Devlog Update 189

Just a quick update this time - this week was all about doing press/community work and collecting feedback (wow, there has been a ton). We also managed to release a couple of minor patches.

Lonely Hills Park, by DeficientGamer

The plan for this month is to spend most of our time on working towards finishing the campaign, so Beta 6 will probably mostly contain polishing, fixes and smaller features.

The reactions to the graphics update have been absolutely amazing, much better than we expected really!
It has brought a lot of new players to the game too, and so both our subreddit and Discord are very active right now - if you haven’t already, maybe you want to join too? :)
Thanks for everyone who is a part of our small community, we really appreciate your support :D

Brutalism Park, by Urben1680

Devlog Update 188 + Beta 5

Beta 5 is now available for download! The full change log is at the end of this post.

Devlog

Garret made a whole bunch of new decorative lamps during this weeks Art Stream:

And he lit the Swinging Ship to show how our ride lights work:

And we’ve added a new visualization to the track builder that highlights all the invidiual block sections. When using a block system there can never be more than one train inside each “block” of the ride for safety reasons, with a “block” being the section of the track between two positions at which trains can safely be stopped (so they can wait there until the block ahead of them is clear).
This is a bit convoluted to explain in text, so hopefully this new visualization makes it easier to understand.

Changelog

- completely overhauled visuals
- added night mode and lights turn on during rain
- added animated lights to flat rides
- added graphics settings for Ambient Occlusion, Screen Space Reflections
- added higher quality Tilt Shift effect
- added decorative light objects
- added Monorail Coaster
- added Funnel Cakes stall
- added tool for taking screenshots of the entire park (default hotkey: F11)
- added small terraforming costs
- added more guest voices
- added rain protection visualization
- added legends to visualization views
- added block sections visualization to track builder
- added water sections on Water Coaster terminate block sections now
- added list of all shops/rides contained within assigned zone to hauler/mechanic info window
- improved zone visualization
- improved load times and memory use of custom ride music significantly (from many minutes to less than a second in some cases)
- improved overall performance by up to 25%
- reduced time it takes to go from a loaded park back into the main menu or into a different park
- fixed market research results not being displayed correctly anymore since Beta 4
- fixed guests having trouble to find the park entrance if the path from spawn to entrance has many crossings
- fixed guests could accidentally leave the park if there are multiple park entrances next to each other
- fixed rain protection not working for flat rides as intended
- fixed Spinning Coaster cars rotating like crazy after loading savegame
- fixed UI problems with the balloon shop
- fixed tracked ride graphs being empty
- fixed suspended cars not swinging anymore

Devlog Update 187 - Visuals Update (3/3)

Art Stream

Come join us on Garrets Twitch channel on Wednesday (March 28th) at 1pm PDT. This time Garret will show how we’re updating old rides and will create some new scenery pieces. He will also demo the visuals update.

Devlog

Lights on!

Did you ever feel like your park looks a bit… boring when it rains? After this update that will no longer be the case, because all the lights actually work now.

And if you like it really dark you can turn on the new night mode whenever you want!

The Asset Editor has been updated so mods can use lights as well.

To fully capture the atmosphere of a theme park in the dark we’re updating all flat rides with hundreds of tiny lights.

Moreover, most of these lights also receive unique animation sequences. I have built us a tool for placing and animating the lights, and Garret has been busy working with it. So far we’re at over 6.000 animated lights, but there are still a bunch of rides left to update!

If you want to learn more about how we’re creating light animation sequences you should check out this weeks Art Stream where Garret will show how it works.

Until then here’s a quick video showcasing the new lights in action:

Devlog Update 186 - Visuals Update (2/3)

The new rendering pipeline allows us to use decals, so we can nicely project graphics on top of 3D geometry now. This is especially useful for the zone visualizations. Previously we drew zone borders that followed the terrain and rendered them on top of anything else. This didn’t work very well with objects that aren’t near the ground:

Now with the decals we can show the borders exactly where they are:

Both screenshots show the exact same zoning, but note how in the old one you can’t really tell which parts of the raised path and the buildings belong to which zone without going into a top-down view.

Decals also allow us to properly project puke onto stairs, which clearly is the killer feature everyone has been waiting for ;)

It really is nice to have though for gameplay reasons too, since the flat old sprite would sometimes get clipped so much on stairs that it was entirely invisible.

We added a new rain protection visualization (and all visualizations have these legends now at the top of the screen):

It might seem a bit pointless since “roofs protect from rain” is intuitively understandable without a visualization view…
We added it because there was nothing in the game that told you that this is actually something the game keeps track of, so it’s mostly there to remind you that you might want to take this into account when designing your park.

Garret finished a new ride, the Monorail Coaster:

This very unusual looking coaster is fairly cheap to build and fits into small footprints, but is still capable of all the elements you’d except from a big steel coaster. On the downside it has a relatively low capacity.
You can also spot a new shop here, the Funnel Cakes stall!

We added a higher-quality tilt shift effect that looks more interesting than the old one:

Of course by default it’s very subtle and not as strong as on this picture, but it’s nice to crank it all the way up every now and then for taking screenshots.

And finally, there’s a new tool for exporting big 4k screenshots of the entire park:

See the next post for bigger versions of these last two images (as big as Tumblr allows anyways).