Track technology

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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.

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 :)
 
WOW, that looks so cool!
they're showing a lot of the roller-coasters,
maybe hinting the next dev diary?

Probably late January-early February

Here are the trains from the dev diary
Trains.jpg
 
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 :)

Thats probably it. In all RCT games, the camera centered to the piece of track you just added or the one you were tweaking.

Also as tunnels are actually based on voxel formations now, instead of lifting a piece of ground and making a tunnel inside that same ground (polygon), the camera will always move freely through this parts. Now terrain tunnels work more like making a building made of mud, for example lowering (or elvating) the terrain to make some "walls" for the tunnel or cave and then adding a "ceiling".
 
Those tracks look really nice. Everything about this game seems to be going in the right direction. Kudos to Frontier for bringing us a true RCT successor.
 
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