Path change suggestions

1. the ability to switch between square and the current curved path corners so we can have nice square edges if we want.

2. being able to snap the path/que to the edge of the flat rides so we can have the path/que follow the curvature of the ride base.

3. make it so we can attach objects on to the edge of the math not have then need a tiny bit of path leading up to them, you can kind of do it with the stalls but the ride ticket booths don't seem to be able to go right up against a piece of perpendicular path which I think would make then look much neater that having the little bit of curved path leading up to them.

4. have the ride ticket booth snap to aligned with the end of the que path.

that is all I have for now other than that the path tool works pretty well.
 
I would definitely love automatic path creation around rides and some scenery objects! Also like idea of square corners.
 
I have an Idea, it´s not new in this forum, and there is alot of games doing it. But I really think this game needs to take a thinker about theyre path system... becouse as the Alpha is today... the path system is really bad... really really bad...

What I suggest and so many others is that the path system should be a paint-based system, so you paint your paths like when you paint new textures for grass, stone and so on in many others games like the sims 3. Would be much easyer and would work. Just a brush tool that paints your paths. You as a player can of course change the size, the sharpness of the edges... what kind of paths that should be brushed... and the brush is of course painting the 3d paths you see today and more. Player would have more freedom, faster building experience and it would be easyer for everything else related to the path system. Just paint your path with different paint brushes, sizes and so on. There can be different brushes that have predetirmened propaties. One could be more snappy and sharp (creating sharp angles and so on) with fences and one could be more freedom. Check out this forum to see what we mean. I really think we need to get the devolopers to add/change the path system: https://forums.planetcoaster.com/sho...g-and-walkways

Of course the system that exsists now could still be in the game... but I would rather have some paint based path system so I can do whatever I want. Instead of this ALPHA algoritm- angle snapping limited path system that exsists with the alpha today. I dont see how the system that exsists today can be perfect without a brush-paint system like the one I described. With the system that exsist today, you limit the players creativity and by doing that the player have to struggle with the tool to make what they want. Even if you fix the worse part of it today... it´s potensial is limited. Also the system that exsist today is way to advances/technical... I can just imagin all the problems you programmers are facing with that "way over advance" path system you have today... Just put in a brush path system and it will be easyer and better for eveyone. Shure still challanges, but the potensial is alot better.
 
what if they add some prebuild path structures like corners, streight pathways, perfect curves. i think that could be a goood addition too
 
A paint-based path-placing system would be SO nice! Think of plazas and all that, it would be so nice to have! In RCT3, you could create those by just having paths next to each other, but with the path system we have right now, this is not possible (which makes me kinda sad, thou). For purposes of being able to handle the paths more intuitively, fast and even more realisticly, I would recommend something like Littlemeister mentioned before. What I could also imagine would be keeping some kind of placeable path as it is right now, but adding some kind of texture (or flat scenery, floors or something like that), on which there is a toggleable option that could be named "works as path". As I'm not too familiar with software design, I cannot tell if this idea is possible to do efficiently, but it would give a great, great variety of opportunities to design a customized park path layout (in addition to some kind of pillars or fences, that could be used as obstacles which would allow a new form of queueing as it is in real life).
 
Coasterhyp

+1 on your idea with prebuild path structures like corners, straight pathways, perfect curves... maybe you could add prebuilt avanues, "townsquares/shoppingsquares", S-shaped curves and so on.
This idea could even be implemented with the brusch tool. For example, by holding down shift key it makes straight roads, and by holding down ctrl key it makes 45/90 degree angels. And of course these feutures should also be availible as meny"icons" so the gamers that dont use hotkeys (or know that they exsist) should be able to find these nice feutures.

Hopefully the devs reads this thread :/
 
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I'm sorry, but I don't quite understand this "path painting" system, and how it's better.

basically it works like this: you hold left mousebutton while having path active, you drag the path the way you want it for as long as you want it. the path creates everywhere where you drag as long as you hold the left mouse button.

this allows nicer corners and a good amount of user input on how they want the path to be
 
i agree predefined path elements as well as the ability to paint paths would be very nice, the path system should be something passive right now paths are more like building objects so they collide with everything (even other paths) making path building more than a little frustrating.

i feel that the current path system is just not necessary, why try to reinvent the wheel, the path system as it is ultimately ruins the game for me.

i kind of feel ok because it is a beta and things can change, but i have seen it happen many times where a developer cannot or will not change something, i certainly hope it is not the case here.
 
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I think the road system as it is now , not look particularly good.

What bothers me in mind is that I still only have to adjust the length before I can create a way .

the length , the game could still adjust itself .
by the distance is determined by starting point to the position of the mouse pointer .

as dissolved in "cities skylines " e.g. , I find this quite well .

- First choose what form the way should have. (straight, curved, circular)
- adjust the width
- Set start and end point ( In curved paths set additional points)
 
Honestly the Pathing System, Not Good, in Real life Park Builders make a path build to suit there needs. i think the path system should snap to the grid of the buildings should automatically size to fit in doorways and through the building hallways, the shape of the path should allow us to make any shape we desire.

on a side note does anyone know if in the future does anyone know if our buildings will be able connect on a diagonal ?
 
