Devlog Update 162

Concept Art Stream

That’s right, concept art! Fabrice will be doing a Stream where he’ll draw designs for new props. If you want to help him come up with ideas or just watch and chat, join us Monday 18th at 9am PDT on Twitch.

Devlog

Garret and Fabrice have been working on building pieces for the science fiction theme. This was the concept:

And here are the finished pieces:

If you’ve been playing Parkitect for a while you might remember the ParkitectNexus build challenges, where we challenged you to build a ride within certain restrictions and the best entries got included as blueprints into the game. We’re bringing that back, but this time as a proper feature using the Steam Workshop!

Starting with Alpha 18 we’ll have a section on the starting screen where you can browse and vote on submissions for the currently running challenge.

If you want to submit your own entry that’s really easy too: simply hit the “Participate” button and a special Challenge park opens with a designated building area.

Once you’re done, hit “Submit” and your entry gets included in the voting.

Devlog Update 161

I’ve been working on transition pieces from one slope angle to another for the majority of last week:

This has been one of the most requested features for a long time, so I’m glad to have made some progress with it. I still need to do a lot more testing since there are so many combinations of pieces, so there’s still some risk of finding some broken cases. So far it seems to be working fine.

Devlog Update 160 + Alpha 17

Alpha 17 is now available for download! The full change log is at the end of this post.

Devlog

We’ve added the Orbiter from this weeks Art Stream:

It’s a fairly small and simple ride that’s quite interesting to watch :)

Changelog

- added Orbiter
- added roof pieces, generic shapes
- added certain objects (like trees) stick to the terrain while terraforming
- added option to control settings for using the middle mouse button for rotating instead of panning the camera
- disabled workers being allowed to help out in zones they aren’t assigned to if there are no tasks left to do in their assigned zone
- improved mouse controls
- improved guest performance
- improved staff management window performance
- improved balance of guest preferences for rides
- improved handling for box selection tool (used by bulldozer and for creating blueprints)
- improved bulldozer tool
- fixed not being able to place some objects underground anymore
- fixed guests not littering as intended
- fixed a case where the advertising tab wouldn’t work properly
- fixed a case where janitors would not be able to clean trash
- fixed a case where the color picker window could be stuck open
- fixed a case where parts of a crashed train would continue to operate
- fixed a case where boats would drive around without passengers
- fixed mechanics not working properly while off-screen in big parks/on slow PCs
- fixed being able to scroll out of bounds if the game is paused
- fixed guests could walk through cash machines
- fixed speed input field spinner buttons not working properly on Linux with a non-english OS language

Devlog Update 159

Art Stream

Once again it’s Art Stream time!
Come join us on Garrets Twitch channel on Wednesday (August 30th) at 1pm PST to chat while watching some new Parkitect art being created.

Devlog

I’ve been working on the UI for the campaign mode this week. It’s just the basic outline of it so far to get something working with placeholder art, so no screenshots of it yet.

After testing the control changes from Devlog Update 157 over the past couple of weeks we’re reverting the change of being able to move the camera with the right mouse button because it interferred with some places where dragging with the right mouse button was already being used for something, such as for removing zones. We discussed a couple of different ways of changing these places to make it work somehow, but couldn’t find any solutions that weren’t significantly worse than the old behaviour.
In turn we added an option for exchanging the camera panning on the middle mouse button for camera rotation, so that button becomes more useful if you’re using edge or keyboard panning. All the other control changes remain intact, so it’s not too much of a loss really.