Five years of Parkitect!

Parkitect 1.0 was released on November 29th 2018, which as it turns out is 5 years ago tomorrow!
It's a bit scary to think about because it doesn't feel that long ago, but it's also a good opportunity to celebrate a bit.

We'll host a livestream on Twitch and Steam where we'll play the game for some time. If you want to come hang out a bit with us that'd be fun!

Parkitect 5th Birthday Stream

1701241200

We'll also do a reddit AMA. If you ever had a question about Parkitect or game development we'll try our best to answer it!

reddit AMA

1701277200

New logo, new website!

Hi!

You haven't heard much from us for quite some time now.
One part of the reason is that we simply didn't have a good place where we could share what we're working on. It didn't feel right to post non-Parkitect things to the old Parkitect Tumblr devlog.
So, to fix that we now have texelraptor.com as a hub to Parkitect and any future projects.
The old Parkitect website was in desperate need of a refresh anyways, so we took care of overhauling that at the same time.
If you've been with us for some time, you'll remember the Parkitect devlog as well. We've copied it all over from our old blog so you can still read the old entries and take a look behind the scenes.

Another reason is that there simply wasn't too much to share, but that's slowly changing now as well.
After completing the two Parkitect DLCs and the Multiplayer update we started working on a couple of prototypes for different games, until eventually arriving at one idea that worked and that we liked. We've been working on that one for about two years now and there's still a long way ahead of us to get it finished, but it's making good progress and we're super excited to show you what it is sometime next year.
I really enjoyed doing the devlogs for Parkitect and think the feedback all of you gave us throughout development contributed tremendously towards making it a better game. I would love to do the same for our new game once it has been properly revealed what it is, even if we didn't document its development from the very beginning like we did with Parkitect.

Since we don't really have any other good place for discussions currently this new site has a comments system for the blog. It's sort-of experimental. Hopefully the login requirement will keep it friendly and the spam away. We'll see! We are keeping an close eye on them in any case, so anything posted there is guaranteed to be seen by us.

Figuring out what our next project should be after Parkitect was surprisingly difficult!
Over the next few months I want to write some posts that'll give a look at the prototypes we made, and what did or didn't work in them.

New Texel Raptor logo

Finally, it was time to give our logo an update! It looks like this now:

It was designed by Colby Nichols (can't recommend him enough, he's awesome!)

We had a bit of fun with creating an animated version of it as a new loading screen for Parkitect. It'll be in the next patch update.

Parkitect development in numbers

I always find statistics posts about projects interesting…
We’ve been working on this for almost 7 years now, so here’s a bunch of numbers about Parkitect!

Project

Engine: Unity
Programming language: C#

Asset folder (the actual “content” of the game):
Size:
3.93 GB
Files: 35,944
Folders: 1,322

Total project folder (this includes Unity cache files etc):
Size: 21.6 GB
Files: 364,258
Folders: 2,837

Build duration (all supported platforms together): ~20 minutes (incremental build; a clean build would take 1-2 hours)

Repository

Type: Git
Size: 3.5 GB
Branches: 90
Commits: 13,778 (a “commit” is a change to the game, like for example the addition of a new feature or a bug fix. It can be anything from a single number being changed in the code to the addition of hundreds of new sound files in one go)

Here’s a visualization of all the file changes made during development.
Every dot represents a file in the project. A file getting zapped represents a change to that file. Every branch represents a folder in the project (with the folder name being shown as text).
The legend on the left side explains what the colors mean, and how many files of a certain type there are in the project.
The most important file types are:

cs: C# source code file
prefab/asset: Unity data files
fbx: 3D model
wav/ogg: Audio files

We moved the repository in 2017 which messes up the visualization a bit.

File changes by release:
Campaign:
 46,732
Multiplayer: 7,230
Taste of Adventure: 6,404
Booms & Blooms: 5,117

Code

This only includes our own code, not engine or other third-party code

Size: 7.44 MB
Files: 2,112
Folders: 138
Lines: 241,156

Biggest files (Top 5):
1.:
Park.cs (3,737 Lines, contains a bunch of data + methods related to stuff belonging to the park)
2.: MultiplayerController.cs (2,946 Lines, base class for multiplayer related code)
3.: TrackBuilder.cs (2,461 Lines, handles most of the track building UI)
4.: TrackSegment.cs (2,335 Lines, contains methods for positioning trains and connecting multiple segments to a full track)
5.: Attraction.cs (2,192 Lines, base class for handling user interactions when building things in the game)

Lines of code by topic (Top 4):
1.: Attractions (40,828 Lines)
2.: UI (35,915 Lines)
3.: People AI (13,607 Lines)
4.: Multiplayer (11,123 Lines)

Art

3D models:
Size: 221.49 MB
Files: 2,276

Textures:
Size: 227.07 MB
Files: 961

Audio

Sound files:
Size: 2.52 GB
Files: 4,789

Stores

Updates released on Steam: 533 (in addition to the regular monthly updates we like to patch immediately if there’s anything that might be inconvenient for players. There’s also many non-public updates though for testers)

Announcing Parkitect Multiplayer!

Hey everyone, it’s the 2nd anniversary of Parkitect’s 1.0 release this week and we’ve prepared something for you to celebrate:

On December 8 we’ll release a new free update that adds a cooperative online multiplayer mode!

Up to 8 people can play together, building the same park. You can see what other people are doing - it’s a bit like everyone is playing together on the same PC.

Creating a new game or joining one is done through a lobby. You can also directly invite your Steam friends to join. It’s pretty easy!

Have a good one!