Devlog Update 132 + Alpha 10

Alpha 10 is now available for download! The full change log is at the end of this post.

Devlog

When we started with this project I knew almost nothing about programming shaders, and while there’s still much left to learn I’ve gained a bit of experience. So I’ve improved the water shorelines and added refractions:

The underwater glass tunnels were faked a bit previously - we simply didn’t draw any water on top of them because I didn’t know how to make it look like they’re not flooded with water on the inside. It looked “good enough” in most cases but always bothered me and especially now with the refractions it looked weird, but I’ve figured out how to make it work properly now:

Garret started working on sciene fiction props:

And Luuk added a maintenance budget setting to rides:

Lowering the budget reduces the monthly maintenance costs but has a negative impact on safety if done for too long.

Changelog

- added Jumper
- added mechanical props
- added science fiction props
- added setting one-way signs per staff type
- added missing pieces for the brick and spooky walls sets
- added adjustable ride maintenance budget
- added receiving land as reward for scenario goals
- added configurable land costs for scenarios
- added adjustable climate for scenarios
- added returning guests
- added theme filters to deco window
- added categories to blueprints window
- added banking across the 180° mark
- added limited banking to 90° per segment size
- added restoring weather and camera position when loading savegame
- added default Steam Controller configuration/scaled up UI in Big Picture mode
- added water edges at terrain end
- improved spawn positions of guest/ride info windows so they don’t all appear in the same spot
- improved deco window performance
- improved rain performance
- improved sorting of deco objects (grouped by theme)
- improved the look of water and underwater tunnels
- improves guest animation performance
- improved stopping position in station for Vertical Drop Coaster and Wing Coaster
- should fix “location occupied” error when building coaster tracks although location isn’t occupied (let us know if it still happens)
- fixed a case where Janitors were unable to transport trash out of the park
- fixed tunnel entrances sometimes showing through terrain
- fixed visual glitches on log flume water
- fixed coaster stat graph getting messed up when switching to coaster stat tab repeatedly
- fixed deco builder entries sometimes not showing enough color buttons
- fixed lag when rotating camera while editing a coaster
- fixed lag when switching to coaster stat tab
- fixed a rare case where it was impossible to click anything after loading a savegame
- fixed Star Shape and Turbine rides sometimes being in wrong position while letting guests in after loading savegame
- fixed camera not being able to focus onto objects while game is paused
- fixed not being able to edit scenarios

Devlog Update 131

We added the Jumper ride from this weeks Art Stream:

Tim added receiving more park area as a reward for completing scenario goals, which should allow for some interesting scenarios:

And Luuk added a default configuration for the Steam Controller. I don’t own a Steam Controller and was surprised to see how well it works in Luuks demo - almost as fast as using a mouse and keyboard. Pretty cool!

Devlog Update 130

Art Stream

Once again, it’s time for an Art Stream! Come join us on Garrets Twitch channel on Wednesday (January 25th) at 1pm PST to chat while watching some new Parkitect art being created.

Devlog

Signs can be set to “no entry” per employee type now, so you can for example keep Entertainers from running around on your shop stock supply paths:

The blueprints browser received a list of categories to make finding what you want easier:

And deco objects can be filtered by theme:

Objects are also grouped by theme in the object list now instead of purely alphabetical so that for example all the castle walls are listed together instead of having to look for them all over the place.
This is also open for modding. Mods can add their objects to an existing theme or add entirely new themes.

Garret added the wall pieces that were missing in the spooky and brick sets:

And there are a bunch of new fun animated mechanical props:

Tim made banking tracks across the 180° mark work as you’d expect (it used to snap all the way around instead of going across 180°):

This also allows building a full 360° roll using just one segment which looks smoother than building it from two segments as before.

Devlog Update 129

Hey, welcome back! Hope you all had great holidays.

I had time to think about some of the remaining technical challenges and how to solve them. One of them were a couple of visual glitches related to tunnels. I’ve reimplemented them this week and that’s all fixed now:

There was also an annoying bug where you’d occasionally get a “location occupied” error message while building coaster tracks even though that wasn’t the case, which should be fixed now too.

Tim added adjusting the weather for scenarios. There are some presets or you can fully customize it:

And we’ve started working with Gabby. She’s a UI designer and 3D artist and is working on cleaning up and improving our UI :) More on that later.