Devlog Update 104 + Alpha 3

Alpha 3 is now available for download! The full change log is at the end of this post.

Riverwood Themepark (no mods), by xRBz

Devlog

Devlog Update 104! I guess that means 2 years of weekly devlogs, wow :)

Garret modeled a Motion Simulator ride during this weeks Art Stream. At just 2x2 tiles it is the smallest ride in the game and should work nicely to fill some gaps in parks that are running out of space.
Getting the animation working in the game with the hydraulics and all turned out to be a bit more difficult than originally expected, but here it is:

(Animation shortened for GIF)

And we added cloud shadows:

They’re fairly subtle but help visualize the current weather a bit better.

Team

I’ve been the sole programmer working on Parkitect so far and it would’ve been cool to finish it alone… there’s a bunch of work left though and our sale numbers are looking good enough that we can afford to bring on some people to lower the work load and speed things up a bit, so Luuk and Tim from ParkitectNexus are joining us part time to help with programming tasks.
Welcome to the team! :D

Alpha 3 Changelog

- added Motion Simulator
- added Shark costume for Entertainer
- added brick walls set and some industrial props
- added sounds for Giga Coaster, Mini Coaster, Alpine Coaster, Suspended Coaster, Monorail, Ghost Mansion Ride, Inverted Dark Ride
- added new path style
- added paths don’t connect through walls and fences anymore
- added paths don’t spawn handrails if wall/fence already exists in same location
- added working queue signs
- added text signs that can be put on paths and act as “no entry” signs
- added underwater tunnels
- added track tunnels automatically updating when terraforming
- added search bar for blueprints
- added embedding log flume tracks into water/terrain without spawning tunnels
- added stats graphs for tracked rides
- added cloud shadows
- added Dutch names
- improved the look of flowers
- improved the look of tunnels (look darker on the inside)
- improved savegame load times by up to ~50%
- fixed a case where guests could queue for a closed attraction
- fixed various issues with building fences
- fixed guests rarely thought an empty queue is full and didn’t enter it
- should fix very rare case where mechanics could get stuck in ride exit gates

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 :)