Livestream 2: Digging Deeper - Wednesday 11th May 7PM BST QUESTIONS NEEDED

Edward Lewis1

Frontier
"Our next livestream will focus on creativity. Taking a look at the incredibly powerful terrain tools as well as looking some of the new modular building additions going into the next alpha phase. Live from our Planet Coaster official YouTube channel."

Hooray! Another livestream :) this time we're focusing on creativity, so that's cool stuff like the new terrain tools, modular building additions and more!

We'll be joined by Assistant Art Director Dean Searle and Lead Artist Marc Cox who will talk you through (and show you) some of the changes coming to Alpha 2.

Last week's was really good, and I think this one is sure to be just as much of a hit.

So... any questions for us to answer on the stream?

https://www.youtube.com/channel/UCzpQvNnyoKgpu0lJdeXbFmQ/live
 
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As always Ed, I am really looking forward to this next live stream. The terrain tools are going to really bring this game to life, so we can create some mind blowing landscapes. Also looking forward to see the new modular building pieces, which will enable more fantastic buildings to be created. Also looking forward to meeting Dean & Marc, who I am sure will have lots to talk about, as well as showing us more of the game. Keep up the good work Ed, these streams are really enjoyable to watch. [up]

Just a couple of questions from Granddad [rolleyes]

1.. Will we be getting more vegetation in the next update, such as more trees, bushes and smaller plants, to create nicer looking garden areas?

2.. Will we be getting more path surfaces choices and a few more different shops?

Thank you Ed.
 
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From everything I've seen so far the problem with the extensive amount of items used to create things will be organization. Is anything going to be done to help organize the items to be used, especially when we have more color and texture options? Or alternatively will the pieces be setup more like, click this wall section, select color option(s), maybe a texture option (hole in the wall, etc) and then place.

Also I thought I read that 3 axis rotation was planned for the final build. Can you show that off?
 
Usually I'd think it best to have a stream first to see what we already have before asking questions but...

1: Will we be having something smaller than half walls? maybe quarter walls too?
2: Rounded walls, I tried in Alpha to build a rounded wall around the screaminator structure so that it goes up inside a tower but the rounded walls used were too small.
3: Can we get an edit button for threads that last more than half an hour? so that if I think of more questions, I can edit this ;0
4: Will be get basic flat shapes, triangles, half circles etc so that we can try and make our own little designs on the sides of walls and stuff.
5: Do signs come into building? I'm really curious about how we can make our own signs for rides, I guess flat / 3D letters we can attach to signs etc.
 
Really looking forward to trying out the new tools and new modular building items!!

A couple questions:

1. Since water was in fact confirmed on the last stream can you talk a little bit about the system functionality/testing? I assume it will be simulation based like the crowd system as it's grounded in fluid dynamics.
-Using the terrain tools and the water system will we be able to create Waterfalls?

2. Will there be elevators in the game as a means of transport for reaching higher elevations? There are those of us that do not want to place a mile of stairs/elevated paths. :)

3. Whats your favorite modular building trick in game so far that either you have learned from the community or perhaps the community doesn't even know about yet.

Thank you again for the stream and the Q&A sessions!! Hype Train is back on track!!
 
Great work so far! My questions are:

- Will there be a way to toggle the quarter grid and more height increments instead of having to place a roof or turret piece to activate them?
- Will we be able to edit supports for coasters?
- Will guests move around scenery blocking their path?
- Will themed rides have a non-themed version?
- How will underground building work?
- When you edit the terrain, how does that interact with already placed rides, paths and scenery? (Hopefully it doesn't create harsh, jagged and unrealistic terrain)
 
Hurra. I am so thrilled to see what the terrainbuilder will be after the small previews

- In the videos there were only round tunnels. Can we switch to square ones?
- In the preview video it seems that we can lay paths and elements first and then do the terrain. It seems as if they will not move with it. Which would be nice.
One could make a viewpoint and then fit the terrain to it. Did this remain like that?
- Has the form of terrain an effect on the guests? Will make inclines the guests more thirsty?
 
