Devlog Update 122

We plan to spend this month mostly on improving existing content - fixing bugs, polishing, and most importantly doing some balancing, starting with tracked ride stats. This means playing the game for a while, taking note of things that feel wrong, changing some numbers around and then repeating that as many times as possible.
It’s a slow process that takes a lot of time, so to speed it up a bit Luuk built a tool for us that takes a bunch of ride blueprints, automatically builds them in an empty park, and saves some test results into a nicely formatted table that looks like this:

It tells us the current stats of the coasters and how they changed compared to the previous run of the tool, so we can easily see the impact our changes make and work on something else while the tool runs in the background.

We’ve also collaborated with StolleJay to bring his custom props that nicely fit the new Go-karts and some of his other custom scenery objects as official content into the game :)

Devlog Update 121 + Alpha 7

Alpha 7 is now available for download! The full change log is at the end of this post.

Heavens Gardens Halloween Edition, by CoasterB

Devlog

Tim continued with Research to get it all ready in time for Alpha 7 :)
For scenarios it’s now possible to define which things are available/can be researched:

Note that our current default scenario already has everything available, so for now you’ll have to create your own scenario to actually research anything.

Gordon finished another background music song, and it’s awesome! Check it out:

Changelog

- added Go-karts
- added ad campaigns
- added research (note that in the default scenarios everything is already researched)
- added vandalism
- added a new background song
- added a bunch of new sounds
- added changing transparency of hidden objects
- added steeper slopes for wooden coaster
- improved grid lines/height markers/cost labels when building paths/resource pipes
- improved how tasks get assigned to workers, should prefer nearby workers and respect zones more
- small balancing changes
- fixed being able to delete deliveries building transport system connector
- fixed block section lengths not affecting maximum train length usable on track
- fixed acceleration on hydraulic launch sections not being as intended
- fixed off-screen trees not being selected by bulldozer tool
- fixed Janitors getting confused about where to dump trash if there was an unconnected Depot nearby
- fixed camera jittering when following a coaster train
- fixed not showing anything for some untranslated text instead of using the english text as default

Devlog Update 120

Art Stream

Hey, it’s time for the October Art Stream! Come join us on Garrets Twitch channel on Wednesday at 1pm PST to chat while watching some new Parkitect art being created.

Devlog

You’ll have to pay a bit more attention to your especially grumpy guests in the future - we added vandalism this week.

This finally gives the Security staff a purpose, and the Mechanics got an additional task as well: they repair vandalized objects when walking past them.

Devlog Update 119

Continued with the Go-karts all week long - had lots of small little tasks left to do that ate a bunch of time. I think they’re done now though :)

And here they are in motion:

Luuk continued with advertisements. After an ad campaign finishes you’ll get feedback about how effective the campaign was. Running the same ads all the time reduces their effectiveness because everybody you can reach already knows about them, so it makes sense to take breaks inbetween campaigns instead of using them to “buy” a constantly high amount of guests.

Tim is currently working on unlocking rides and other game content through research. You can hire multiple research teams that can work on different things.

This is a big task as well so there’ll probably be more updates on this over the next couple weeks.