A paint-based path-placing system would be SO nice! Think of plazas and all that, it would be so nice to have! In RCT3, you could create those by just having paths next to each other, but with the path system we have right now, this is not possible (which makes me kinda sad, thou). For purposes of being able to handle the paths more intuitively, fast and even more realisticly, I would recommend something like Littlemeister mentioned before. What I could also imagine would be keeping some kind of placeable path as it is right now, but adding some kind of texture (or flat scenery, floors or something like that), on which there is a toggleable option that could be named "works as path". As I'm not too familiar with software design, I cannot tell if this idea is possible to do efficiently, but it would give a great, great variety of opportunities to design a customized park path layout (in addition to some kind of pillars or fences, that could be used as obstacles which would allow a new form of queueing as it is in real life).

The issue is that the two approaches are essentially different (As you suspected, quite a bit of software design comes into play here).
One system is "tile" based (RCT3), the other system is "graph" or "network" based (Planet Coaster, Cities Skylines), with calculated curves connecting single nodes.
Many people have stated that they want the ability to make paths like in Cities Skylines (i.e. just draw them) This is what we have right now, except the way the paths behave about elevations.

The real question is, whether the path system is flexible enough, so that specific path nodes can have additional data regarding their edges. It would require that edge data to be stored, and then made available to the player to manipulate. For example when u move one or more points of a curved paths outer border outwards, to shape a corner,that would affect the width-based pathfinding.
Same goes when you move path boundary nodes inward, so the path actually becomes narrower. How narrow or wide a path is, determines how many people can walk on it, how much area they occupy. If you mess with the edges, those calculations no longer hold.
I think this "width" concept is quite fundemantal when it comes to how people behave, and I feel it plays more of a role in how realistic everything looks than one might think.
So the "width" variable of a segment of path would need to be recalculated, after you messed with the edges, and that calculation is nontrivial, and imposes severe restrictions in which way you could even manipulate them.
Which could turn out even more confusing for the player.
Another issue is that the connectivity of the manipulated edges would very restrictive.

From a gameplay / realism perspective I think the "width" concept is quite a good solution. I think it might be something that will not change in its core, but maybe there is a way to expose its inner workings to the player in a way that meets the demand.

I also have some ideas of my own about pathing, and building connectivity as well, and I will follow up with another thread.
 
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PC1

Answear: A brush system is super easy. Have you ever used Microsoft Paint? and drawed with the basic brush tool? Well if you can do that, you would be able to use this tool. The only different is that the brusch tool for Planet-coaster would be painting roads, thats the only different. In paint you draw ... for example black lines however you want, in this game you would paint raods.

Its so simple. Pick the brush tool, and start painting the road however you want it.

Why bruschtool? It will give the player maximum flexibility for reasons like:
- You can now draw whatever shape or size of the road you want. You dont have to be restricted to the raods predetermined size, change sizes, or other rules that the splinebased system puts on you. You can instead just paint the road alittle wider wherever you want it wider. Like in paint, if you want a little more black color, you just paint it there... same in planet coaster and a brush tool, if you want a wider raod size at some place, just paint it there - no biggy. If you want to paint a raod that looks like the shape of a dinousary, shure, if you can paint it with your mouse, you can paint it with a brush tool.

Why is it better?
- Today the roadsystem is based on a spline system. That means that the game draws a line in the middle of the road that you accually want, that line in the middle of the road calculate the rest of the raods shape. Its like saying the spline is in the middle of the road. Of course i´m not 100% shure im right about this, there may be different code behind it all, but just to get an idea. But as you seen in the game, when you build a road, and you want to attach a road to it, you attach the road to its spline (to the middle point of the road)... And also, becouse its spline based, it has to calculate the roads chapes by mathimatical formulas. Whats the bad thing about this? Well have you tryed making a shape that you imagine in your brain, but the game doesnt really do that exact shape for you? Well thats the calculation behind the spline system. Its trying to geuss what what shape you want to paint.
Also, its really hard to make the exact shapes that you want. Lets say you want to make a big square that people can walk around in, and at some random places there should be small holes in the ground for threes to grow. Well, good luck doing that with the spline based system, in an easy way. You as a player would have to think how to achive this goal with the tool. The tool would limit you, maybe not even make it possible or really hard. If it where brush tool, you would just paint the shape you want, leave some holes wherever you like. And even here could be a brush "remove" tool (eraser) that would work the same but remove the road.

What happenes if I want to make a straight line, or even raise the road?
- Well, One idea is to let the player press the left mouse button, and then put the mouse where you want the end to be and press the mouse button again, and it will draw a straight road between these points. Becouse then you could press at the ground at one place, and raise the height and press at another place and it would create a road in between those points with a gradually height change. And if you want to paint you just hold the left mouse button and paint instead. Im not 100% shure it should be done like this, but its an idea atleast.

Could they improve the spline system?
- Of course. There is many things with the spline system today that is very bad, but that they could fix quite easy. For example, when you draw a road, they could make it more so it draws where the mouse is, and not so much based on pre-detarmaned spline grades. Becouse today, even if you hold the mouse where you want the road to be drawened, it doesnt draw it to there, it chooses somewhere else (near your mouse, but still not exactly where you want it). Its like trying to do its own thing :p. So that could be worked on.

But as someone here mentioned before, its still just a spline system and that has its negatives for the player that is hard to work around.

Anyway, however they choose to do the tecnical part of the raod system is their expertice, but one thing is shure. A brush tool, or something that is equal to that is needed. The player should be able to make the raods exactly as he or she can imagine, without thinking how to do it. A brush road system would achive this and be so freaking easy for the player that the creations people would be able to do is ridiculous.
 
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