Devlog Update 194

One of my favorite things in simulation games is seeing your creation come alive and just sitting back, watching all the bustling activity.
In Parkitect it’s mostly all the guests running around who are responsible for creating this effect, and it’s not quite yet where we want it to be. “The more the better” has been a sort of unofficial motto throughout development for us, whether it be object counts, park sizes or the amount of rides - the more we can add the better it’ll be for this game.

Guest counts are still lower than we’d like though and right now is the last good time to properly solve this, since increasing the amount of guests also affects the money balance and the entire campaign.
Improving guest performance has been a constant task nearly every month throughout development and it’s at a point now where the only significant further improvements can be gained from multithreading. The main hurdle there is that Unity, the game engine we’re using, is making multithreading really difficult. They are currently making very impressive progress to improve that for the future, but it’s too late for Parkitect to use the solutions they are working on. So I have finally started with finding my own solutions for these difficulties. It’s a very annoying task that requires going through the entire guest AI code and making it compatible, but so far it looks like it’ll be worth it!

As a first smaller improvement, overall performance in Beta 7 will be up to 15% better in busy parks.

The really big improvement will not be in Beta 7 just yet, but I hope I can release an experimental version for anyone interested in testing sometime during June. In the first tests it looks like we should be able to have quite a few more guests while at the same time having better performance overall. Here’s a small teaser:

That’s 8000 guests in a pretty detailed and big park (Northern Highlands), with roughly 1500 guests on screen, running at 65 FPS!

This is just a stress test of course and we won’t increase the guest count anywhere near this dramatically, because 1) it turns out “the more the better” has a limit where it stops being fun and 2) the game needs to run on weaker systems as well. Comforting to know though that guest performance should never be an issue again after all of this! You should also actually start seeing guests complain about long queue lines…

Devlog Update 193

We’re back to working on the campaign again, so you know what that means - not too much to show right now :)
We made some good progress on figuring out and implementing how scenarios are going to be unlocked this week.

Since this would be a very short devlog update otherwise, let’s talk some more about the campaign, and first of all who’s working on it.
We’re extremely lucky to have two very talented builders from the community working on scenarios for the campaign: Silvarret and Joshua Tjarks. You have probably seen some of their work already, and so you’ll know that they are great park designers and very passionate about theme park games :)
Our main goal for the campaign is to make every scenario feel different in some way - especially of course by giving scenarios unique settings, but also by varying the starting conditions and goals and having a nice difficulty progression.
These two have been busy for 6-8 months now and they came up with so many ideas that in the end the campaign grew a bit bigger than we originally expected…

As a sneak peak to give you an idea what to expect, here’s a quick look at one of the scenarios - Coaster Canyon by Silvarret:

As a slightly easier scenario this park has lots of flat space for building huge coasters, and there’s also some space at the top of the canyon as an interesting option!

Building on a blank canvas can be difficult, so most maps come with some small pre-built structures to set the mood and hopefully provide you with inspiration for your own additions! We can’t wait to see what you’ll come up with :)

Devlog Update 192 + Beta 6

Beta 6 is now available for download! The full change log is at the end of this post.

Devlog

We added the Mini Monorail from this months Art Stream:

It’s a low-capacity, but also low-cost transport ride especially suitable for small parks (or short distance transportation in a bigger park). While working on the campaign we noticed that the bigger Monorails we already had make most sense in big parks and the Miniature Railway can be hard to fit into existing parks, so this new Mini Monorail nicely complements the transportation options in the game filling these gaps.

Garret continued adding and animating ride lights:

And Gordon finished a great new background music song! You can listen to a preview here.

Changelog

- added Mini Monorail
- added pine trees
- added new background music
- added lights to more flat rides
- added option for changing flat ride light colors
- added options for Mechanic and Janitor for customizing the tasks they should work on
- added hovered object name as tooltip to object pipette tool
- added deco window remembers last opened category
- added revealing object in deco window when using object pipette tool
- added hotkeys for changing size of resizable objects (+/- by default)
- changed mod objects to be researchable in non-sandbox scenarios
- improved building of paths
- improved building of transport system pieces
- improved object pipette tool to start building at the same height and rotation as copied object
- improved camera rotation behaviour on very uneven terrain (especially with large vertical cliffs)
- improved terraformer behaviour when using smoothen option around vertical cliffs
- improved terraformer levelling tool performance (should fix a crash on systems with low RAM)
- improved performance when hiding scenery during rain/night mode
- improved hunger/thirst/tiredness park ratings
- fixed terraforming tools flickering
- fixed curves on vertical track segments not working properly anymore
- fixed lighting messing with the colors in visualization views, making it sometimes hard to see what values the visualization was showing
- fixed guests not actively heading for Customizable Shops when searching for food
- fixed entertainers could sometimes be displayed with the wrong costume
- fixed being able to train shopkeepers
- fixed closed shops being opened after loading savegame
- fixed error when placing fences on the terrain bounds
- fixed a case where people would walk over terrain when trying to get somewhere
- fixed objects placed in scenario editor giving refunds
- fixed objects from blueprints sometimes not giving refunds when destroyed
- fixed coasters not giving full refund when destroyed using the bulldozer tool
- fixed hue slider in color picker window sometimes not reacting to clicks
- fixed a crash on macOS when using the bulldozer tool

Devlog Update 191

Art Stream

Come join us on Garrets Twitch channel on Wednesday (April 25th) at 1pm PDT to chat while watching some new Parkitect art being created.

Devlog

The control hint box was redesigned. Hopefully more people will actually notice and read it now :D

Gabby made new pine trees:

The object pipette is being improved to start building at the same height and rotation as the object that’s being copied. It also shows the name of the hovered object and the deco window jumps to the category and position of whatever you’re copying.

Janitors and Mechanics received customization options for controlling which tasks they should work on:

This can be quite useful for example if you want to have a few janitors who should only clean paths without getting distracted by anything else.