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.

Devlog Update 128 + Alpha 9

Surprise! Alpha 9 is here a week earlier than usual! The full change log is at the end of this post.

Music Rock Park, by CoasterB

Holidays

The reason is that after working non-stop since early 2014 we’re taking a two week holiday break to recharge and think about other things than theme parks for a bit :)
We’ll be back in the second week of January 2017. Hope you all have nice holidays! :)

Devlog

Luuk added adjustable coaster lift speeds:

Tim added a bunch of scenario goals:

They can be set up in the scenario editor with customizable settings and rewards:

Experimental performance improvements

We’ve got some pretty big performance improvements coming up for multi-core systems when lots of objects are on screen. It especially helps when zooming all the way out in very detailed parks, but should also improve performance overall to a smaller degree. In our tests we’ve seen CPU load improvements of up to 35%.

Before turning them on for everyone we would like to do some more testing though! We have created a Steam beta branch for this. If you want to give it a try, right-click on Parkitect in your Steam library, then select Properties, go to the Betas tab and select “Experimental”.

Savegames are compatible between the regular and this experimental version, so you can give it a try without any risk. If you do please let us know your results!

Changelog

- added Mine Train Coaster
- added Turbine
- added Market Research
- added scenario goals
- added sorting attraction/shop list by various properties
- added adjustable chain lift speed
- employees only work on tasks outside their assigned zone if there’s nothing left to do in their zone
- less blurry shadows
- fixed Ferris Wheel being a sadness factory
- fixed all kinds of problems with wooden supports
- fixed problems with building tracked ride blueprints near park border
- fixed lag if loading a new savegame while the game is paused

Devlog Update 127

It’s been a pretty exhausting week, but we got a good amount of stuff done :)
Here’s a new flat ride, the Turbine:

It might look like a fairly simple ride, but the physics behind the swinging gondolas took a while to get right.

And there’s a new tracked ride, the Mine Train Coaster:

The wooden supports that are also used on the Wooden Coaster were a bit messy and had some problems, so we’re cleaning them up a bit now that another ride uses them.

Devlog Update 126

Unity 5.5, the latest version of the engine we’re using, was released last week and so we upgraded. It broke some minor things in the UI that we need to fix but apart from that went painless.

We changed the workers so that they only help out in other zones if there are no tasks left in their assigned zone. That improves worker efficiency a lot when using zones, but might still be a bit too “smart” - maybe if they are assigned to a zone they should not care at all what’s going on elsewhere in the park…? We’ll have to keep an eye on that.

The attraction overview list can be sorted by various ride properties now such as profit and satisfaction rate to get a quick overview of how all rides in the park are doing:

And Luuk worked on Market Research campaigns, which are a pretty useful tool I think :)
When starting a Market Research campaign a certain amount of guests (depending on the duration of the campaign) are asked about various topics, and in the end you receive a handy report with a bunch of graphs as result. Especially useful for deciding which kind of ride to build next should be the graph that shows the preferred ride intensities of the interviewed guests:

And you also get a snapshot of the current needs such as hunger and thirst, and their overall satisfaction with the park.