Devlog Update 146

We added the Flying Coaster from last months Art Stream. It‘s capable of some rather unique inversions:

Zones received a staff tab that highlights all assigned employees:

And Luuk restructured the finance overview a bit. All irregularly occuring transactions such as construction costs and land purchases went into the “Other” group and there’s a new “Operational” subtotal that excludes this group. That should make it easier to figure out how well the park is actually doing. All groups can also be collapsed since that window is getting a bit tall.

Devlog Update 145

Hey!

Our development schedule is slightly different than usual this month, which means there’ll be less interesting things to show on the devlog.

Garret, Luuk, Tim and I are going to meet each other at the end of the month, and, being a team working on a theme park game, it only makes sense to go and check out some parks on that occasion :)
We’ll be traveling around for a while to check out Europa Park (Germany), Phantasialand (Germany) and Efteling (Netherlands) for research (…and fun, alright). Exciting!

Since nobody will be around to patch things in case something gets horribly broken we’ll limit this months game update to smaller changes, polishing and fixes, and that pretty much already summarizes the majority of what we’ve done during the past week :)
There are also some bigger tasks being worked on in parallel that should go into the June game update, but more on that once the time has come.

Devlog Update 144 + Alpha 13

Alpha 13 is now available for download! The full change log is at the end of this post.
Steam Cloud support is currently only available on the Experimental branch to make sure it’s all working as expected before we release it to everyone. If you want to give it a try, right-click Parkitect in the Steam library and select Properties -> Betas -> Experimental.

Devlog

There’s a new tool available in the scenario editor for marking objects as indestructible:

This can be useful for custom-built structures such as park entrance buildings, but can also be used for creating scenarios with some unique restrictions.

Changelog

- added Submarines ride
- added Calm River Ride
- added random events
- added Steam Cloud support (on Experimental branch)
- added brush tool for changing existing path types
- added guests stop and watch rides
- added bamboo path objects
- added terrain textures
- added closing shops
- added hold Alt to change terrain painting mode
- added hotkey for pipette tool (“P”)
- added countdown timer for fulfilling scenario goals
- added objects can be marked as indestructible in scenario editor
- improved behaviour of water when terraforming near it
- improved performance when hiding scenery some more
- improved path dragging to better work on uneven terrain
- improved behaviour when quicksaving a new park
- improved how scenario goal rewards work
- improved balance of flat ride costs and capacities
- fixed issue with Inverted Double Swing seats
- fixed a case where Transformer was in wrong animation position after loading savegame
- fixed grasses showing across tunnels through vertical terrain cliffs
- fixed vandalism visualization not being applied properly to some objects
- fixed walls sometimes getting misplaced when building next to sloped terrain
- fixed a rare case where the camera would freak out when switching into top-down view (“M”)
- fixed high wage costs when starting a new scenario
- fixed an error message when adjusting UI scale

Devlog Update 143

Art Stream

It’s time for the April Art Stream, and this month it’ll be on Tuesday instead of the usual Wednesday.
Come join us on Garrets Twitch channel on Tuesday (April 25th) at 1pm PST to chat while watching some new Parkitect art being created.

Devlog

When adding the Calm River Ride last week we weren’t sure yet whether we’d be able to get the boats move around inside the channel as you’d expect or not. Since the channel is only a small bit wider than the boats it would have been alright if they just stayed inside in the center of the “track” at all times like any other ride, but we got the movement working now and it looks quite nice!
Here’s a top-down view:

The path builder oftentimes decided to build tunnels when dragging across uneven terrain, which has been improved now:

You can still get tunnels by holding Shift while dragging.

There’s a new brush tool for changing the style of existing paths:

Garret added some new bamboo path objects:

Luuk added a bunch of small random events that should shake things up a bit every now and then.

There are positive and negative events. Some are entirely random, some can be prevented and some can be resolved by taking action.

And Luuk also added some nice animations for trash: