit in there quite well either :)
 
Brilliant stuff! I like all of these ideas :)
I would also suggest that when importing custom flat rides/shops/fscilities/staff, that we get an option to set where they show up on the research tree, so that they can be used in challenge maps.
 
on the other hand, you might not like the way somebody has setup their ride and you might want it different, but I'm hoping for both features [up]
 
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