WOW, that looks so cool!There is a picture of the trains.
http://pbs.twimg.com/media/CWmSbLXWoAA-EkJ.jpg
they're showing a lot of the roller-coasters,
maybe hinting the next dev diary?
WOW, that looks so cool!There is a picture of the trains.
http://pbs.twimg.com/media/CWmSbLXWoAA-EkJ.jpg
i did see that, in fact, i think it is one of the most important things in the video, but im not sure if that's peice by piece, or spine building.
it seems like a blend of the 2.
What I thought too.WOW, that looks so cool!
they're showing a lot of the roller-coasters,
maybe hinting the next dev diary?
WOW, that looks so cool!
they're showing a lot of the roller-coasters,
maybe hinting the next dev diary?
It's spline based. The only difference between this and other coaster editors is that instead of dragging nodes around with the mouse, you're manipulating the direction/pitch/roll of the spline using the UI Frontier have developed.
But any track that can be pulled around like that is ultimately spline based from an asset point of view.
The most interesting thing I noticed is that the manipulation in the video took place underground - which means the camera was underground too. That opens up a world of possibilities!! Perhaps you can choose a camera view that is bolted to the last section of track you laid?
It may well be that in addition to the spline based sections, you can add in pre-formed special sections. This would make sense as it would help the game appeal to the widest possible audience. And let's be fair, every other decision Frontier has made, makes complete sense - so I imagine there is more to the coaster builder than we can glean from this short clip![]()