Devlog Update 103

Art Stream

It’s finally the end of the month, and that means it’s time for another Art Stream! Join us on Garrets Twitch channel on Wednesday at 1pm PST to chat while watching some new Parkitect art being created.

Translation Progress

Since starting the translation site lots of translations for many languages have been contributed, which is awesome! Thanks :)
One small problem is that many translations have been suggested, but there aren’t enough people voting for these suggestions. The way these community translations work is that after a suggestion has been made it requires a couple of votes to actually get into the game.
To vote for suggestions, click on the “Suggestions” tab, then use the Vote for/Vote against buttons. You need to be logged in for this.

Devlog

Progress has been rather slow this week due to some none-development related tasks that might continue into early next week, but things should be better again then.
We’ve added the option to view the coaster stat heatmaps without having to go into build mode, and while we were at it also added some graphs for this data:

The heatmaps are much more useful and easier to understand in my opinion, but it can’t hurt to have the graphs and if nothing else they’re at least helpful for debugging.

Devlog Update 102

In addition to Humble and Steam, Parkitect is now also available on GOG!

Hope everyone had a good time this week like we did watching all the cool new games being announced at E3 :)

In development news, we added underwater tunnels for paths and tracks:

And track tunnels automatically adjust to terraforming changes now:

By popular demand, blueprints received a search bar:

And the sign naming window received a panel with symbols:

There are more that you can use but these should be the most useful ones.

Devlog Update 101

We got a bit carried away with continuing last weeks work. Paths now don’t connect through walls anymore either:

There are some edge cases with the rounded and diagonal walls, we’ll have to see how well those will work during normal gameplay.

The queue signs finally work:

So we also added signs that can be customized. We needed a font for them with partial unicode support for all the languages with a non-latin alphabet like Russian and Chinese etc., which means there are also some symbols available that could be nice to use. And yes, they can also be set to “no entry” which has been requested quite a lot.

Placing one of these signs at the front of a queue replaces the default queue sign. Flat ride fences can also be replaced by building a fence/wall next to them, which allows for some nice customizability.

(The option in the ride settings for selecting a fence style will be removed as it doesn’t have much of a use anymore now)

And finally, the brick set received some more tiles, a couple of fitting props, and there’s a new path style :)

Devlog Update 100

Paths don’t connect through fences anymore:

(and recolored flowers look nicer now too)

Putting a fence on a raised path replaces the default handrails entirely with the fence:

There’s a new shark costume for the entertainer:

And we’re adding a set of brick walls :)

There’s already a very nice modded brickwork set by grautur, but it uses geometry for the individual bricks and grout. Our wall is a simple flat quad with a texture and a normal map to give the bricks some subtle depth, which should be better for performance.