Unanswered questions on the Create stream (full rotation and hitboxes)

Sure, I just want people to understand this is an Alpha and the game is still in development. You can't just EXPECT features when you expressly brought an alpha version. Anyway - Back to the park!!


It's not about the feature being here. It's the silence and lack of acknowledgment. Those a very requested feature but not once have they said we heard you and they never indicated they will think about it or anything. People are not mad cause they want it in alpha 3. IT's because they want it in the final game and the silence sound like a negative answer. We can't just wait till the 17th to say which base feature we like or dislike. IT will be too late by then.
 
I thought i would never say that, but i really do miss the nice content based dicussions with Angelis.
I miss the time here when people dicussed things without "You can't please everyone." or "It's just an Alpha." or "Does it have to be that detailed."

Good times are gone. That's life.
 
Last edited:
Someone is going to have to go back to a previous patch thread (or maybe it was a previous thread about same topic) and dig up their quote because I definitely remember them responding to full rotation (when it was patched out) with a clear answer that it wasn't going to get put back in.
 
Last edited:
Someone is going to have to go back to a previous patch thread (or maybe it was a previous thread about same topic) and dig up their quote because I definitely remember them responding to full rotation (when it was patched out) with a clear answer that it wasn't going to get put back in.

It's here: https://forums.planetcoaster.com/showthread.php/6618-Alpha-2-2-update!

I've deliberately been avoiding these threads because I know they've heard us, and I know they've said they don't want to include 3 axis rotation, so it matter how much we scream, they have their reasons and they are sticking to it. I can live with that, they are the developers.
 
I think locals are not only different texture painting options. The locals seem to work like the LUT color corrections in Cities Skyline. That would explain why you can not mix different locals into one. If you watch the video of the desert local you will notice that the lighting is completely different to the one that we know so far.

The lighting is mentioned starting at 48:30

[video=youtube_share;gn5octpUgBU]https://youtu.be/gn5octpUgBU?t=48m30s[/video]

You do not just have different terrain paintings but they also changed the lighting to make it feel different.
 
Is the radio silence more what I have the problem with. Look, they actually answered about custom music on one of the AMAs. Maybe the answer is not something we liked (a really far maybe), but they actually answered it pretty well, talking about the problems of the new sound system and how it was difficult to use mp3 with it. And I didnt have a problem with it, of course I would love to have custom music, but the explanation was enough for me for shutting up asking that.
Now compare it to the full rotation. A simple line in the patch notes "it was not something they intended". Thats it. After that, some people (like me) got around and could use it even for alpha 2.2 and 2.3 and after working with it during 200 hours I can tell that:
-Didnt produce any bugs and worked pretty well.
-By doing a super realisitc recreation of a real theme park zone (you can see it here yto see how usefull full rotation was: https://forums.planetcoaster.com/sh...DC-Super-Heroes-World-at-Parque-Warner-Madrid ), I found out that it made all pieces having limitless creativity (for example, a roof didnt have to be the gradient Frontier did only, you could create a new gradient with the exact same piece, and this would resolve the problem of Frontier needing more roofs types), and that it would actually be impossible even come near to what i got wihout this "bug" feature.

As I spend so many hours with it, I actually want them to talk about why they really find better not having something like it (like the same thing they did with the custom music answer). And im not asking about the same thing, maybe just somethign similar, like letting gridbase items having a check box were they are not atacched to the grids (and you can choose when) just like windows and doors. Thats an idea on top of my head, im sure there could even be better implementations. Also thanks to the prefabs we could have something just a little more complicated without people that dont really want to make building getting confused.

And becuase this is an ALPHA its the time to talk about this things.

I hope thats more understandable for people who are thinking some of us are only spouting things (look, ive been making games for 10 years, and i know how complicated this things are).

About the textures attached to locales, i understand the different lighting, locales are a good idea to have (we had them in RCT3 with different backgrounds you could use, not new lighting though), but that wouldnt mean we couldnt get the brown sand texture on any park we wanted. In fact RCT3 did locales, and you could use ANY texture on ANY locale. If they want to limit that in campagn mode I can undertand, but what Im asking here is dont have the limit on sandbox. As an example, just imagine they said to Disneyland that they cant use the brow sand desert texture on Frontierland just because its a theme park based in los angeles.
Also tarmac, a super useful texture in Alpha 2 is not htere anymore. Is it really attched to locales also? Its a man made texture, not a natural one, so that would be really strange.
 
Last edited:
Back
Top Bottom