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.

Devlog Update 118

We started with some bigger tasks this week that’ll probably keep us busy for the majority of this month, so expect more of the same for the next couple blog posts :)

I started implementing the Go-karts Garret modeled a while ago. What makes them tricky is that they work unlike any other tracked ride we have in the game so far - there are multiple cars racing and overtaking each other at the same time over multiple laps, so figuring that out was the first and most important task. It’s mostly working:

Next up there are lots of smaller details left to do (including making the road look less flat ;)). More progress on that next week!

Luuk started working on advertisement campaigns. It’ll be possible to run advertisements for the park or for individual shops and attractions. A big part of the UI and some of the functionality is done:

More on how advertisements work next week.