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Hello Ed, so after reading all the posts before, i wanna know something that no ones asked before.

1. Is it a opportunity or possibility to get Bending Walls?

instead of different type of rounded walls, just give the user one flexible wall to build different shapes of circles! I mean you are able to build a 180° turn in coastereditor, why not give the community to stretch a wall up to 360°. This would be a Hugh impact in building more organic!

2. Whats about real darkness?


If i build a room at daylight that is closed by all 6 sides, why it is there still light in that closed building?

thx so far and exited for the live stream!
 
Have you thought about having a system where you can drag out a wall, instead of having to plop down every single piece you can just click and drag to the length you want (similar to how The Sims does things)? And maybe be able to change the angle of roofs by holding a button down and dragging up and down?

Will we be able to choose different sized grids? In alpha 1 you're able to "hack" a smaller grid by placing a specific scenery piece - it would be very useful to be able to change grid sizes without having to do that.

One thing that bugged me a bit when building was the limited places you could snap a wall-decoration too, it was only dead center of the wall (and you couldn't really layer things that way either). Have you planned to add more snap positions per wall? (9 would be optimal [happy])

Have you thought about adding the ability to combine or group individual buildings/local grids? It would be super useful if you could group the buildings together so that you could move them around as one unit, but still edit them individually.

And lastly, will we see recolorable walls in alpha 2?
 
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Okay, here are my ones ;)

Will we be able to let people pay at a ticket booth at the END of a queue? (At the END, because of that nice caching sound whenever one pays. May sound a bit weird, but it feels so good when many people enter a ride/ coaster.

What about stalls from previous rct's? I wann have my stalls, within a burger, drink or a fries box back [squeeeeee]
 
Great work so far on the game! I've really enjoyed the time I'd have to play with it.

-Will we be getting the option to mirror certain selected pieces about an axis or grid-line?

-Additionally, will there be an option to rotate around a certain axis once you pre-select your axis of rotation? I know we have the ability to rotate about the center of an object when we place it, but we are currently unable to choose an axis of rotation.

-Expanding on the vegetation, will we get things such as unique shrubs or shaped shrubs to decorate the paths and park with? It feels like a pretty big staple in a lot of fantasy areas of theme parks.

-Are there plans to add things like parades or firework shows to parks?

-Will there be options to add the color selector, that was mentioned to be planned for the coasters in the Alpha Launch Livestream, to the prop pieces and lighting?
 
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Can we get the ticket booths removed from the ride area for attractions and moved to the front gate like the original animation where the people ran through the gates in the original trailer. I was wondering if we could get ride operators that would check restraints and run the attraction this way it would be more realistic when the bars go down and they are checked by the ride operator. I went to Cedar Point over the weekend and the new ride Valravn had in the station a lit up screen that turned the seat to green when the person was fastened in and secure and red if there was a issue this would be creative to add to the programming. I also think this might help with some of the frame rates in the gaming as you could utilize the person at the ticket booths and give them a more animation at the front gates rather than just standing in front of each queue and when people leave they would have someone stamping there hands so they could re-enter the park.
Also will there be a shutdown of the rides for maintenance like real theme parks
 
It's great to see "natural paths" in this game. But I have to wonder... how many forms of nature should we expect to see come release day? Will there be paths to resemble sand at the beach? That's the natural path I would use the most.

Also, Is there anything you guys can't do?! You guys are making Atari look like rookies at this kind of stuff!

Can't wait for the stream!
GreenCollarDrums (GCD)
 
As always, thanks for all of your hard work!

My question as far as the pirate theme goes, is it completely finished or are there more pieces to that particular theme we haven't had access to yet?

Thanks!
 
"Our next livestream will focus on creativity. Taking a look at the incredibly powerful terrain tools as well as looking some of the new modular building additions going into the next alpha phase. Live from our Planet Coaster official YouTube channel."

Hooray! Another livestream :) this time we're focusing on creativity, so that's cool stuff like the new terrain tools, modular building additions and more!
Hum some people need to READ before asking Questions...So many questions not about "creativity"...[uhh]
 
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