And we’re back to doing polish + campaign work once again. Campaign testing is at 75% complete now.
Shops and ride entrances received tunnel frames if needed, so building them into vertical terrain works as you’d expect now:
Devlog Update 202
And we’re back to doing polish + campaign work once again. Campaign testing is at 75% complete now.
Shops and ride entrances received tunnel frames if needed, so building them into vertical terrain works as you’d expect now:
Devlog Update 201 + Beta 8
Beta 8 is now available for download! The full change log is at the end of this post.
We got two new rides this month:
The Hyper Coaster is a high-capacity coaster capable of 60m+ drops. It can’t invert, so it’s all about speed and airtime!
The Plane Carousel is a nice calm ride that slowly spins around a central axis like a carousel, but guests have control over the up/down movement of the planes.
- added Hyper Coaster
- added Plane Carousel
- added some new fences
- added deco score graph to market research
- added deco score scenario goal
- added inner glass roof corners
- added new sound effects
- added lowest transparency setting when hiding objects hides them completely
- changed research so you can research calm rides/thrill rides etc. instead of flat rides/coasters
- improved queue building to not remove path attachments when dragging in parallel to paths
- improved wooden supports
- improved decision making for when to enable underground view when placing ride blueprints
- made it easier to see which parts of an object are below/above ground when building
- some UI improvements
- lots of small game balance improvements, most notably:
* improved popularity of calm rides
* increased overall guest count again
* changed guest spawn speed
* changed advertisement effectiveness
* reduced park advertisement cost
* increased toilet capacity
* guests get annoyed by trash less quickly
* slightly reduced vandalism
* adjusted research times
* slightly increased guest money
* adjusted how long guests stay at the park
* guests leave earlier if they run out of money
* adjusted flat ride intensity ratings
* increased tracked ride maintenance costs
- fixed guests not using newly bought umbrellas
- fixed parts of concrete walls not being recolorable
- fixed camera not following guests when they are on rides
- fixed a case where Twister wouldn’t stop when it should
- fixed guests disappearing when deleting benches/rides
- fixed path builder switching into underground mode on sloped terrain
- fixed remove button in path builder sometimes not working as intended
- fixed a case where guests could immediately leave the park instead of staying for a while
- fixed a case where trash could get stuck on trash bins and never disappear
- fixed research unlock rewards for completing scenario goals sometimes not getting awarded
- fixed goal rewards being awarded a second time after completing all goals
- fixed an error when subscribing to mods
- fixed objects built below wooden supports being hard to click
- fixed a case where scenario editor UI would stop working
- fixed a case where guests could not despawn
- fixed guests naming the wrong intensity when complaining about no rides of a certain intensity being around
- (hopefully) fixed not being able to build track segments sometimes due to location being occupied
Devlog Update 200
Come join us on Garrets Twitch channel on Wednesday (June 27th) at 1pm PDT to chat while watching some new Parkitect art being created.
We are currently doing our first full playthrough of all campaign levels to see if they are beatable and fun and making the necessary changes to improve them. It’s going really well and we made good progress, so the first third of the campaign scenarios are pretty much finalized :)
We’re also improving all the tiny things we’re noticing that feel off during this playtest, so in the past week alone we made ~70 small balance changes and fixes. These will release with Beta 8 next week.
And since this is Devlog 200, here’s a sneak peek at another one of the campaign scenarios - this is Broadmoor Beach by Joshua:
Fitting coasters into this long and narrow strip of land along a beach can be very challenging. Most of the pre-built blueprints are probably not going to fit in there, so you’ll definitely have to come up with some custom coaster designs to beat this one!
Devlog Update 199
We’re back to working on the campaign once again, so you know what that means by now - not much that we can show currently and most of the stuff going into the next game update are smaller tweaks.
Many of these were small UI improvements. There are per-category buttons for marking objects as available/researched in the scenario settings now:
The handle for extending boat ride stations should look better and more like something that can be interacted with:
Scenario descriptions are visible from within the park now:
Some event notifications got a progress bar so you got a better idea how much longer the event will go:
And fire deco objects emit some flickering light now: