Art Steam
Due to the imminent Steam launch this months Art Stream will be a week earlier than usual - come join us on Wednesday at 2pm PST on Garrets Twitch channel to watch him live while he’s creating some new art for the game.
Devlog
If you’ve played the game you probably noticed that some of the audio volume seemed a bit off - especially coasters were way too silent. The problem is that our game is a bit of a special case with its near-orthographic camera and its huge range of heights at which objects can be placed: you can have certain objects like drop towers or coasters that are 50 units or so above the ground that you want to hear, and at the same time you want to hear everything that’s going on at the ground too…but not stuff that’s going on at the ground and 50 units away from the center of the screen, because if you’re zoomed all the way in, the stuff that’s on ground level and 50 units away is way off-screen.
Instead of Unitys default volume attenuation that determines volume depending on world space distances we needed one that considers whether an object is on screen or not, and we got a first version of that working now.
In short: coasters and other things should start to sound better over the next versions!
Most of this week was spent on Steam stuff though. I’ve integrated Steams content delivery systems into our build tools and can automatically create a new game build and put it onto Steam with a single click now, which is really nice :)
And we added support for sharing savegames and blueprints on Steam Workshop!
We’re designing the content upload tools in a way that should allow it for other services like ParkitectNexus to plug into it too.
And the track builder got an update so it can adapt better to the requirements of whatever ride you’re currently editing because we were running out of room for slope buttons with the new steeper slopes on the Giga Coaster. And for example for rides that can’t be banked the banking wheel is entirely gone now:
Less uselessly confusing visual clutter!