Devlog Update 98

Art Stream

Time for another Art Stream! Join us on Garrets Twitch channel on Wednesday at 1pm PDT (=1h earlier than it used to be) to chat while watching some new Parkitect art being created.

Devlog

We spent this week on addressing some general usability feedback and often requested features.

First of all we added an option for scaling the UI up or down. The UI always automatically scaled depending on your screens DPI which is fine for most situations, but on small laptop screens it’d use up too much space; or if you’re recording at a high resolution the UI would look fine on your screen but too small when watched on YouTubes scaled down resolutions. So that can be manually adjusted now.

One thing we always saw people struggle with in the track builder is that after selecting a special segment from the list on the right they got confused by the curve and slope buttons getting disabled. They didn’t know how to deselect these special pieces. The buttons for the special pieces were simple toggles, so to deselect a piece you’d have to click on it again, but we noticed people would try to click on about any button in the builder UI (including the disabled ones) instead of clicking on the selected piece again to deselect it.

So we’re not disabling the curve and slope buttons anymore, and clicking on any special piece but the selected one will deselect it.

This allowed us to add another thing that got requested a lot: building a piece by clicking on the already selected option a second time. We couldn’t do this so far because that was already reserved for deselecting pieces.

Sometimes it wasn’t clear what certain pieces do or why they can’t be built in some situations, so we added tooltips to help with that.

Input fields for currencies and other numbers got formatted properly and received spinner buttons to speed up doing small adjustments. You can also adjust values using the scroll wheel if you’ve got one on your mouse.

And finally, shops received an option for keeping their prices synchronized across the park.

Devlog Update 97

Alright, we’re somewhat back to our normal schedule!

We added a new “Overview” window that is a sort of info hub for everything in your park. It lists all attractions, shops, employees and guests and allows searching through them. For attractions it also gives a quick info about their state and allows changing the entrance fee to make changing prices on multiple rides easier.

People can be marked as “favorite”. It’s simply a little visual marker so you can more easily find them again…

…and it sorts them to the top of the “Guests” overview tab.

The park finance graphs were a bit of a remnant from when we first started working on a proper UI for the game. They never really worked and thus weren’t very useful. That’s changed now!

And we added additional graphs for the amount of guests in the park and all of the park rating categories.

Devlog Update 96

The big thing this week was the Steam launch of course (check here for instructions on how to retrieve your Steam key if you’ve bought the game before it was on Steam).
It went pretty well! The ratings are at 97% positive right now and there haven’t been too many major technical issues - we’ll have to see how things look in a couple weeks, but so far so good :)

In development news we’ve released a patch version (Alpha 1a) since last week that mostly fixed some more small glitches and added a couple minor features (most notably block sections are working as intended now and the Mac/Linux versions are running much more stable now).

The last few days we’ve mostly been reading and responding to feedback. The most common complaints so far are:

The game is not available in my language
This is something I wish we had been a bit more prepared for… we had translation support in the game for a long time but didn’t get any translations done. We could have handled that way better.
We got lots of offers from people to help with translations so to rectify this we’ve set up crowdsourced translations over here, which means anyone can help with translating the game into their language.
We might still get some professional translations done for the more common languages but for now this is the fastest way to fix this and allows us to add support for rare languages too.

There is no campaign
This one is a bit tricky - it simply doesn’t make any sense for us to work on a campaign before the game is feature complete. We’d have to redo it all and throw away a lot of work to update campaign levels as more content gets put into the game in the future.
While the Steam description says that the game only has a sandbox mode at the moment and that a campaign will be added in the future some people don’t seem to read that and then become disappointed after purchase. Not sure yet how to solve this best so we’ll just observe for a bit longer to see if this complaint keeps coming up.

There is no tutorial
For now we’ll add more informative tooltips and such, I think that’s generally a good idea. The coaster builder is a good example for that: it should tell you exactly why a certain build option is currently not available instead of just taking it away. Not a big fan of traditional tutorials personally but we really might need a small one that teaches the basics eventually.

Noticeable FPS drops if zooming out all the way in big parks
To improve this we’re mostly waiting for Unity 5.4, which brings some new features for improving performance if there are many objects on screen at once. The planned release date for Unity 5.4 is June, so I think we’ll have some improvements for this in the game by the end of July if everything goes well.
I’ll also check if we can do some other optimizations before that, but the biggest performance hit for zoomed out views specifically is from rendering all the thousands of individual objects in the park so I expect Unity 5.4 to help more with this than anything I can do right now.

It’s an Early Access game
Yes, it says so on the store page ¯\_(ツ)_/¯

All of our older players are helping a lot with this addressing these issues (thanks so much!) and things seem to calm a bit down now, so we should be able to jump right back into normal development and have some more interesting news again next week :)

Steam Launch Day!

As a reminder, the game will be available on Steam Early Access in about an hour from now! :D
If you’ve previously bought the game or backed our Kickstarter you can retrieve your Steam key from your download page that you received after purchase/that we sent you through Kickstarter by using the “click to redeem on Steam” button. It should look somewhat like this:

If you lost the link to your download page, you can retrieve it using the Humble Order Resender.

Alternatively, in case you claimed the game to an Humble Bundle account you can also find the key on your Keys page:

If you followed these instructions but still have problem retrieving your download page or Steam key, you can reach us at themeparkitect@gmail.com