Roadmap

Roadmap
KexEdit is intended to serve as a foundational “low-level layer” for coaster building, which will be the backbone of Backyard Coaster, a simulation game I’m developing about building a roller coaster in your backyard. Backyard Coaster will have a more simple, intuitive building experience, but allow enthusiasts to import .kex
files for more depth.
This roadmap outlines the current state of KexEdit, near-term development goals, long-term goals, and open-source plans and how it fits into Backyard Coaster.
Current State
Completed features include:
- Core Sections: Force, Geometric, and Curved sections
- Property Overrides: Fixed Velocity, heart, Friction, and Resistance can be controlled over time (as well as core section properties)
- Experimental Nodes: Reverse, Reverse Path, and Copy Path nodes for flexible layouts such as shuttle coasters (not yet production-ready)
- High-performance compute/rendering:
- Track elements are computed using burst-compiled parallel jobs and should be performant with complex tracks
- The track mesh is both computed and rendered on GPU in real-time. This requires modern hardware, but should enable performant, immediate rendering
Short-term development goals
- Output Graphs: Right now only editable graphs are included in the timeline. Next to-do is adding read-only graphs, like forces for geo sections. (Done)
- Stabilize Experimental Nodes: Get reverse, reverse path, and copy path codes into a more stable, usable state - add docs and video. (Done)
- Bridge Node: Introduce a new node that connects two anchor inputs with a traditional spline, allowing complete circuits. (Done)
Backyard Coaster
Following short-term goals I’ll focus development on Backyard Coaster, a simulation game built on top of KexEdit. Think Schedule 1 or Supermarket Simulator but for a backyard roller coaster, starting with micromanaging a coin-operated kiddie ride and growing into a full-blown backyard theme park automated with hired workers. More info and a dedicated page will come later.
Long-term development goals
- Timeline Event System: System of timeline event triggers and specialized nodes that respond to events, enabling complex elements like switch tracks, drop tracks, etc. with a flexible, modular system
- Launch/Brakes: Rendered acceleration/deceleration timeline properties with different brake/launch rendering options
- Custom Tracks: Additional options and/or custom track meshes
- Supports: Maybe, I have no idea how to do them so we’ll see
- Mesh/Image Overlays: Import custom images and meshes to help guide building
- Stations: Modular, low level stations (likely tied in with the Timeline Event System above), maybe with a helper node to make it easy
Licensing
Currently proprietary until I’m further along the roadmap.
Tentatively: I plan to open-source (MIT) KexEdit alongside the release of Backyard Coaster, to both support my game and also help the coaster community to use it as a tool for other games (e.g. NoLimits 2) and other future games.
Files
Get KexEdit
KexEdit
FVD-based Roller Coaster Editor
Status | In development |
Category | Tool |
Author | IndividualKex |
Genre | Simulation |
More posts
- v0.9.4 - Patch Notes3 days ago
- v0.9.3 - Patch Notes3 days ago
- v0.9.2 - Patch Notes4 days ago
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