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!

Parkitect: Booms & Blooms released!

The big free update to Version 1.6 and our second paid DLC called Booms & Blooms are available now.

Here’s a summary of all the changes:

Booms & Blooms DLC (paid)

  • added Effects Controller for creating your own fireworks shows, fountain shows, triggering effects from rides, … (+ modding support for triggering animations!)
  • added Tilt Coaster
  • added Pivot Coaster
  • added Steeplechase
  • added Rowboats
  • added Heart Breaker
  • added Star Flyer
  • added switch segment for Mine Train Coaster, Junior Coaster
  • added custom image flags
  • added fireworks
  • added speakers for playing music across the park/custom sound effects
  • added new trees and shrubs

Version 1.6 (free)

  • added option for automatic day/night cycle
  • added mowed grass terrain type
  • added deco objects: frames, additional basic shapes, truck, small light that can be stuck to surfaces
  • added alternate font styles for 3D text signs
  • added German guest names
  • added stat boost display to stats tab in employee info window
  • added option for changing rotation direction to many flat rides
  • added leaf movement animation to trees
  • added depth visualization to blueprint builder
  • added Italian translation (thanks to Antonio!)
  • improved performance in heavily decorated parks by up to 50%
  • improved performance of ride lights to cost ~90% less than before
  • improved performance when placing blueprints
  • improved audio implementation, resolving issues with sounds not playing/being too loud after loading savegame
  • improved fire/water/smoke effects by allowing them to be stuck to any surface
  • improved number input fields to use proper decimal separator depending on system language
  • improved long grass deco object and other older plants to have custom colors
  • increased zoom range
  • updated most trees to be resizable
  • updated object highlighting to use an outline
  • fixed visual artifacts around objects in front of water
  • fixed game window getting resized when opening graphics settings menu after manually resizing the window
  • fixed a case where the height of the Skyfall ride could not be changed
  • fixed a very rare case where the UI could become unresponsive

Announcing the Parkitect: Booms & Blooms update!

Hey everyone, we’re excited to tell you about the Parkitect: Booms & Blooms Pack today!

It will launch next week, on September 2nd.

This update consists of two parts: the paid Booms & Blooms Pack ($7.99/€6.59), adding explosive new content; and a free patch that adds a whole bunch of improvements and new features to the base game.
Here’s a trailer to show you some of the highlights:

So, what exactly is included?

Paid content

In the Booms & Blooms pack you’ll find:

With the new Effect Controller you can create your own firework shows or synchronize effects with your rides! There’s also new speakers that allow you to play your own music, or you can use the Effect Controller to trigger your own sound effects.

Two new thrill rides, one new water ride, and three new coasters! And with the new switch segments your Mine Train Coasters and Junior Coasters can ride backwards!

There’s a new set of trees, and new flags that you can put your own images on!

Free update

Some of the highlights of the free portion of this update include:

  • adjustable direction for spinning rides
  • new basic shape variations, updated old plants to be recolorable, updated many old trees to be resizable 
  • we have completely reworked how the game gets rendered, making use of some more modern GPU features to improve performance. How much of a difference you see depends on your system and the park you’re playing (the more heavily decorated your park is the bigger the difference you’ll see).
    Camera mods should benefit from these improvements as well.
    As a result of these improvements we also allow you to zoom out further now.
  • similar changes have been made for the light animations of flat rides, moving more work to the GPU. Again, how much of an improvement you’ll see depends on your park - the results you see below is for one of the most extreme cases possible