Devlog Update 166

Last week we revealed the new scenery system and explained how we’re using it to create scenery ratings. Here’s what we’re doing with them.

Guests now have an “Immersion” stat that’s influenced by their surroundings and that affects how fast their happiness decreases. Additionally, their immersion can decrease if they encounter a Hauler carrying crates, so ideally the shop supply routes should be kept somewhere behind the scenes.

Guests also leave a scenery rating when leaving the park, which factors into the overall park rating and thus has some influence on how many guests the park can attract.

Rides receive a scenery rating too (notice how the parts that are just going through rocks are rated lower because they block the view of the nice scenery outside):

It has an influence on how exciting the ride is. Especially for dark rides this can make a noticeable difference.

And as a nice bonus we can use the visibility data to determine whether a ride is covered or not, so covered rides continue to be used during rain as you’d expect.
As an additional fun detail guests close their umbrellas on covered paths :)

Lastly, the question that has come up most since last week: won’t all these visibility calculations slow down the game?
No, they are running in the background on a separate thread and are only done in areas where the scenery changed. Tim optimized them a lot to be very fast too!
So most of the time there’s nothing to calculate, and when there is you won’t notice.

Devlog Update 165

I’ve been excited to talk about this for months, so here we go :D

If you’ve been following the development of Parkitect for a longer time you might remember one of the most unique and technically challenging features of our Kickstarter pitch was “Maintaining the Illusion” - that scenery should not just look nice to the player, or have an “area of influence” effect on its surroundings. We wanted it to have a real management purpose, namely hiding the backstage areas of the park from the guests view.
Three months ago we sat down and discussed how to make this happen.
Tim and Luuk have been working on it since, and now we’ve got a really cool scenery rating system :)

First of all, let’s take a look at what exactly it is doing.

Here’s an overview shot of a park with a new scenery rating overlay, showing which areas of the park are nicely decorated in shades of green, and which aren’t in red:

Guests don’t like seeing park utility infrastructure such as staff rooms, resource depots and employee paths. They have a negative effect on the scenery rating:

There are many things that are nicer to look at though and block the view.
For example you could hide that staff room behind a facade or completely enclose it inside a custom structure:

Or use the terrain to your advantage:

Or simply plant some trees :)

These visibility calculations aren’t just being done for the park infrastructure though - we’re doing it for every piece of decoration in the park. And in 3D!
Here’s a debug view where the blue lines show from which path tiles the tree is visible. As the tree moves up it becomes visible over the top of the wall!

Here’s a bonus behind-the-scenes GIF (in realtime!) showing these calculations being done for an entire park. A lot to calculate in a short amount of time!

Seriously - a lot.

Next week we’ll talk about what exactly we’re doing with these scenery ratings and some other uses of the visibility system.

Devlog Update 164 + Alpha 18

Alpha 18 is now available for download! The full change log is at the end of this post.

Devlog

Over the past week I’ve tweaked a lot how guests decide on which ride to go, and as a result you should be seeing way more guests queueing for a bigger variety of rides. As a result it‘s probably way too easy now to make a ton of money, so I’ll keep an eye on that during October.

Experimental branch

We’ve got a new experimental version available on Steam. If some of you could help testing it that’d be very appreciated :)
You can opt into it by right-clicking Parkitect in your library list and selecting Properties -> Betas -> Experimental.

This experimental version is identical to the normal Alpha 18 but uses an updated version of Unity (the game engine we’re using) and we’d like to make sure it’s working properly before releasing it for everyone.

Changelog

- added new slope options for coaster tracks
- added science fiction building pieces and props
- added build challenges
- improvements for connecting track pieces with different banking angles
- tweaked how guests decide which rides to use
- tweaked how guests decide when to leave the park
- adjusted flat ride balance
- fixed track banking transitions not being as smooth as they’re supposed to in some situations
- fixed an error that could break the advertising UI
- fixed water tool not working as expected on vertical cliffs

Devlog Update 163

Art Stream

Once again it’s Art Stream time!
Come join us on Garrets Twitch channel on Wednesday (September 27th) at 1pm PST to chat while watching some new Parkitect art being created.

Devlog

A couple people asked if the new slope options could be used for building smooth zero-g-rolls. After some more tweaking that’s possible now:

We added a new UI element that displays the banking angle of disconnected track pieces to make connecting tracks easier. Additionally, the track builder automatically preselects this angle now if possible:

Garret started working on the science fiction props from the concept art stream Fabrice did earlier:

You might remember Gabby from the work she did for the UI overhaul a few months back. She’s currently helping us with additional deco objects and made these:

They’re mainly intended for the spooky theme but could work well in other areas too.